--------------------- local vec = vector.new local vecw = function(axis, n, base) local ret = vec(base) ret[axis] = n return ret end local air = "air" --------------------- worldedit.register_test("Primitives") worldedit.register_test("worldedit.cube", function() local pos1, pos2 = area.get(6, 5, 4) local m = area.margin(1) local center = vec(pos1.x + 3, pos1.y, pos1.z + 2) worldedit.cube(center, 6, 5, 4, testnode2) check.filled(pos1, pos2, testnode2) check.filled2(m, air) end) worldedit.register_test("worldedit.cube hollow small", function() for n = 1, 2 do local pos1, pos2 = area.get(n) local m = area.margin(1) local center = vec(pos1.x + math.floor(n/2), pos1.y, pos1.z + math.floor(n/2)) worldedit.cube(center, n, n, n, testnode1, true) check.filled(pos1, pos2, testnode1) -- filled entirely check.filled2(m, air) end end) worldedit.register_test("worldedit.cube hollow", function() local pos1, pos2 = area.get(6, 5, 4) local m = area.margin(1) local center = vec(pos1.x + 3, pos1.y, pos1.z + 2) worldedit.cube(center, 6, 5, 4, testnode1, true) check.filled(vector.add(pos1, vec(1,1,1)), vector.subtract(pos2, vec(1,1,1)), air) check.filled2({ { vecw("x", pos2.x, pos1), pos2 }, { vecw("y", pos2.y, pos1), pos2 }, { vecw("z", pos2.z, pos1), pos2 }, { pos1, vecw("x", pos1.x, pos2) }, { pos1, vecw("y", pos1.y, pos2) }, { pos1, vecw("z", pos1.z, pos2) }, }, testnode1) check.filled2(m, air) end)