mirror of
https://github.com/appgurueu/modlib.git
synced 2024-10-27 10:59:27 +01:00
93 lines
3.1 KiB
Lua
93 lines
3.1 KiB
Lua
local t = {}
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t[t] = t
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local t2 = modlib.table.deepcopy(t)
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assert(t2[t2] == t2)
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assert(modlib.table.equals_noncircular({[{}]={}}, {[{}]={}}))
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assert(modlib.table.equals_content(t, t2))
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assert(modlib.table.is_circular(t))
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local equals_references = modlib.table.equals_references
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assert(equals_references({}, {}))
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assert(not equals_references({a = 1, b = 2}, {a = 1, b = 3}))
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t = {}
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t.a, t.b = t, t
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t2 = {}
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t2.a, t2.b = t2, t2
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assert(equals_references(t, t2))
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t = {}
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t[t] = t
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t2 = {}
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t2[t2] = t2
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assert(equals_references(t, t2))
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local x, y = {}, {}
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assert(not equals_references({[x] = x, [y] = y}, {[x] = y, [y] = x}))
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assert(equals_references({[x] = x, [y] = y}, {[x] = x, [y] = y}))
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assert(modlib.table.nilget({a = {b = {c = 42}}}, "a", "b", "c") == 42)
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assert(modlib.table.nilget({a = {}}, "a", "b", "c") == nil)
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assert(modlib.string.escape_magic_chars("%") == "%%")
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local tests = {
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liquid_dir = false,
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liquid_raycast = false
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}
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if tests.liquid_dir then
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minetest.register_abm{
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label = "get_liquid_corner_levels & get_liquid_direction test",
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nodenames = {"default:water_flowing"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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assert(type(node) == "table")
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for _, corner_level in pairs(modlib.minetest.get_liquid_corner_levels(pos, node)) do
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minetest.add_particle{
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pos = vector.add(pos, corner_level),
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size = 2,
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texture = "logo.png"
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}
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end
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local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
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local start_pos = pos
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start_pos.y = start_pos.y + 1
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for i = 0, 5 do
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minetest.add_particle{
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pos = vector.add(start_pos, vector.multiply(direction, i/5)),
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size = i/2.5,
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texture = "logo.png"
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}
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end
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end
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}
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end
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if tests.liquid_raycast then
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minetest.register_globalstep(function()
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for _, player in pairs(minetest.get_connected_players()) do
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local eye_pos = vector.offset(player:get_pos(), 0, player:get_properties().eye_height, 0)
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local raycast = modlib.minetest.raycast(eye_pos, vector.add(eye_pos, vector.multiply(player:get_look_dir(), 3)), false, true)
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for pointed_thing in raycast do
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if pointed_thing.type == "node" and minetest.registered_nodes[minetest.get_node(pointed_thing.under).name].liquidtype == "flowing" then
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minetest.add_particle{
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pos = vector.add(pointed_thing.intersection_point, vector.multiply(pointed_thing.intersection_normal, 0.1)),
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size = 0.5,
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texture = "object_marker_red.png",
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expirationtime = 3
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}
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end
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end
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end
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end)
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end
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local n = 100
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local list = {}
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for index = 1, n do
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list[index] = index
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end
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modlib.table.shuffle(list)
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local heap = modlib.heap.new()
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for index = 1, #list do
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heap:push(list[index])
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end
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for index = 1, #list do
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local popped = heap:pop()
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assert(popped == index)
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end |