Exemple #1
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    def load_chunk(self, x, z):
        """
        Retrieve a ``Chunk`` synchronously.

        This method does lots of automatic caching of chunks to ensure that
        disk I/O is kept to a minimum.
        """

        if (x, z) in self.chunk_cache:
            return self.chunk_cache[x, z]
        elif (x, z) in self.dirty_chunk_cache:
            return self.dirty_chunk_cache[x, z]

        chunk = Chunk(x, z)
        self.serializer.load_chunk(chunk)

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
        else:
            self.populate_chunk(chunk)
            chunk.populated = True
            chunk.dirty = True

            self.dirty_chunk_cache[x, z] = chunk

        self.postprocess_chunk(chunk)

        return chunk
Exemple #2
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    def load_chunk(self, x, z):
        """
        Retrieve a ``Chunk`` synchronously.

        This method does lots of automatic caching of chunks to ensure that
        disk I/O is kept to a minimum.
        """

        if (x, z) in self.chunk_cache:
            return self.chunk_cache[x, z]
        elif (x, z) in self.dirty_chunk_cache:
            return self.dirty_chunk_cache[x, z]

        chunk = Chunk(x, z)
        self.serializer.load_chunk(chunk)

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
        else:
            self.populate_chunk(chunk)
            chunk.populated = True
            chunk.dirty = True

            self.dirty_chunk_cache[x, z] = chunk

        self.postprocess_chunk(chunk)

        return chunk
Exemple #3
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    def load_chunk(self, x, z):
        """
        As the bot goes through the world, it would be helpful for it to keep records
        of chunks it has been to.
        """

        if (x, z) in self.chunk_cache:
            return self.chunk_cache[x, z]
        elif (x, z) in self.dirty_chunk_cache:
            return self.dirty_chunk_cache[x, z]

        # chuck is not in memory, check if it is on the disk
        chunk = Chunk(x, z)

        first, second, filename = names_for_chunk(x, z)
        f = self.folder.child(first).child(second)
        if not f.exists():
            f.makedirs()
        f = f.child(filename)
        if f.exists() and f.getsize():
            chunk.load_from_tag(read_from_file(f.open("r")))
            self.chunk_cache[x, z] = chunk
            return chunk

        print "attempting to load a chunk that is not available"
        raise Exception
Exemple #4
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    def setUp(self):
        self.f = FallablesMockFactory()
        self.p = retrieve_plugins(IDigHook, parameters={"factory": self.f})

        if "alpha_sand_gravel" not in self.p:
            raise unittest.SkipTest("Plugin not present")

        self.hook = self.p["alpha_sand_gravel"]
        self.c = Chunk(0, 0)
Exemple #5
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    def test_ascend_one_up(self):
        """
        ``ascend()`` moves players upwards.
        """

        self.p.location.pos = self.p.location.pos._replace(y=16)
        c = Chunk(0, 0)
        c.set_block((0, 0, 0), 1)
        c.set_block((0, 1, 0), 1)
        self.p.chunks[0, 0] = c
        self.p.ascend(1)
        self.assertEqual(self.p.location.pos.y, 32)
Exemple #6
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    def test_ascend_zero(self):
        """
        ``ascend()`` can take a count of zero to ensure that the client is
        standing on solid ground.
        """

        self.p.location.pos = self.p.location.pos._replace(y=16)
        c = Chunk(0, 0)
        c.set_block((0, 0, 0), 1)
        self.p.chunks[0, 0] = c
        self.p.ascend(0)
        self.assertEqual(self.p.location.pos.y, 16)
Exemple #7
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    def test_ascend_zero(self):
        """
        ``ascend()`` can take a count of zero to ensure that the client is
        standing on solid ground.
        """

        self.p.location.pos = self.p.location.pos._replace(y=16)
        c = Chunk(0, 0)
        c.set_block((0, 0, 0), 1)
        self.p.chunks[0, 0] = c
        self.p.ascend(0)
        self.assertEqual(self.p.location.pos.y, 16)
Exemple #8
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    def test_ascend_one_up(self):
        """
        ``ascend()`` moves players upwards.
        """

        self.p.location.pos = self.p.location.pos._replace(y=16)
        c = Chunk(0, 0)
        c.set_block((0, 0, 0), 1)
        c.set_block((0, 1, 0), 1)
        self.p.chunks[0, 0] = c
        self.p.ascend(1)
        self.assertEqual(self.p.location.pos.y, 32)
Exemple #9
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    def test_ascend_zero_up(self):
        """
        Even with a zero count, ``ascend()`` will move the player to the
        correct elevation.
        """

