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/*
Minetest
Copyright (C) 2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef L_VMANIP_H_
#define L_VMANIP_H_

#include "lua_api/l_base.h"
#include "irr_v3d.h"
#include <map>

class Map;
class MapBlock;
class ManualMapVoxelManipulator;

/*
  VoxelManip
 */
class LuaVoxelManip : public ModApiBase {
private:
	ManualMapVoxelManipulator *vm;
	std::map<v3s16, MapBlock *> modified_blocks;
	bool is_mapgen_vm;

	static const char className[];
	static const luaL_reg methods[];

	static int gc_object(lua_State *L);

	static int l_read_from_map(lua_State *L);
	static int l_get_data(lua_State *L);
	static int l_set_data(lua_State *L);
	static int l_write_to_map(lua_State *L);

	static int l_update_map(lua_State *L);
	static int l_update_liquids(lua_State *L);

	static int l_calc_lighting(lua_State *L);
	static int l_set_lighting(lua_State *L);
	static int l_get_light_data(lua_State *L);
	static int l_set_light_data(lua_State *L);

	static int l_get_param2_data(lua_State *L);
	static int l_set_param2_data(lua_State *L);

public:
	LuaVoxelManip(ManualMapVoxelManipulator *mmvm, bool is_mapgen_vm);
	LuaVoxelManip(Map *map);
	~LuaVoxelManip();

	// LuaVoxelManip()
	// Creates a LuaVoxelManip and leaves it on top of stack
	static int create_object(lua_State *L);

	static LuaVoxelManip *checkobject(lua_State *L, int narg);

	static void Register(lua_State *L);
};

#endif /* L_VMANIP_H_ */
c TestServerModManager g_test_instance; void TestServerModManager::runTests(IGameDef *gamedef) { const char *saved_env_mt_subgame_path = getenv("MINETEST_SUBGAME_PATH"); #ifdef WIN32 { std::string subgame_path("MINETEST_SUBGAME_PATH="); subgame_path.append(TEST_SUBGAME_PATH); _putenv(subgame_path.c_str()); } #else setenv("MINETEST_SUBGAME_PATH", TEST_SUBGAME_PATH, 1); #endif TEST(testCreation); TEST(testIsConsistent); TEST(testGetModsWrongDir); TEST(testUnsatisfiedMods); TEST(testGetMods); TEST(testGetModspec); TEST(testGetModNamesWrongDir); TEST(testGetModNames); TEST(testGetModMediaPathsWrongDir); TEST(testGetModMediaPaths); #ifdef WIN32 { std::string subgame_path("MINETEST_SUBGAME_PATH="); if (saved_env_mt_subgame_path) subgame_path.append(saved_env_mt_subgame_path); _putenv(subgame_path.c_str()); } #else if (saved_env_mt_subgame_path) setenv("MINETEST_SUBGAME_PATH", saved_env_mt_subgame_path, 1); else unsetenv("MINETEST_SUBGAME_PATH"); #endif } void TestServerModManager::testCreation() { ServerModManager sm(TEST_WORLDDIR); } void TestServerModManager::testGetModsWrongDir() { // Test in non worlddir to ensure no mods are found ServerModManager sm(std::string(TEST_WORLDDIR) + DIR_DELIM + ".."); UASSERTEQ(bool, sm.getMods().empty(), true); } void TestServerModManager::testUnsatisfiedMods() { ServerModManager sm(std::string(TEST_WORLDDIR)); UASSERTEQ(bool, sm.getUnsatisfiedMods().empty(), true); } void TestServerModManager::testIsConsistent() { ServerModManager sm(std::string(TEST_WORLDDIR)); UASSERTEQ(bool, sm.isConsistent(), true); } void TestServerModManager::testGetMods() { ServerModManager sm(std::string(TEST_WORLDDIR)); const auto &mods = sm.getMods(); UASSERTEQ(bool, mods.empty(), false); // Ensure we found default mod inside the test folder bool default_found = false; for (const auto &m : mods) { if (m.name == "default") default_found = true; // Verify if paths are not empty UASSERTEQ(bool, m.path.empty(), false); } UASSERTEQ(bool, default_found, true); } void TestServerModManager::testGetModspec() { ServerModManager sm(std::string(TEST_WORLDDIR)); UASSERTEQ(const ModSpec *, sm.getModSpec("wrongmod"), NULL); UASSERT(sm.getModSpec("default") != NULL); } void TestServerModManager::testGetModNamesWrongDir() { ServerModManager sm(std::string(TEST_WORLDDIR) + DIR_DELIM + ".."); std::vector<std::string> result; sm.getModNames(result); UASSERTEQ(bool, result.empty(), true); } void TestServerModManager::testGetModNames() { ServerModManager sm(std::string(TEST_WORLDDIR)); std::vector<std::string> result; sm.getModNames(result); UASSERTEQ(bool, result.empty(), false); UASSERT(std::find(result.begin(), result.end(), "default") != result.end()); } void TestServerModManager::testGetModMediaPathsWrongDir() { ServerModManager sm(std::string(TEST_WORLDDIR) + DIR_DELIM + ".."); std::vector<std::string> result; sm.getModsMediaPaths(result); UASSERTEQ(bool, result.empty(), true); } void TestServerModManager::testGetModMediaPaths() { ServerModManager sm(std::string(TEST_WORLDDIR)); std::vector<std::string> result; sm.getModsMediaPaths(result); UASSERTEQ(bool, result.empty(), false); // We should have 5 folders for each mod (textures, media, locale, model, sounds) UASSERTEQ(unsigned long, result.size() % 5, 0); }