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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-07-03 08:30:36 +02:00

8 Commits

Author SHA1 Message Date
d42ac33d62 fix 2021-09-12 20:02:56 +02:00
5b19c17117 Revert "Warn when "misaligned" schematics are created"
This reverts commit 68f7bcc728.
2021-09-12 20:02:54 +02:00
4de0eb489f implement loading 2021-09-12 20:02:12 +02:00
adc6e00423 wip 2021-09-12 20:00:41 +02:00
5c06ae59ef wip 2021-09-12 20:00:41 +02:00
3c5f6b9665 wip 2021-09-12 20:00:41 +02:00
e387a57e15 wip 2021-09-12 20:00:41 +02:00
f43bc5278e wip 2021-09-12 20:00:41 +02:00
8 changed files with 281 additions and 563 deletions

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@ -1,11 +0,0 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Run tests
run: MINETEST_VER=latest ./.util/run_tests.sh

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@ -1,30 +0,0 @@
#!/bin/bash
tempdir=/tmp/mt
confpath=$tempdir/minetest.conf
worldpath=$tempdir/world
use_docker=y
[ -x ../../bin/minetestserver ] && use_docker=
rm -rf $tempdir
mkdir -p $worldpath
# the docker image doesn't have devtest
[ -n "$use_docker" ] || printf '%s\n' gameid=devtest >$worldpath/world.mt
printf '%s\n' mg_name=singlenode '[end_of_params]' >$worldpath/map_meta.txt
printf '%s\n' worldedit_run_tests=true max_forceloaded_blocks=9999 >$confpath
if [ -n "$use_docker" ]; then
chmod -R 777 $tempdir
docker run --rm -i \
-v $confpath:/etc/minetest/minetest.conf \
-v $tempdir:/var/lib/minetest/.minetest \
-v "$PWD/worldedit":/var/lib/minetest/.minetest/world/worldmods/worldedit \
registry.gitlab.com/minetest/minetest/server:${MINETEST_VER}
else
mkdir $worldpath/worldmods
ln -s "$PWD/worldedit" $worldpath/worldmods/worldedit
../../bin/minetestserver --config $confpath --world $worldpath --logfile /dev/null
fi
test -f $worldpath/tests_ok || exit 1
exit 0

View File

@ -23,7 +23,7 @@ There is a nice installation guide over at the [Minetest Wiki](http://wiki.minet
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable Modpack** button.
9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
If you are having trouble, try asking for help in the [IRC channel](https://web.libera.chat/#minetest) (faster but may not always have helpers online)
If you are having trouble, try asking for help in the [IRC channel](https://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online)
or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
Usage

View File

@ -38,7 +38,3 @@ if minetest.settings:get_bool("log_mods") then
print("[WorldEdit] Loaded!")
end
if minetest.settings:get_bool("worldedit_run_tests") then
dofile(path .. "/test.lua")
minetest.after(0, worldedit.run_tests)
end