        self.p.location.pos = self.p.location.pos._replace(y=16)
        c = Chunk(0, 0)
        c.set_block((0, 0, 0), 1)
        c.set_block((0, 1, 0), 1)
        self.p.chunks[0, 0] = c
        self.p.ascend(0)
        self.assertEqual(self.p.location.pos.y, 32)
Exemple #10
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    def test_ascend_zero_up(self):
        """
        Even with a zero count, ``ascend()`` will move the player to the
        correct elevation.
        """

        self.p.location.pos = self.p.location.pos._replace(y=16)
        c = Chunk(0, 0)
        c.set_block((0, 0, 0), 1)
        c.set_block((0, 1, 0), 1)
        self.p.chunks[0, 0] = c
        self.p.ascend(0)
        self.assertEqual(self.p.location.pos.y, 32)
Exemple #11
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 def test_save_chunk_to_tag(self):
     chunk = Chunk(1, 2)
     tag = self.s._save_chunk_to_tag(chunk)
     self.assertTrue("xPos" in tag["Level"])
     self.assertTrue("zPos" in tag["Level"])
     self.assertEqual(tag["Level"]["xPos"].value, 1)
     self.assertEqual(tag["Level"]["zPos"].value, 2)
Exemple #12
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    def test_load_chunk_first(self):
        """
        Loading a non-existent chunk raises an SRE.
        """

        self.assertRaises(SerializerReadException, self.s.load_chunk,
                Chunk(0, 0))
Exemple #13
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 def test_single_block_damage_packet(self):
     chunk = Chunk(2, 1)
     chunk.populated = True
     chunk.set_block((2, 4, 8), 1)
     chunk.set_metadata((2, 4, 8), 2)
     packet = chunk.get_damage_packet()
     self.assertEqual(packet, '\x35\x00\x00\x00\x22\x04\x00\x00\x00\x18\x01\x02')
Exemple #14
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def empty_chunk():

    before = time.time()

    for i in range(10):
        Chunk(i, i)

    after = time.time()

    return after - before
Exemple #15
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def sequential_seeded(p):

    before = time.time()

    for i in range(10):
        chunk = Chunk(i, i)
        p.populate(chunk, i)

    after = time.time()

    return after - before
Exemple #16
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def repeated_seeds(p):

    before = time.time()

    for i in range(10):
        chunk = Chunk(i, i)
        p.populate(chunk, 0)

    after = time.time()

    return after - before
Exemple #17
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    def make_chunk(self, x, z, seed, generators):
        """
        Create a chunk using the given parameters.
        """

        generators = retrieve_sorted_plugins(ITerrainGenerator, generators)

        chunk = Chunk(x, z)

        for stage in generators:
            stage.populate(chunk, seed)

        chunk.regenerate()

        return {
            "blocks": chunk.blocks.tostring(),
            "metadata": chunk.metadata.tostring(),
            "skylight": chunk.skylight.tostring(),
            "blocklight": chunk.blocklight.tostring(),
            "heightmap": chunk.heightmap.tostring(),
        }
Exemple #18
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    def make_chunk(self, x, z, seed, generators):
        """
        Create a chunk using the given parameters.
        """

        generators = retrieve_sorted_plugins(ITerrainGenerator, generators)

        chunk = Chunk(x, z)

        for stage in generators:
            stage.populate(chunk, seed)

        chunk.regenerate()

        return {
            "blocks": chunk.blocks.tostring(),
            "metadata": chunk.metadata.tostring(),
            "skylight": chunk.skylight.tostring(),
            "blocklight": chunk.blocklight.tostring(),
            "heightmap": chunk.heightmap.tostring(),
        }
Exemple #19
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def pipeline():

    generators = configuration.getlist("bravo", "generators")
    generators = retrieve_named_plugins(ITerrainGenerator, generators)

    before = time.time()

    for i in range(10):
        chunk = Chunk(i, i)
        for generator in generators:
            generator.populate(chunk, 0)

    after = time.time()

    return after - before
Exemple #20
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    def load_chunk(self, x, z):
        name = name_for_anvil(x, z)
        fp = self.folder.child("region").child(name)
        region = Region(fp)
        chunk = Chunk(x, z)

