modlib/test.lua
2021-02-07 14:00:48 +01:00

201 lines
6.5 KiB
Lua

-- string
assert(modlib.string.escape_magic_chars"%" == "%%")
-- table
do
local table = {}
table[table] = table
local table_copy = modlib.table.deepcopy(table)
assert(table_copy[table_copy] == table_copy)
assert(modlib.table.is_circular(table))
assert(not modlib.table.is_circular{a = 1})
assert(modlib.table.equals_noncircular({[{}]={}}, {[{}]={}}))
assert(modlib.table.equals_content(table, table_copy))
local equals_references = modlib.table.equals_references
assert(equals_references(table, table_copy))
assert(equals_references({}, {}))
assert(not equals_references({a = 1, b = 2}, {a = 1, b = 3}))
table = {}
table.a, table.b = table, table
table_copy = modlib.table.deepcopy(table)
assert(equals_references(table, table_copy))
local x, y = {}, {}
assert(not equals_references({[x] = x, [y] = y}, {[x] = y, [y] = x}))
assert(equals_references({[x] = x, [y] = y}, {[x] = x, [y] = y}))
local nilget = modlib.table.nilget
assert(nilget({a = {b = {c = 42}}}, "a", "b", "c") == 42)
assert(nilget({a = {}}, "a", "b", "c") == nil)
assert(nilget(nil, "a", "b", "c") == nil)
assert(nilget(nil, "a", nil, "c") == nil)
end
-- heap
do
local n = 100
local list = {}
for index = 1, n do
list[index] = index
end
modlib.table.shuffle(list)
local heap = modlib.heap.new()
for index = 1, #list do
heap:push(list[index])
end
for index = 1, #list do
local popped = heap:pop()
assert(popped == index)
end
end
-- ranked set
do
local n = 100
local ranked_set = modlib.ranked_set.new()
local list = {}
for i = 1, n do
ranked_set:insert(i)
list[i] = i
end
assert(modlib.table.equals(ranked_set:to_table(), list))
local i = 0
for rank, key in ranked_set:ipairs() do
i = i + 1
assert(i == key and i == rank)
assert(ranked_set:get_by_rank(rank) == key)
local rank, key = ranked_set:get(i)
assert(key == i and i == rank)
end
assert(i == n)
for i = 1, n do
local _, v = ranked_set:delete(i)
assert(v == i, i)
end
assert(not next(ranked_set:to_table()))
local ranked_set = modlib.ranked_set.new()
for i = 1, n do
ranked_set:insert(i)
end
for rank, key in ranked_set:ipairs(10, 20) do
assert(rank == key and key >= 10 and key <= 20)
end
for i = n, 1, -1 do
local j = ranked_set:delete_by_rank(i)
assert(j == i)
end
end
-- colorspec
local colorspec = modlib.minetest.colorspec.from_number(0xDDCCBBAA)
assert(modlib.table.equals(colorspec, {a = 0xAA, b = 0xBB, g = 0xCC, r = 0xDD,}), dump(colorspec))
-- k-d-tree
local vectors = {}
for _ = 1, 1000 do
table.insert(vectors, {math.random(), math.random(), math.random()})
end
local kdtree = modlib.kdtree.new(vectors)
for _, vector in ipairs(vectors) do
local neighbor, distance = kdtree:get_nearest_neighbor(vector)
assert(modlib.vector.equals(vector, neighbor), distance == 0)
end
for _ = 1, 1000 do
local vector = {math.random(), math.random(), math.random()}
local _, distance = kdtree:get_nearest_neighbor(vector)
local min_distance = math.huge
for _, other_vector in ipairs(vectors) do
local other_distance = modlib.vector.distance(vector, other_vector)
if other_distance < min_distance then
min_distance = other_distance
end
end
assert(distance == min_distance)
end
-- in-game tests & b3d testing
local tests = {
-- depends on player_api
b3d = true,
liquid_dir = false,
liquid_raycast = false
}
if tests.b3d then
local stream = io.open(modlib.mod.get_resource("player_api", "models", "character.b3d"), "r")
assert(stream)
local b3d = modlib.b3d.read(stream)
--! dirty helper method to create truncate tables with 10+ number keys
local function _b3d_truncate(table)
local count = 1
for key, value in pairs(table) do
if type(key) == "table" then
_b3d_truncate(key)
end
if type(value) == "table" then
_b3d_truncate(value)
end
count = count + 1
if type(key) == "number" and count >= 9 and next(table, key) then
if count == 9 then
table[key] = "TRUNCATED"
else
table[key] = nil
end
end
end
return table
end
modlib.file.write(modlib.mod.get_resource"character.b3d.lua", "return " .. dump(_b3d_truncate(modlib.table.copy(b3d))))
stream:close()
end
if tests.liquid_dir then
minetest.register_abm{
label = "get_liquid_corner_levels & get_liquid_direction test",
nodenames = {"default:water_flowing"},
interval = 1,
chance = 1,
action = function(pos, node)
assert(type(node) == "table")
for _, corner_level in pairs(modlib.minetest.get_liquid_corner_levels(pos, node)) do
minetest.add_particle{
pos = vector.add(pos, corner_level),
size = 2,
texture = "logo.png"
}
end
local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
local start_pos = pos
start_pos.y = start_pos.y + 1
for i = 0, 5 do
minetest.add_particle{
pos = vector.add(start_pos, vector.multiply(direction, i/5)),
size = i/2.5,
texture = "logo.png"
}
end
end
}
end
if tests.liquid_raycast then
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local eye_pos = vector.offset(player:get_pos(), 0, player:get_properties().eye_height, 0)
local raycast = modlib.minetest.raycast(eye_pos, vector.add(eye_pos, vector.multiply(player:get_look_dir(), 3)), false, true)
for pointed_thing in raycast do
if pointed_thing.type == "node" and minetest.registered_nodes[minetest.get_node(pointed_thing.under).name].liquidtype == "flowing" then
minetest.add_particle{
pos = vector.add(pointed_thing.intersection_point, vector.multiply(pointed_thing.intersection_normal, 0.1)),
size = 0.5,
texture = "object_marker_red.png",
expirationtime = 3
}
end
end
end
end)
end