View File

@ -1,9 +1,7 @@
--- Schematic serialization and deserialiation.
-- @module worldedit.serialization
worldedit.LATEST_SERIALIZATION_VERSION = 5
local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
worldedit.LATEST_SERIALIZATION_VERSION = 6
--[[
Serialization version history:
@ -15,6 +13,7 @@ Serialization version history:
`name`, `param1`, `param2`, and `meta` fields.
5: Added header and made `param1`, `param2`, and `meta` fields optional.
Header format: <Version>,<ExtraHeaderField1>,...:<Content>
6: Much more complicated but also better format
--]]
@ -66,17 +65,105 @@ function worldedit.serialize(pos1, pos2)
has_meta[hash_node_position(meta_positions[i])] = true
end
local pos = {x=pos1.x, y=0, z=0}
-- Decide axis of saved rows
local dim = vector.add(vector.subtract(pos2, pos1), 1)
local axis
if dim.x * dim.y < math.min(dim.y * dim.z, dim.x * dim.z) then
axis = "z"
elseif dim.x * dim.z < math.min(dim.x * dim.y, dim.y * dim.z) then
axis = "y"
elseif dim.y * dim.z < math.min(dim.x * dim.y, dim.x * dim.z) then
axis = "x"
else
axis = "x" -- X or Z are usually most efficient
end
local other1, other2 = worldedit.get_axis_others(axis)
-- Helper functions (1)
local MATCH_DIST = 8
local function match_init(array, first_value)
array[1] = first_value
return {first_value}
end
local function match_try(cache, prev_pushed, value)
local i = #cache
while i >= 1 do
if cache[i] == value then
local ret = -(#cache - i + 1)
local was_value = type(prev_pushed) ~= "number" or prev_pushed >= 0
return ret, (was_value and ret == -1) or prev_pushed == ret
end
i = i - 1
end
return nil, false
end
local function match_push(cache, match, value)
if match ~= nil then -- don't advance cache
return match
end
local idx = #cache + 1
cache[idx] = value
if idx > MATCH_DIST then
table.remove(cache, 1)
end
return value
end
-- Helper functions (2)
local function cur_new(pos, pos1)
return {
a = axis,
p = {pos.x - pos1.x, pos.y - pos1.y, pos.z - pos1.z},
c = 1,
data = {},
param1 = {},
param2 = {},
meta = {},
}
end
local function is_emptyish(t)
-- returns true if <t> contains only one element and that one element is == 0
local seen = false
for _, value in pairs(t) do
if not seen then
if value ~= 0 then
return false
end
seen = true
else
return false
end
end
return true
end
local function cur_finish(result, cur)
if is_emptyish(cur.param1) then
cur.param1 = nil
end
if is_emptyish(cur.param2) then
cur.param2 = nil
end
if next(cur.meta) == nil then
cur.meta = nil
end
result[#result + 1] = cur
end
-- Serialize stuff
local pos = {}
local count = 0
local result = {}
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local cur
local cache_data, cache_param1, cache_param2
local prev_data, prev_param1, prev_param2
pos[other1] = pos1[other1]
while pos[other1] <= pos2[other1] do
pos[other2] = pos1[other2]
while pos[other2] <= pos2[other2] do
pos[axis] = pos1[axis]
while pos[axis] <= pos2[axis] do
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta
if has_meta[hash_node_position(pos)] then
@ -93,36 +180,76 @@ function worldedit.serialize(pos1, pos2)
end
end
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1 ~= 0 and node.param1 or nil,
param2 = node.param2 ~= 0 and node.param2 or nil,
meta = meta,
}
if cur == nil then -- Start a new row
cur = cur_new(pos, pos1, axis, other1, other2)
cache_data = match_init(cur.data, node.name)
cache_param1 = match_init(cur.param1, node.param1)
cache_param2 = match_init(cur.param2, node.param2)
prev_data = cur.data[1]
prev_param1 = cur.param1[1]
prev_param2 = cur.param2[1]
cur.meta[1] = meta
else -- Append to existing row
local next_c = cur.c + 1
cur.c = next_c
local value, m, can_omit
value = node.name
m, can_omit = match_try(cache_data, prev_data, node.name)
if not can_omit then
prev_data = match_push(cache_data, m, value)
cur.data[next_c] = prev_data
end
value = node.param1
m, can_omit = match_try(cache_param1, prev_param1, value)
if not can_omit then
prev_param1 = match_push(cache_param1, m, value)
cur.param1[next_c] = prev_param1
end
value = node.param2
m, can_omit = match_try(cache_param2, prev_param2, value)
if not can_omit then
prev_param2 = match_push(cache_param2, m, value)
cur.param2[next_c] = prev_param2
end
cur.meta[next_c] = meta
end
count = count + 1
else
if cur ~= nil then -- Finish row
cur_finish(result, cur)
cur = nil
end
end
pos.z = pos.z + 1
pos[axis] = pos[axis] + 1
end
pos.y = pos.y + 1
if cur ~= nil then -- Finish leftover row
cur_finish(result, cur)
cur = nil
end
pos[other2] = pos[other2] + 1
end
pos.x = pos.x + 1
pos[other1] = pos[other1] + 1
end
-- Serialize entries
result = minetest.serialize(result)
return LATEST_SERIALIZATION_HEADER .. result, count
return tonumber(worldedit.LATEST_SERIALIZATION_VERSION) .. "," ..
string.format("%d,%d,%d:", dim.x, dim.y, dim.z) .. result, count
end
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
local function deserialize_workaround(content)
local nodes
if not minetest.global_exists("jit") then
nodes = minetest.deserialize(content, true)
elseif not content:match("^%s*return%s*{") then