        try:
            data = region.get_chunk(x, z)
            tag = NBTFile(buffer=StringIO(data))
            self._load_chunk_from_tag(chunk, tag)
        except MissingChunk:
            raise SerializerReadException("No chunk %r in region" % chunk)
        except Exception, e:
            raise SerializerReadException("%r couldn't be loaded: %s" %
                                          (chunk, e))
Exemple #21
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def pipeline():

    generators = beta["generators"]
    generators = retrieve_named_plugins(ITerrainGenerator, generators)

    before = time.time()

    for i in range(10):
        chunk = Chunk(i, i)
        for generator in generators:
            generator.populate(chunk, 0)

    after = time.time()

    return after - before
Exemple #22
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def full_chunk_test():
    # compare two full chunks
    chunk1 = Chunk(0, 0)
    chunk2 = Chunk(0, 0)
    randomize_chunk(chunk1)
    packet1 = chunk1.save_to_packet()
    p, l = parse_packets(packet1)
    header, payload = p[0]
    chunk2.load_from_packet(payload)
    packet2 = chunk2.save_to_packet()
    compare_chunks(chunk1, chunk2)
Exemple #23
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 def test_get_damage_packet_single(self):
     # Create a chunk.
     c = Chunk(0, 0)
     # Damage the block.
     c.populated = True
     c.set_block((0, 0, 0), 1)
     # Enable warning-to-error for DeprecationWarning, then see whether
     # retrieving damage causes a warning-to-error to be raised. (It
     # shouldn't.)
     warnings.simplefilter("error", DeprecationWarning)
     c.get_damage_packet()
     # ...And reset the warning filters.
     warnings.resetwarnings()
Exemple #24
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    def load_chunk(self, x, z):
        """
        Retrieve a ``Chunk`` synchronously.

        This method does lots of automatic caching of chunks to ensure that
        disk I/O is kept to a minimum.
        """

        if (x, z) in self.chunk_cache:
            return self.chunk_cache[x, z]
        elif (x, z) in self.dirty_chunk_cache:
            return self.dirty_chunk_cache[x, z]

        chunk = Chunk(x, z)

        first, second, filename = names_for_chunk(x, z)
        f = self.folder.child(first).child(second)
        if not f.exists():
            f.makedirs()
        f = f.child(filename)
        if f.exists() and f.getsize():
            chunk.load_from_tag(read_from_file(f.open("r")))

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
        else:
            self.populate_chunk(chunk)
            chunk.populated = True
            chunk.dirty = True

            self.dirty_chunk_cache[x, z] = chunk

        # Apply the current season to the chunk.
        if self.season:
            self.season.transform(chunk)

        # Since this chunk hasn't been given to any player yet, there's no
        # conceivable way that any meaningful damage has been accumulated;
        # anybody loading any part of this chunk will want the entire thing.
        # Thus, it should start out undamaged.
        chunk.clear_damage()

        return chunk
Exemple #25
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 def setUp(self):
     self.hook = Winter()
     self.c = Chunk(0, 0)
Exemple #26
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    def request_chunk(self, x, z):
        """
        Request a ``Chunk`` to be delivered later.

        :returns: ``Deferred`` that will be called with the ``Chunk``
        """

        if (x, z) in self.chunk_cache:
            returnValue(self.chunk_cache[x, z])
        elif (x, z) in self.dirty_chunk_cache:
            returnValue(self.dirty_chunk_cache[x, z])
        elif (x, z) in self._pending_chunks:
            # Rig up another Deferred and wrap it up in a to-go box.
            retval = yield self._pending_chunks[x, z].deferred()
            returnValue(retval)

        chunk = Chunk(x, z)
        yield maybeDeferred(self.serializer.load_chunk, chunk)

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
            self.postprocess_chunk(chunk)
            #self.factory.scan_chunk(chunk)
            returnValue(chunk)

        if self.async:
            from ampoule import deferToAMPProcess
            from bravo.remote import MakeChunk

            d = deferToAMPProcess(MakeChunk,
                x=x,
                z=z,
                seed=self.seed,
                generators=configuration.getlist(self.config_name, "generators")
            )

