mirror of
https://github.com/appgurueu/modlib.git
synced 2024-11-26 09:13:53 +01:00
201 lines
6.5 KiB
Lua
201 lines
6.5 KiB
Lua
-- string
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assert(modlib.string.escape_magic_chars"%" == "%%")
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-- table
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do
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local table = {}
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table[table] = table
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local table_copy = modlib.table.deepcopy(table)
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assert(table_copy[table_copy] == table_copy)
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assert(modlib.table.is_circular(table))
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assert(not modlib.table.is_circular{a = 1})
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assert(modlib.table.equals_noncircular({[{}]={}}, {[{}]={}}))
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assert(modlib.table.equals_content(table, table_copy))
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local equals_references = modlib.table.equals_references
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assert(equals_references(table, table_copy))
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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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table = {}
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table.a, table.b = table, table
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table_copy = modlib.table.deepcopy(table)
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assert(equals_references(table, table_copy))
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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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local nilget = modlib.table.nilget
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assert(nilget({a = {b = {c = 42}}}, "a", "b", "c") == 42)
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assert(nilget({a = {}}, "a", "b", "c") == nil)
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assert(nilget(nil, "a", "b", "c") == nil)
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assert(nilget(nil, "a", nil, "c") == nil)
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end
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-- heap
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do
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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
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end
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-- ranked set
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do
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local n = 100
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local ranked_set = modlib.ranked_set.new()
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local list = {}
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for i = 1, n do
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ranked_set:insert(i)
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list[i] = i
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end
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assert(modlib.table.equals(ranked_set:to_table(), list))
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local i = 0
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for rank, key in ranked_set:ipairs() do
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i = i + 1
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assert(i == key and i == rank)
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assert(ranked_set:get_by_rank(rank) == key)
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local rank, key = ranked_set:get(i)
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assert(key == i and i == rank)
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end
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assert(i == n)
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for i = 1, n do
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local _, v = ranked_set:delete(i)
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assert(v == i, i)
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end
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assert(not next(ranked_set:to_table()))
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local ranked_set = modlib.ranked_set.new()
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for i = 1, n do
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ranked_set:insert(i)
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end
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for rank, key in ranked_set:ipairs(10, 20) do
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assert(rank == key and key >= 10 and key <= 20)
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end
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for i = n, 1, -1 do
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local j = ranked_set:delete_by_rank(i)
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assert(j == i)
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end
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end
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-- colorspec
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local colorspec = modlib.minetest.colorspec.from_number(0xDDCCBBAA)
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assert(modlib.table.equals(colorspec, {a = 0xAA, b = 0xBB, g = 0xCC, r = 0xDD,}), dump(colorspec))
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-- k-d-tree
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local vectors = {}
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for _ = 1, 1000 do
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table.insert(vectors, {math.random(), math.random(), math.random()})
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end
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local kdtree = modlib.kdtree.new(vectors)
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for _, vector in ipairs(vectors) do
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local neighbor, distance = kdtree:get_nearest_neighbor(vector)
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assert(modlib.vector.equals(vector, neighbor), distance == 0)
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end
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for _ = 1, 1000 do
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local vector = {math.random(), math.random(), math.random()}
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local _, distance = kdtree:get_nearest_neighbor(vector)
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local min_distance = math.huge
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for _, other_vector in ipairs(vectors) do
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local other_distance = modlib.vector.distance(vector, other_vector)
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if other_distance < min_distance then
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min_distance = other_distance
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end
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end
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assert(distance == min_distance)
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end
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-- in-game tests & b3d testing
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local tests = {
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-- depends on player_api
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b3d = true,
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liquid_dir = false,
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liquid_raycast = false
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}
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if tests.b3d then
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local stream = io.open(modlib.mod.get_resource("player_api", "models", "character.b3d"), "r")
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assert(stream)
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local b3d = modlib.b3d.read(stream)
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--! dirty helper method to create truncate tables with 10+ number keys
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local function _b3d_truncate(table)
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local count = 1
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for key, value in pairs(table) do
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if type(key) == "table" then
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_b3d_truncate(key)
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end
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if type(value) == "table" then
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_b3d_truncate(value)
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end
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count = count + 1
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if type(key) == "number" and count >= 9 and next(table, key) then
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if count == 9 then
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table[key] = "TRUNCATED"
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else
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table[key] = nil
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end
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end
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end
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return table
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end
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modlib.file.write(modlib.mod.get_resource"character.b3d.lua", "return " .. dump(_b3d_truncate(modlib.table.copy(b3d))))
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stream:close()
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end
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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 |