-- The data doesn't look like we expect it to so we can't apply the workaround.
-- hope for the best
minetest.log("warning", "WorldEdit: deserializing data but can't apply LuaJIT workaround")
nodes = minetest.deserialize(content, true)
else
-- XXX: This is a filthy hack that works surprisingly well
-- in LuaJIT, `minetest.deserialize` will fail due to the register limit
@ -133,7 +260,7 @@ local function deserialize_workaround(content)
local startpos, startpos1 = 1, 1
local endpos
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("}%s*,%s*{", startpos)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
@ -150,8 +277,7 @@ end
--- Loads the schematic in `value` into a node list in the latest format.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, header, content = worldedit.read_header(value)
local function legacy_load_schematic(version, header, content)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content, true)
@ -193,6 +319,8 @@ local function load_schematic(value)
end
elseif version == 4 or version == 5 then -- Nested table format
nodes = deserialize_workaround(content)
elseif version >= 6 then
error("legacy_load_schematic called for non-legacy schematic")
else
return nil
end
@ -205,14 +333,29 @@ end
-- @return High corner position.
-- @return The number of nodes.
function worldedit.allocate(origin_pos, value)
local nodes = load_schematic(value)
if not nodes or #nodes == 0 then return nil end
return worldedit.allocate_with_nodes(origin_pos, nodes)
local version, header, content = worldedit.read_header(value)
if version == 6 then
local content = deserialize_workaround(content)
local pos2 = {
x = origin_pos.x + tonumber(header[1]) - 1,
y = origin_pos.y + tonumber(header[2]) - 1,
z = origin_pos.z + tonumber(header[3]) - 1,
}
local count = 0
for _, row in ipairs(content) do
count = count + row.c
end
return origin_pos, pos2, count
else
local nodes = legacy_load_schematic(version, header, content)
if not nodes or #nodes == 0 then return nil end
return worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
end
end
-- Internal
function worldedit.allocate_with_nodes(origin_pos, nodes)
function worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
@ -235,24 +378,110 @@ end
--- Loads the nodes represented by string `value` at position `origin_pos`.
-- @return The number of nodes deserialized.
function worldedit.deserialize(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
if #nodes == 0 then return #nodes end
local version, header, content = worldedit.read_header(value)
if version == 6 then
local content = deserialize_workaround(content)
local pos2 = {
x = origin_pos.x + tonumber(header[1]) - 1,
y = origin_pos.y + tonumber(header[2]) - 1,
z = origin_pos.z + tonumber(header[3]) - 1,
}
worldedit.keep_loaded(origin_pos, pos2)
local pos1, pos2 = worldedit.allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2)
return worldedit.deserialize_with_content(origin_pos, content)
else
local nodes = legacy_load_schematic(version, header, content)
if not nodes or #nodes == 0 then return nil end
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
-- Entry acts as both position and node
add_node(entry, entry)
if entry.meta then
get_meta(entry):from_table(entry.meta)
local pos1, pos2 = worldedit.legacy_allocate_with_nodes(origin_pos, nodes)
worldedit.keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
-- Entry acts as both position and node
add_node(entry, entry)
if entry.meta then
get_meta(entry):from_table(entry.meta)
end
end
return #nodes
end
return #nodes
end
-- Internal
function worldedit.deserialize_with_content(origin_pos, content)
-- Helper functions
local function resolve_refs(array)
-- find (and cache) highest index
local max_i = 1
for i, _ in pairs(array) do
if i > max_i then max_i = i end
end
array.max_i = max_i
-- resolve references
local cache = {}
for i = 1, max_i do
local v = array[i]
if v ~= nil then
if type(v) == "number" and v < 0 then -- is a reference
array[i] = cache[#cache + v + 1]
else
cache[#cache + 1] = v
end
end
end
end
local function read_in_array(array, idx)
if idx > array.max_i then
return array[array.max_i]
end
-- go backwards until we find something
repeat
local v = array[idx]
if v ~= nil then
return v
end
idx = idx - 1
until idx == 0
assert(false)
end
-- Actually deserialize
local count = 0
local entry = {}
local add_node, get_meta = minetest.add_node, minetest.get_meta
for _, row in ipairs(content) do
local axis = row.a
local pos = {
x = origin_pos.x + row.p[1],
y = origin_pos.y + row.p[2],
z = origin_pos.z + row.p[3],
}
if row.param1 == nil then row.param1 = {0} end
if row.param2 == nil then row.param2 = {0} end
if row.meta == nil then row.meta = {} end
resolve_refs(row.data)
resolve_refs(row.param1)
resolve_refs(row.param2)
for i = 1, row.c do
entry.name = read_in_array(row.data, i)
entry.param1 = read_in_array(row.param1, i)
entry.param2 = read_in_array(row.param2, i)
add_node(pos, entry)
local meta = row.meta[i]
if meta then
get_meta(pos):from_table(meta)
end
pos[axis] = pos[axis] + 1
end
count = count + row.c
end
return count
end