            # Get chunk data into our chunk object.
            def fill_chunk(kwargs):
                chunk.blocks = fromstring(kwargs["blocks"],
                    dtype=uint8).reshape(chunk.blocks.shape)
                chunk.heightmap = fromstring(kwargs["heightmap"],
                    dtype=uint8).reshape(chunk.heightmap.shape)
                chunk.metadata = fromstring(kwargs["metadata"],
                    dtype=uint8).reshape(chunk.metadata.shape)
                chunk.skylight = fromstring(kwargs["skylight"],
                    dtype=uint8).reshape(chunk.skylight.shape)
                chunk.blocklight = fromstring(kwargs["blocklight"],
                    dtype=uint8).reshape(chunk.blocklight.shape)

                return chunk
            d.addCallback(fill_chunk)
        else:
            # Populate the chunk the slow way. :c
            for stage in self.pipeline:
                stage.populate(chunk, self.seed)

            chunk.regenerate()
            d = succeed(chunk)

        # Set up our event and generate our return-value Deferred. It has to
        # be done early becaues PendingEvents only fire exactly once and it
        # might fire immediately in certain cases.
        pe = PendingEvent()
        # This one is for our return value.
        retval = pe.deferred()
        # This one is for scanning the chunk for automatons.
        #pe.deferred().addCallback(self.factory.scan_chunk)
        self._pending_chunks[x, z] = pe

        def pp(chunk):
            chunk.populated = True
            chunk.dirty = True

            self.postprocess_chunk(chunk)

            self.dirty_chunk_cache[x, z] = chunk
            del self._pending_chunks[x, z]

            return chunk

        # Set up callbacks.
        d.addCallback(pp)
        d.chainDeferred(pe)

        # Because multiple people might be attached to this callback, we're
        # going to do something magical here. We will yield a forked version
        # of our Deferred. This means that we will wait right here, for a
        # long, long time, before actually returning with the chunk, *but*,
        # when we actually finish, we'll be ready to return the chunk
        # immediately. Our caller cannot possibly care because they only see a
        # Deferred either way.
        retval = yield retval
        returnValue(retval)
Exemple #27
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 def setUp(self):
     self.c = Chunk(0, 0)
Exemple #28
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    def setUp(self):
        self.chunk = Chunk(0, 0)

        self.p = bravo.plugin.retrieve_plugins(bravo.ibravo.ITerrainGenerator)
Exemple #29
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def repeated_seeds(i, p):
    chunk = Chunk(i, i)
    p.populate(chunk, 0)
Exemple #30
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def sequential_seeded(i, p):
    chunk = Chunk(i, i)
    p.populate(chunk, i)
Exemple #31
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    def request_chunk(self, x, z):
        """
        Request a ``Chunk`` to be delivered later.

        :returns: ``Deferred`` that will be called with the ``Chunk``
        """

        if (x, z) in self.chunk_cache:
            returnValue(self.chunk_cache[x, z])
        elif (x, z) in self.dirty_chunk_cache:
            returnValue(self.dirty_chunk_cache[x, z])
        elif (x, z) in self._pending_chunks:
            # Rig up another Deferred and wrap it up in a to-go box.
            retval = yield fork_deferred(self._pending_chunks[x, z])
            returnValue(retval)

        chunk = Chunk(x, z)
        yield maybeDeferred(self.serializer.load_chunk, chunk)

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
            self.postprocess_chunk(chunk)
            returnValue(chunk)

        if self. async:
            from ampoule import deferToAMPProcess
            from bravo.remote import MakeChunk

            d = deferToAMPProcess(MakeChunk,
                                  x=x,
                                  z=z,
                                  seed=self.seed,
                                  generators=configuration.getlist(
                                      self.config_name, "generators"))
            self._pending_chunks[x, z] = d

            # Get chunk data into our chunk object.
            def fill_chunk(kwargs):
                chunk.blocks = fromstring(
                    kwargs["blocks"], dtype=uint8).reshape(chunk.blocks.shape)
                chunk.heightmap = fromstring(kwargs["heightmap"],
                                             dtype=uint8).reshape(
                                                 chunk.heightmap.shape)
                chunk.metadata = fromstring(kwargs["metadata"],
                                            dtype=uint8).reshape(
                                                chunk.metadata.shape)
                chunk.skylight = fromstring(kwargs["skylight"],
                                            dtype=uint8).reshape(
                                                chunk.skylight.shape)
                chunk.blocklight = fromstring(kwargs["blocklight"],
                                              dtype=uint8).reshape(
                                                  chunk.blocklight.shape)

                return chunk

            d.addCallback(fill_chunk)
        else:
            self.populate_chunk(chunk)
            d = succeed(chunk)
            self._pending_chunks[x, z] = d

        def pp(chunk):
            chunk.populated = True
            chunk.dirty = True

            self.postprocess_chunk(chunk)

            self.dirty_chunk_cache[x, z] = chunk
            del self._pending_chunks[x, z]

            return chunk

        # Set up callbacks.
        d.addCallback(pp)

        # Multiple people might be subscribed to this pending callback. We're
        # going to keep it for ourselves and fork off another Deferred for our
        # caller.
        retval = yield fork_deferred(d)
        returnValue(retval)
Exemple #32
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    def request_chunk(self, x, z):
        """
        Request a ``Chunk`` to be delivered later.

