minetest/games/devtest/mods/testnodes/commands.lua

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-- Add chat command to place all the nodes in DevTest
local function advance_pos(pos, start_pos, advance_z)
if advance_z then
pos.z = pos.z + 2
pos.x = start_pos.x
else
pos.x = pos.x + 2
end
if pos.x > 30900 or pos.x - start_pos.x > 46 then
pos.x = start_pos.x
pos.z = pos.z + 2
end
if pos.z > 30900 then
-- We ran out of space! Aborting
aborted = true
return false
end
return pos
end
local function place_nodes(param)
local nodes = param.nodes
local name = param.name
local pos = param.pos
local start_pos = param.start_pos
table.sort(nodes)
core.chat_send_player(name, "Placing nodes …")
local nodes_placed = 0
local aborted = false
for n=1, #nodes do
local itemstring = nodes[n]
local def = core.registered_nodes[itemstring]
local p2_max = 0
if param.param ~= "no_param2" then
-- Also test the param2 values of the nodes
-- ... but we only use permissible param2 values
if def.paramtype2 == "wallmounted" then
p2_max = 5
elseif def.paramtype2 == "facedir" then
p2_max = 23
elseif def.paramtype2 == "4dir" then
p2_max = 3
elseif def.paramtype2 == "glasslikeliquidlevel" then
p2_max = 63
elseif def.paramtype2 == "meshoptions" and def.drawtype == "plantlike" then
p2_max = 63
elseif def.paramtype2 == "leveled" then
p2_max = 127
elseif def.paramtype2 == "degrotate" and (def.drawtype == "plantlike" or def.drawtype == "mesh") then
p2_max = 239
elseif def.paramtype2 == "colorfacedir" or
def.paramtype2 == "colorwallmounted" or
def.paramtype2 == "colordegrotate" or
def.paramtype2 == "color4dir" or
def.paramtype2 == "color" then
p2_max = 255
end
end
for p2 = 0, p2_max do
-- Skip undefined param2 values
if not ((def.paramtype2 == "meshoptions" and p2 % 8 > 4) or
(def.paramtype2 == "colorwallmounted" and p2 % 8 > 5) or
((def.paramtype2 == "colorfacedir" or def.paramtype2 == "colordegrotate")
and p2 % 32 > 23)) then
core.set_node(pos, { name = itemstring, param2 = p2 })
nodes_placed = nodes_placed + 1
pos = advance_pos(pos, start_pos)
if not pos then
aborted = true
break
end
end
end
if aborted then
break
end
end
if aborted then
core.chat_send_player(name, "Not all nodes could be placed, please move further away from the world boundary. Nodes placed: "..nodes_placed)
end
core.chat_send_player(name, "Nodes placed: "..nodes_placed..".")
end
local function after_emerge(blockpos, action, calls_remaining, param)
if calls_remaining == 0 then
place_nodes(param)
end
end
core.register_chatcommand("test_place_nodes", {
params = "[ no_param2 ]",
description = "Test: Place all nodes (except dummy and callback nodes) and optionally their permissible param2 variants",
func = function(name, param)
local player = core.get_player_by_name(name)
if not player then
return false, "No player."
end
local pos = vector.floor(player:get_pos())
pos.x = math.ceil(pos.x + 3)
pos.z = math.ceil(pos.z + 3)
pos.y = math.ceil(pos.y + 1)
local start_pos = table.copy(pos)
if pos.x > 30800 then
return false, "Too close to world boundary (+X). Please move to X < 30800."
end
if pos.z > 30800 then
return false, "Too close to world boundary (+Z). Please move to Z < 30800."
end
local aborted = false
local nodes = {}
local emerge_estimate = 0
for itemstring, def in pairs(core.registered_nodes) do
if itemstring ~= "ignore" and
-- Skip callback test and dummy nodes
-- to avoid clutter and chat spam
core.get_item_group(itemstring, "callback_test") == 0 and
core.get_item_group(itemstring, "dummy") == 0 then
table.insert(nodes, itemstring)
if def.paramtype2 == 0 then
emerge_estimate = emerge_estimate + 1
else
emerge_estimate = emerge_estimate + 255
end
end
end
-- Emerge area to make sure that all nodes are being placed.
-- Note we will emerge much more than we need to (overestimation),
-- the estimation code could be improved performance-wise …
local length = 16 + math.ceil(emerge_estimate / 24) * 2
core.emerge_area(start_pos,
{ x = start_pos.x + 46, y = start_pos.y, z = start_pos.z + length },
after_emerge, { nodes = nodes, name = name, pos = pos, start_pos = start_pos, param = param })
return true, "Emerging area …"
end,
})