View File

@ -1,448 +0,0 @@
---------------------
-- Helpers
---------------------
local vec = vector.new
local vecw = function(axis, n, base)
local ret = vec(base)
ret[axis] = n
return ret
end
local pos2str = minetest.pos_to_string
local get_node = minetest.get_node
local set_node = minetest.set_node
---------------------
-- Nodes
---------------------
local air = "air"
local testnode1
local testnode2
local testnode3
-- Loads nodenames to use for tests
local function init_nodes()
testnode1 = minetest.registered_aliases["mapgen_stone"]
testnode2 = minetest.registered_aliases["mapgen_dirt"]
testnode3 = minetest.registered_aliases["mapgen_cobble"] or minetest.registered_aliases["mapgen_dirt_with_grass"]
assert(testnode1 and testnode2 and testnode3)
end
-- Writes repeating pattern into given area
local function place_pattern(pos1, pos2, pattern)
local pos = vec()
local node = {name=""}
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
node.name = pattern[i]
set_node(pos, node)
i = i % #pattern + 1
end
end
end
end
---------------------
-- Area management
---------------------
assert(minetest.get_mapgen_setting("mg_name") == "singlenode")
local area = {}
do
local areamin, areamax
local off
local c_air = minetest.get_content_id(air)
local vbuffer = {}
-- Assign a new area for use, will emerge and then call ready()
area.assign = function(min, max, ready)
areamin = min
areamax = max
minetest.emerge_area(min, max, function(bpos, action, remaining)
assert(action ~= minetest.EMERGE_ERRORED)
if remaining > 0 then return end
minetest.after(0, function()
area.clear()
ready()
end)
end)
end
-- Reset area contents and state
area.clear = function()
local vmanip = minetest.get_voxel_manip(areamin, areamax)
local vpos1, vpos2 = vmanip:get_emerged_area()
local vcount = (vpos2.x - vpos1.x + 1) * (vpos2.y - vpos1.y + 1) * (vpos2.z - vpos1.z + 1)
if #vbuffer ~= vcount then
vbuffer = {}
for i = 1, vcount do
vbuffer[i] = c_air
end
end
vmanip:set_data(vbuffer)
vmanip:write_to_map()
off = vec(0, 0, 0)
end
-- Returns an usable area [pos1, pos2] that does not overlap previous ones
area.get = function(sizex, sizey, sizez)
local size
if sizey == nil or sizez == nil then
size = {x=sizex, y=sizex, z=sizex}
else
size = {x=sizex, y=sizey, z=sizez}
end
local pos1 = vector.add(areamin, off)
local pos2 = vector.subtract(vector.add(pos1, size), 1)
if pos2.x > areamax.x or pos2.y > areamax.y or pos2.z > areamax.z then
error("Internal failure: out of space")
end
off = vector.add(off, size)
return pos1, pos2
end
-- Returns an axis and count (= n) relative to the last-requested area that is unoccupied
area.dir = function(n)
local pos1 = vector.add(areamin, off)
if pos1.x + n <= areamax.x then
off.x = off.x + n
return "x", n
elseif pos1.x + n <= areamax.y then
off.y = off.y + n
return "y", n
elseif pos1.z + n <= areamax.z then
off.z = off.z + n
return "z", n
end
error("Internal failure: out of space")
end
-- Returns [XYZ] margin (list of pos pairs) of n around last-requested area
-- (may actually be larger but doesn't matter)
area.margin = function(n)
local pos1, pos2 = area.get(n)
return {
{ vec(areamin.x, areamin.y, pos1.z), pos2 }, -- X/Y
{ vec(areamin.x, pos1.y, areamin.z), pos2 }, -- X/Z
{ vec(pos1.x, areamin.y, areamin.z), pos2 }, -- Y/Z
}
end
end
-- Split an existing area into two non-overlapping [pos1, half1], [half2, pos2] parts; returns half1, half2
area.split = function(pos1, pos2)
local axis
if pos2.x - pos1.x >= 1 then
axis = "x"
elseif pos2.y - pos1.y >= 1 then
axis = "y"
elseif pos2.z - pos1.z >= 1 then
axis = "z"
else
error("Internal failure: area too small to split")
end
local hspan = math.floor((pos2[axis] - pos1[axis] + 1) / 2)
local half1 = vecw(axis, pos1[axis] + hspan - 1, pos2)
local half2 = vecw(axis, pos1[axis] + hspan, pos2)
return half1, half2