        :returns: Deferred that will be called with the Chunk
        """

        if not async:
            return deferLater(reactor, 0.000001, self.factory.world.load_chunk,
                x, z)

        if (x, z) in self.chunk_cache:
            return succeed(self.chunk_cache[x, z])
        elif (x, z) in self.dirty_chunk_cache:
            return succeed(self.dirty_chunk_cache[x, z])
        elif (x, z) in self._pending_chunks:
            # Rig up another Deferred and wrap it up in a to-go box.
            d = Deferred()
            self._pending_chunks[x, z].chainDeferred(d)
            return d

        chunk = Chunk(x, z)

        first, second, filename = names_for_chunk(x, z)
        f = self.folder.child(first).child(second)
        if not f.exists():
            f.makedirs()
        f = f.child(filename)
        if f.exists() and f.getsize():
            chunk.load_from_tag(read_from_file(f.open("r")))

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
            return succeed(chunk)

        d = deferToAMPProcess(MakeChunk, x=x, z=z, seed=self.seed,
            generators=configuration.getlist("bravo", "generators"))
        self._pending_chunks[x, z] = d

        def pp(kwargs):
            chunk.blocks = fromstring(kwargs["blocks"],
                dtype=uint8).reshape(chunk.blocks.shape)
            chunk.heightmap = fromstring(kwargs["heightmap"],
                dtype=uint8).reshape(chunk.heightmap.shape)
            chunk.metadata = fromstring(kwargs["metadata"],
                dtype=uint8).reshape(chunk.metadata.shape)
            chunk.skylight = fromstring(kwargs["skylight"],
                dtype=uint8).reshape(chunk.skylight.shape)
            chunk.blocklight = fromstring(kwargs["blocklight"],
                dtype=uint8).reshape(chunk.blocklight.shape)

            chunk.populated = True
            chunk.dirty = True

            # Apply the current season to the chunk.
            if self.season:
                self.season.transform(chunk)

            # Since this chunk hasn't been given to any player yet, there's no
            # conceivable way that any meaningful damage has been accumulated;
            # anybody loading any part of this chunk will want the entire thing.
            # Thus, it should start out undamaged.
            chunk.clear_damage()

            self.dirty_chunk_cache[x, z] = chunk
            del self._pending_chunks[x, z]

            return chunk

        # Set up callbacks.
        d.addCallback(pp)
        # Multiple people might be subscribed to this pending callback. We're
        # going to keep it for ourselves and fork off another Deferred for our
        # caller.
        forked = Deferred()
        d.chainDeferred(forked)
        forked.addCallback(lambda none: chunk)
        return forked
Exemple #33
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    def request_chunk(self, x, z):
        """
        Request a ``Chunk`` to be delivered later.

        :returns: ``Deferred`` that will be called with the ``Chunk``
        """

        if (x, z) in self.chunk_cache:
            returnValue(self.chunk_cache[x, z])
        elif (x, z) in self.dirty_chunk_cache:
            returnValue(self.dirty_chunk_cache[x, z])
        elif (x, z) in self._pending_chunks:
            # Rig up another Deferred and wrap it up in a to-go box.
            retval = yield self._pending_chunks[x, z].deferred()
            returnValue(retval)

        try:
            chunk = yield maybeDeferred(self.serializer.load_chunk, x, z)
        except SerializerReadException:
            # Looks like the chunk wasn't already on disk. Guess we're gonna
            # need to keep going.
            chunk = Chunk(x, z)

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
            self.postprocess_chunk(chunk)
            if self.factory:
                self.factory.scan_chunk(chunk)
            returnValue(chunk)

        if self. async:
            from ampoule import deferToAMPProcess
            from bravo.remote import MakeChunk

            generators = [plugin.name for plugin in self.pipeline]

            d = deferToAMPProcess(MakeChunk,
                                  x=x,
                                  z=z,
                                  seed=self.level.seed,
                                  generators=generators)

