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https://github.com/sbrl/Minetest-WorldEditAdditions.git
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Implement tests for parse_axes
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229
.tests/parse/axes/parse_axes.test.lua
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229
.tests/parse/axes/parse_axes.test.lua
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@ -0,0 +1,229 @@
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local Vector3 = require("worldeditadditions.utils.vector3")
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local facing_dirs = dofile("./.tests/parse/axes/include_facing_dirs.lua")
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local axes = require("worldeditadditions.utils.parse.axes")
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local parse_axes = axes.parse_axes
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--[[ Original idea for how this function was supposed to work from @VorTechnix
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-- It's changed a bit to make it more testable
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parse_axes("6",name) == return Vector3.new(6,6,6), Vector3.new(-6,-6,-6)
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parse_axes("h 4",name) == return Vector3.new(4,0,4), Vector3.new(-4,0,-4)
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parse_axes("v 4",name) == return Vector3.new(0,4,0), Vector3.new(0,-4,0)
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parse_axes("-x 4 z 3 5",name) == return Vector3.new(0,0,3), Vector3.new(-4,0,-5)
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parse_axes("x -10 y 14 true",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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parse_axes("x -10 y 14 r",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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parse_axes("x -10 y 14 rev",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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-- Assuming player is facing +Z (north)
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parse_axes("front 4 y 2 r",name) == return Vector3.new(0,2,4), Vector3.new(0,-2,0)
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parse_axes("right 4 y 2 r",name) == return Vector3.new(0,2,0), Vector3.new(-4,-2,0)
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]]--
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describe("parse_axes", function()
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it("should work with complex relative / absolute combinations", function()
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local success, pos1, pos2 = parse_axes({
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"front", "3", -- +x
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"left", "10", -- +z
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"y", "77",
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"x", "30",
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"back", "99"
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}, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-99, 0, 0), pos1)
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assert.are.same(Vector3.new(33, 77, 10), pos2)
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end)
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it("should work with complex relative / absolute combinations with other facing_dirs", function()
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local success, pos1, pos2 = parse_axes({
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"front", "3", -- +x
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"left", "10", -- +z
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"y", "77",
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"x", "30",
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"back", "99"
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}, facing_dirs.z_neg)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, -3), pos1)
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assert.are.same(Vector3.new(40, 77, 99), pos2)
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end)
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it("should work with ?", function()
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local success, pos1, pos2 = parse_axes({
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"?", "3"
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}, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(3, 0, 0), pos2)
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end)
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it("should work with positive y / positive value", function()
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local success, pos1, pos2 = parse_axes({ "y", "17" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 17, 0), pos2)
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end)
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it("should work with positive y / negative value", function()
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local success, pos1, pos2 = parse_axes({ "y", "-6" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, -6, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with negative y / positive value", function()
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local success, pos1, pos2 = parse_axes({ "-y", "17" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, -17, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with negative y / negative value", function()
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local success, pos1, pos2 = parse_axes({ "-y", "-6" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 6, 0), pos2)
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end)
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it("should work with positive x / positive value", function()
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local success, pos1, pos2 = parse_axes({ "x", "1" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(1, 0, 0), pos2)
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end)
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it("should work with positive x / big positive value", function()
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local success, pos1, pos2 = parse_axes({ "x", "99" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(99, 0, 0), pos2)
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end)
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it("should work with positive x / negative value", function()
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local success, pos1, pos2 = parse_axes({ "x", "-1" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-1, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with positive z / positive value", function()
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local success, pos1, pos2 = parse_axes({ "z", "1" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 1), pos2)
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end)
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it("should work with positive z / negative value", function()
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local success, pos1, pos2 = parse_axes({ "z", "-1" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, -1), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with multiple positive axes / positive values", function()
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local success, pos1, pos2 = parse_axes({ "x", "14", "z", "3" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(14, 0, 3), pos2)
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end)
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it("should work with multiple positive axes / negative values", function()
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local success, pos1, pos2 = parse_axes({ "x", "-16", "z", "-9" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-16, 0, -9), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with negative x / positive value", function()
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local success, pos1, pos2 = parse_axes({ "-x", "1" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-1, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with negative x / big positive value", function()
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local success, pos1, pos2 = parse_axes({ "-x", "99" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-99, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with negative x / negative value", function()
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local success, pos1, pos2 = parse_axes({ "-x", "-3" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(3, 0, 0), pos2)
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end)
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it("should work with negative z / positive value", function()
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local success, pos1, pos2 = parse_axes({ "-z", "6" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, -6), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with negative z / negative value", function()
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local success, pos1, pos2 = parse_axes({ "-z", "-4" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 0, 4), pos2)
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end)
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it("should work with multiple negative axes / positive values", function()
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local success, pos1, pos2 = parse_axes({ "-x", "14", "z", "-3" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-14, 0, -3), pos1)
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assert.are.same(Vector3.new(0, 0, 0), pos2)
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end)
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it("should work with multiple negative axes / negative values", function()
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local success, pos1, pos2 = parse_axes({ "-x", "-16", "-z", "-9" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(0, 0, 0), pos1)
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assert.are.same(Vector3.new(16, 0, 9), pos2)