end
---------------------
-- Checks
---------------------
local check = {}
-- Check that all nodes in [pos1, pos2] are the node(s) specified
check.filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
local total = worldedit.volume(pos1, pos2)
local sum = 0
for _, n in pairs(counts) do
sum = sum + n
end
if sum ~= total then
error((total - sum) .. " " .. table.concat(nodes, ",") .. " nodes missing in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
-- Check that none of the nodes in [pos1, pos2] are the node(s) specified
check.not_filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
for nodename, n in pairs(counts) do
if n ~= 0 then
error(counts[nodename] .. " " .. nodename .. " nodes found in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
end
-- Check that all of the areas are only made of node(s) specified
check.filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.filled(pos[1], pos[2], nodes)
end
end
-- Check that none of the areas contain the node(s) specified
check.not_filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.not_filled(pos[1], pos[2], nodes)
end
end
-- Checks presence of a repeating pattern in [pos1, po2] (cf. place_pattern)
check.pattern = function(pos1, pos2, pattern)
local pos = vec()
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
local node = get_node(pos)
if node.name ~= pattern[i] then
error(pattern[i] .. " not found at " .. pos2str(pos) .. " (i=" .. i .. ")")
end
i = i % #pattern + 1
end
end
end
end
---------------------
-- The actual tests
---------------------
local tests = {}
local function register_test(name, func, opts)
assert(type(name) == "string")
assert(func == nil or type(func) == "function")
if not opts then
opts = {}
else
opts = table.copy(opts)
end
opts.name = name
opts.func = func
table.insert(tests, opts)
end
-- How this works:
-- register_test registers a test with a name and function
-- The function should return if the test passes or otherwise cause a Lua error
-- The basic structure is: get areas + do operations + check results
-- Helpers:
-- area.get must be used to retrieve areas that can be operated on (these will be cleared before each test)
-- check.filled / check.not_filled can be used to check the result
-- area.margin + check.filled2 is useful to make sure nodes weren't placed too far
-- place_pattern + check.pattern is useful to test ops that operate on existing data
register_test("Internal self-test")
register_test("is area loaded?", function()
local pos1, _ = area.get(1)
assert(get_node(pos1).name == "air")
end, {dry=true})
register_test("area.split", function()
for i = 2, 6 do
local pos1, pos2 = area.get(1, 1, i)
local half1, half2 = area.split(pos1, pos2)
assert(pos1.x == half1.x and pos1.y == half1.y)
assert(half1.x == half2.x and half1.y == half2.y)
assert(half1.z + 1 == half2.z)
if i % 2 == 0 then
assert((half1.z - pos1.z) == (pos2.z - half2.z)) -- divided equally
end
end
end, {dry=true})
register_test("check.filled", function()
local pos1, pos2 = area.get(1, 2, 1)
set_node(pos1, {name=testnode1})
set_node(pos2, {name=testnode2})
check.filled(pos1, pos1, testnode1)
check.filled(pos1, pos2, {testnode1, testnode2})
check.not_filled(pos1, pos1, air)
check.not_filled(pos1, pos2, {air, testnode3})
end)
register_test("pattern", function()
local pos1, pos2 = area.get(3, 2, 1)
local pattern = {testnode1, testnode3}
place_pattern(pos1, pos2, pattern)
assert(get_node(pos1).name == testnode1)
check.pattern(pos1, pos2, pattern)
end)
register_test("Generic node manipulations")
register_test("worldedit.set", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, testnode1)
check.filled(pos1, pos2, testnode1)
check.filled2(m, air)
end)
register_test("worldedit.set mix", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, {testnode1, testnode2})