            # Get chunk data into our chunk object.
            def fill_chunk(kwargs):
                chunk.blocks = array("B")
                chunk.blocks.fromstring(kwargs["blocks"])
                chunk.heightmap = array("B")
                chunk.heightmap.fromstring(kwargs["heightmap"])
                chunk.metadata = array("B")
                chunk.metadata.fromstring(kwargs["metadata"])
                chunk.skylight = array("B")
                chunk.skylight.fromstring(kwargs["skylight"])
                chunk.blocklight = array("B")
                chunk.blocklight.fromstring(kwargs["blocklight"])
                return chunk

            d.addCallback(fill_chunk)
        else:
            # Populate the chunk the slow way. :c
            for stage in self.pipeline:
                stage.populate(chunk, self.level.seed)

            chunk.regenerate()
            d = succeed(chunk)

        # Set up our event and generate our return-value Deferred. It has to
        # be done early becaues PendingEvents only fire exactly once and it
        # might fire immediately in certain cases.
        pe = PendingEvent()
        # This one is for our return value.
        retval = pe.deferred()
        # This one is for scanning the chunk for automatons.
        if self.factory:
            pe.deferred().addCallback(self.factory.scan_chunk)
        self._pending_chunks[x, z] = pe

        def pp(chunk):
            chunk.populated = True
            chunk.dirty = True

            self.postprocess_chunk(chunk)

            self.dirty_chunk_cache[x, z] = chunk
            del self._pending_chunks[x, z]

            return chunk

        # Set up callbacks.
        d.addCallback(pp)
        d.chainDeferred(pe)

        # Because multiple people might be attached to this callback, we're
        # going to do something magical here. We will yield a forked version
        # of our Deferred. This means that we will wait right here, for a
        # long, long time, before actually returning with the chunk, *but*,
        # when we actually finish, we'll be ready to return the chunk
        # immediately. Our caller cannot possibly care because they only see a
        # Deferred either way.
        retval = yield retval
        returnValue(retval)
Exemple #34
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class TestAlphaSandGravelDig(unittest.TestCase):

    def setUp(self):
        self.f = FallablesMockFactory()
        self.p = retrieve_plugins(IDigHook, parameters={"factory": self.f})

        if "alpha_sand_gravel" not in self.p:
            raise unittest.SkipTest("Plugin not present")

        self.hook = self.p["alpha_sand_gravel"]
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_floating_sand(self):
        """
        Sand placed in midair should fall down to the ground.
        """

        self.c.set_block((0, 1, 0), blocks["sand"].slot)

        self.hook.dig_hook(self.c, 0, 0, 0, blocks["air"].slot)

        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["air"].slot)
        self.assertEqual(self.c.get_block((0, 0, 0)), blocks["sand"].slot)

    def test_sand_on_snow(self):
        """
        Sand placed on snow should replace the snow.

        Test for #298.
        """

        self.c.set_block((0, 1, 0), blocks["sand"].slot)
        self.c.set_block((0, 0, 0), blocks["snow"].slot)

        self.hook.dig_hook(self.c, 0, 2, 0, blocks["snow"].slot)

        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["air"].slot)
        self.assertEqual(self.c.get_block((0, 0, 0)), blocks["sand"].slot)

    def test_sand_on_water(self):
        """
        Sand placed on water should replace the water.

        Test for #317.
        """

        self.c.set_block((0, 1, 0), blocks["sand"].slot)
        self.c.set_block((0, 0, 0), blocks["spring"].slot)

        self.hook.dig_hook(self.c, 0, 2, 0, blocks["spring"].slot)

        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["air"].slot)
        self.assertEqual(self.c.get_block((0, 0, 0)), blocks["sand"].slot)
Exemple #35
0
class TestChunkBlocks(unittest.TestCase):

    def setUp(self):
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_set_block(self):
        self.assertEqual(self.c.blocks[0], 0)
        self.c.set_block((0, 0, 0), 1)
        self.assertEqual(self.c.blocks[0], 1)

    def test_set_block_xyz_xzy(self):
        """
        Test that set_block swizzles correctly.
        """

        self.c.set_block((1, 0, 0), 1)
        self.c.set_block((0, 1, 0), 2)
        self.c.set_block((0, 0, 1), 3)
        self.assertEqual(self.c.blocks[2048], 1)
        self.assertEqual(self.c.blocks[1], 2)
        self.assertEqual(self.c.blocks[128], 3)

    def test_destroy(self):
        """
        Test block destruction.
        """