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end)
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it("should work with complex multiple positive / negative combinations", function()
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local success, pos1, pos2 = parse_axes({ "x", "-16", "-x", "10", "-z", "-9", "y", "88" }, facing_dirs.x_pos)
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assert.is_true(success)
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assert.are.same(Vector3.new(-26, 0, 0), pos1)
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assert.are.same(Vector3.new(0, 88, 9), pos2)
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end)
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it("returns an error with invalid token list", function()
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local success, result = parse_axes("cheese", facing_dirs.z_neg)
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assert.is_false(success)
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assert.are.same(
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"string",
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type(result)
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)
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end)
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it("returns an error with invalid facing_dir", function()
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local success, result = parse_axes({ "-x", "1" }, "rocket")
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assert.is_false(success)
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assert.are.same(
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"string",
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type(result)
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)
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end)
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it("returns an error with no input", function()
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local success, result = parse_axes()
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assert.is_false(success)
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assert.are.same(
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"string",
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type(result)
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)
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end)
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it("returns an error with token list of the wrong type", function()
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local success, result = parse_axes(5, facing_dirs.x_pos)
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assert.is_false(success)
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assert.are.same(
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"string",
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type(result)
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)
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end)
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it("returns an error with token list of the wrong type again", function()
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local success, result = parse_axes(false, facing_dirs.x_pos)
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assert.is_false(success)
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assert.are.same(
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"string",
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type(result)
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)
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end)
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it("returns an error with token of the wrong type in token list", function()
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local success, result = parse_axes({ "-x", "99", false }, facing_dirs.x_pos)
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assert.is_false(success)
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assert.are.same(
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"string",
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type(result)
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)
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end)
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end)
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@ -6,20 +6,6 @@ else
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Vector3 = require("worldeditadditions.utils.vector3")
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end
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--[[
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parse_axes("6",name) == return Vector3.new(6,6,6), Vector3.new(-6,-6,-6)
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parse_axes("h 4",name) == return Vector3.new(4,0,4), Vector3.new(-4,0,-4)
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parse_axes("v 4",name) == return Vector3.new(0,4,0), Vector3.new(0,-4,0)
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parse_axes("-x 4 z 3 5",name) == return Vector3.new(0,0,3), Vector3.new(-4,0,-5)
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parse_axes("x -10 y 14 true",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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parse_axes("x -10 y 14 r",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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parse_axes("x -10 y 14 rev",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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-- Assuming player is facing +Z (north)
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parse_axes("front 4 y 2 r",name) == return Vector3.new(0,2,4), Vector3.new(0,-2,0)
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parse_axes("right 4 y 2 r",name) == return Vector3.new(0,2,0), Vector3.new(-4,-2,0)
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]]--
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--- Parses an absolute axis name to a Vector3 instance.
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-- @example
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-- local v3instance = parse_abs_axis_name("-x")
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@ -93,6 +79,13 @@ end
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-- @param facing_dir PlayerDir The direction the player is facing. Returned from wea.player_dir(name).
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-- @returns Vector3,Vector3 A Vector3 pair generated from parsing out the input token list representing the delta change that can be applied to a defined pos1, pos2 region.
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local function parse_axes(token_list, facing_dir)
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if type(token_list) ~= "table" then
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return false, "Error: Expected list of tokens as a table, but found value of type '"..type(token_list).."' instead."
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end
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if type(facing_dir) ~= "table" then
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return false, "Error: Expected facing_dir to be a table, but found value of type '"..type(token_list).."' instead."
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end
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local pos1, pos2 = Vector3.new(), Vector3.new()
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if #token_list < 2 then
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@ -105,8 +98,14 @@ local function parse_axes(token_list, facing_dir)
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local success
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for i,token in ipairs(token_list) do
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if type(token) ~= "string" then
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return false, "Error: Found token of unexpected type '"..type(token).."' at position "..i.."."
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end
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-- print("DEBUG i", i, "token", token)
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if state == "AXIS" then
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if token == "h" or "horizontal" then
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if token == "h" or token == "horizontal" then
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current_axis_text = "horizontal"
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current_axis = Vector3.new(1, 0, 1)
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elseif token == "v" or token == "vertical" then
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@ -117,6 +116,8 @@ local function parse_axes(token_list, facing_dir)
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success, current_axis = parse_axis_name(token, facing_dir)
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if not success then return success, current_axis end
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end
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-- print("DEBUG STATE AXIS current_axis_text", current_axis_text, "current_axis", current_axis)
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state = "VALUE"
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elseif state == "VALUE" then
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local offset_this = tonumber(token)
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@ -126,6 +127,8 @@ local function parse_axes(token_list, facing_dir)
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offset_this = current_axis * offset_this
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-- print("DEBUG STATE VALUE offset_this", offset_this)
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-- Apply the new offset to the virtual defined region
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if current_axis_text == "horizontal" or current_axis_text == "vertical" then
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-- We're horizonal / vertical
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