check.filled(pos1, pos2, {testnode1, testnode2})
check.filled2(m, air)
end)
register_test("worldedit.replace", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3)
check.not_filled(pos1, pos2, testnode1)
check.filled(pos1, half1, testnode3)
check.filled(half2, pos2, testnode2)
end)
register_test("worldedit.replace inverse", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3, true)
check.filled(pos1, half1, testnode1)
check.filled(half2, pos2, testnode3)
end)
-- FIXME?: this one looks overcomplicated
register_test("worldedit.copy", function()
local pos1, pos2 = area.get(4)
local axis, n = area.dir(2)
local m = area.margin(1)
local b = pos1[axis]
-- create one slice with testnode1, one with testnode2
worldedit.set(pos1, vecw(axis, b + 1, pos2), testnode1)
worldedit.set(vecw(axis, b + 2, pos1), pos2, testnode2)
worldedit.copy(pos1, pos2, axis, n)
-- should have three slices now
check.filled(pos1, vecw(axis, b + 1, pos2), testnode1)
check.filled(vecw(axis, b + 2, pos1), pos2, testnode1)
check.filled(vecw(axis, b + 4, pos1), vector.add(pos2, vecw(axis, n)), testnode2)
check.filled2(m, "air")
end)
register_test("worldedit.copy2", function()
local pos1, pos2 = area.get(6)
local m1 = area.margin(1)
local pos1_, pos2_ = area.get(6)
local m2 = area.margin(1)
local pattern = {testnode1, testnode2, testnode3, testnode1, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.copy2(pos1, pos2, vector.subtract(pos1_, pos1))
check.pattern(pos1, pos2, pattern)
check.pattern(pos1_, pos2_, pattern)
check.filled2(m1, "air")
check.filled2(m2, "air")
end)
register_test("worldedit.move (overlap)", function()
local pos1, pos2 = area.get(7)
local axis, n = area.dir(2)
local m = area.margin(1)
local pattern = {testnode2, testnode1, testnode2, testnode3, testnode3}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, vecw(axis, pos1[axis] + n - 1, pos2), "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
register_test("worldedit.move", function()
local pos1, pos2 = area.get(10)
local axis, n = area.dir(10)
local m = area.margin(1)
local pattern = {testnode1, testnode3, testnode3, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, pos2, "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
-- TODO: the rest (also testing param2 + metadata)
---------------------
-- Main function
---------------------
worldedit.run_tests = function()
do
local v = minetest.get_version()
print("Running " .. #tests .. " tests for WorldEdit " ..
worldedit.version_string .. " on " .. v.project .. " " .. (v.hash or v.string))
end
init_nodes()
-- emerge area from (0,0,0) ~ (56,56,56) and keep it loaded
-- Note: making this area smaller speeds up tests
local wanted = vec(56, 56, 56)
for x = 0, math.floor(wanted.x/16) do
for y = 0, math.floor(wanted.y/16) do
for z = 0, math.floor(wanted.z/16) do
assert(minetest.forceload_block({x=x*16, y=y*16, z=z*16}, true))
end
end
end
area.assign(vec(0, 0, 0), wanted, function()
local failed = 0
for _, test in ipairs(tests) do
if not test.func then
local s = "---- " .. test.name .. " "
print(s .. string.rep("-", 60 - #s))
else
if not test.dry then
area.clear()
end
local ok, err = pcall(test.func)
print(string.format("%-60s %s", test.name, ok and "pass" or "FAIL"))
if not ok then
print(" " .. err)
failed = failed + 1
end
end
end
print("Done, " .. failed .. " tests failed.")
if failed == 0 then
io.close(io.open(minetest.get_worldpath() .. "/tests_ok", "w"))
end
minetest.request_shutdown()
end)
end
-- for debug purposes
minetest.register_on_joinplayer(function(player)
minetest.set_player_privs(player:get_player_name(),
minetest.string_to_privs("fly,fast,noclip,basic_debug,debug,interact"))
end)
minetest.register_on_punchnode(function(pos, node, puncher)
minetest.chat_send_player(puncher:get_player_name(), pos2str(pos))
end)