        self.c.set_block((0, 0, 0), 1)
        self.c.set_metadata((0, 0, 0), 1)
        self.c.destroy((0, 0, 0))
        self.assertEqual(self.c.blocks[0], 0)
        self.assertEqual(self.c.metadata[0], 0)

    def test_sed(self):
        """
        ``sed()`` should work.
        """

        self.c.set_block((1, 1, 1), 1)
        self.c.set_block((2, 2, 2), 2)
        self.c.set_block((3, 3, 3), 3)

        self.c.sed(1, 3)

        self.assertEqual(self.c.get_block((1, 1, 1)), 3)
        self.assertEqual(self.c.get_block((2, 2, 2)), 2)
        self.assertEqual(self.c.get_block((3, 3, 3)), 3)

    def test_single_block_damage_packet(self):
        chunk = Chunk(2, 1)
        chunk.populated = True
        chunk.set_block((2, 4, 8), 1)
        chunk.set_metadata((2, 4, 8), 2)
        packet = chunk.get_damage_packet()
        self.assertEqual(packet, '\x35\x00\x00\x00\x22\x04\x00\x00\x00\x18\x01\x02')

    def test_set_block_correct_heightmap(self):
        """
        Test heightmap update for a single column.
        """

        self.c.populated = True

        self.assertEqual(self.c.heightmap[0], 0)
        self.c.set_block((0, 20, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

        self.c.set_block((0, 10, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

        self.c.set_block((0, 30, 0), 1)
        self.assertEqual(self.c.heightmap[0], 30)

        self.c.destroy((0, 10, 0))
        self.assertEqual(self.c.heightmap[0], 30)

        self.c.destroy((0, 30, 0))
        self.assertEqual(self.c.heightmap[0], 20)
Exemple #36
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class TestChunkBlocks(unittest.TestCase):

    def setUp(self):
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_destroy(self):
        """
        Test block destruction.
        """

        self.c.set_block((0, 0, 0), 1)
        self.c.set_metadata((0, 0, 0), 1)
        self.c.destroy((0, 0, 0))
        self.assertEqual(self.c.get_block((0, 0, 0)), 0)
        self.assertEqual(self.c.get_metadata((0, 0, 0)), 0)

    def test_sed(self):
        """
        ``sed()`` should work.
        """

        self.c.set_block((1, 1, 1), 1)
        self.c.set_block((2, 2, 2), 2)
        self.c.set_block((3, 3, 3), 3)

        self.c.sed(1, 3)

        self.assertEqual(self.c.get_block((1, 1, 1)), 3)
        self.assertEqual(self.c.get_block((2, 2, 2)), 2)
        self.assertEqual(self.c.get_block((3, 3, 3)), 3)

    def test_set_block_heightmap(self):
        """
        Heightmaps work.
        """

        self.c.populated = True

        self.c.set_block((0, 20, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

    def test_set_block_heightmap_underneath(self):
        """
        A block placed underneath the highest block will not alter the
        heightmap.
        """

        self.c.populated = True

        self.c.set_block((0, 20, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

        self.c.set_block((0, 10, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

    def test_set_block_heightmap_destroyed(self):
        """
        Upon destruction of the highest block, the heightmap will point at the
        next-highest block.
        """

        self.c.populated = True

        self.c.set_block((0, 30, 0), 1)
        self.c.set_block((0, 10, 0), 1)
        self.c.destroy((0, 30, 0))
        self.assertEqual(self.c.heightmap[0], 10)
Exemple #37
0
 def setUp(self):
     self.f = FallablesMockFactory()
     self.p = retrieve_plugins(IDigHook, factory=self.f)
     self.hook = self.p["alpha_sand_gravel"]
     self.c = Chunk(0, 0)
Exemple #38
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    def request_chunk(self, x, z):
        """
        Request a ``Chunk`` to be delivered later.