View File

@ -1343,23 +1343,6 @@ worldedit.register_command("restore", {
end,
})
local function detect_misaligned_schematic(name, pos1, pos2)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- Check that allocate/save can position the schematic correctly
-- The expected behaviour is that the (0,0,0) corner of the schematic stays
-- sat pos1, this only works when the minimum position is actually present
-- in the schematic.
local node = minetest.get_node(pos1)
local have_node_at_origin = node.name ~= "air" and node.name ~= "ignore"
if not have_node_at_origin then
worldedit.player_notify(name,
"Warning: The schematic contains excessive free space and WILL be "..
"misaligned when allocated or loaded. To avoid this, shrink your "..
"area to cover exactly the nodes to be saved."
)
end
end
worldedit.register_command("save", {
params = "<file>",
description = "Save the current WorldEdit region to \"(world folder)/schems/<file>.we\"",
@ -1378,7 +1361,6 @@ worldedit.register_command("save", {
func = function(name, param)
local result, count = worldedit.serialize(worldedit.pos1[name],
worldedit.pos2[name])
detect_misaligned_schematic(name, worldedit.pos1[name], worldedit.pos2[name])
local path = minetest.get_worldpath() .. "/schems"
-- Create directory if it does not already exist

View File

@ -216,7 +216,7 @@ elseif minetest.global_exists("sfinv") then -- sfinv installed
end
end
else
return minetest.log("error",
error(
"worldedit_gui requires a supported gui management mod to be installed.\n"..
"To use the it you need to either:\n"..
"* use minetest_game or another sfinv-compatible subgame\n"..