        :returns: Deferred that will be called with the Chunk
        """

        if not async:
            return deferLater(reactor, 0.000001, self.factory.world.load_chunk,
                              x, z)

        if (x, z) in self.chunk_cache:
            return succeed(self.chunk_cache[x, z])
        elif (x, z) in self.dirty_chunk_cache:
            return succeed(self.dirty_chunk_cache[x, z])
        elif (x, z) in self._pending_chunks:
            # Rig up another Deferred and wrap it up in a to-go box.
            return fork_deferred(self._pending_chunks[x, z])

        chunk = Chunk(x, z)
        self.serializer.load_chunk(chunk)

        if chunk.populated:
            self.chunk_cache[x, z] = chunk
            return succeed(chunk)

        d = deferToAMPProcess(MakeChunk,
                              x=x,
                              z=z,
                              seed=self.seed,
                              generators=configuration.getlist(
                                  "bravo", "generators"))
        self._pending_chunks[x, z] = d

        def pp(kwargs):
            chunk.blocks = fromstring(kwargs["blocks"],
                                      dtype=uint8).reshape(chunk.blocks.shape)
            chunk.heightmap = fromstring(kwargs["heightmap"],
                                         dtype=uint8).reshape(
                                             chunk.heightmap.shape)
            chunk.metadata = fromstring(
                kwargs["metadata"], dtype=uint8).reshape(chunk.metadata.shape)
            chunk.skylight = fromstring(
                kwargs["skylight"], dtype=uint8).reshape(chunk.skylight.shape)
            chunk.blocklight = fromstring(kwargs["blocklight"],
                                          dtype=uint8).reshape(
                                              chunk.blocklight.shape)

            chunk.populated = True
            chunk.dirty = True

            self.postprocess_chunk(chunk)

            self.dirty_chunk_cache[x, z] = chunk
            del self._pending_chunks[x, z]

            return chunk

        # Set up callbacks.
        d.addCallback(pp)
        # Multiple people might be subscribed to this pending callback. We're
        # going to keep it for ourselves and fork off another Deferred for our
        # caller.
        return fork_deferred(d)
Exemple #39
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class TestGenerators(unittest.TestCase):

    def setUp(self):
        self.chunk = Chunk(0, 0)

        self.p = bravo.plugin.retrieve_plugins(bravo.ibravo.ITerrainGenerator)

    def test_trivial(self):
        pass

    def test_boring(self):
        if "boring" not in self.p:
            raise unittest.SkipTest("plugin not present")

        plugin = self.p["boring"]

        plugin.populate(self.chunk, 0)
        for x, z, y in iterchunk():
            if y < CHUNK_HEIGHT // 2:
                self.assertEqual(self.chunk.get_block((x, y, z)),
                    bravo.blocks.blocks["stone"].slot)
            else:
                self.assertEqual(self.chunk.get_block((x, y, z)),
                    bravo.blocks.blocks["air"].slot)

    def test_beaches_range(self):
        if "beaches" not in self.p:
            raise unittest.SkipTest("plugin not present")

        plugin = self.p["beaches"]

        # Prepare chunk.
        for i in range(5):
            self.chunk.set_block((i, 61 + i, i),
                                 bravo.blocks.blocks["dirt"].slot)

        plugin.populate(self.chunk, 0)
        for i in range(5):
            self.assertEqual(self.chunk.get_block((i, 61 + i, i)),
                bravo.blocks.blocks["sand"].slot,
                "%d, %d, %d is wrong" % (i, 61 + i, i))

    def test_beaches_immersed(self):
        """
        Test that beaches still generate properly around pre-existing water
        tables.

        This test is meant to ensure that the order of beaches and watertable
        does not matter.
        """

        if "beaches" not in self.p:
            raise unittest.SkipTest("plugin not present")

        plugin = self.p["beaches"]

        # Prepare chunk.
        for x, z, y in product(xrange(16), xrange(16), xrange(60, 64)):
            self.chunk.set_block((x, y, z),
                                 bravo.blocks.blocks["spring"].slot)
        for i in range(5):
            self.chunk.set_block((i, 61 + i, i),
                                 bravo.blocks.blocks["dirt"].slot)

        plugin.populate(self.chunk, 0)
        for i in range(5):
            self.assertEqual(self.chunk.get_block((i, 61 + i, i)),
                bravo.blocks.blocks["sand"].slot,
                "%d, %d, %d is wrong" % (i, 61 + i, i))
Exemple #40
0
class TestLightmaps(unittest.TestCase):

    def setUp(self):
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_boring_skylight_values(self):
        # Fill it as if we were the boring generator.
        self.c.blocks[:, :, 0].fill(1)
        self.c.regenerate()

        # Make sure that all of the blocks at the bottom of the ambient
        # lightmap are set to 15 (fully illuminated).
        # Note that skylight of a solid block is 0, the important value
        # is the skylight of the transluscent (usually air) block above it.
        reference = empty((16, 16))
        reference.fill(15)

        assert_array_equal(self.c.skylight[:, :, 1], reference)

    def test_skylight_spread(self):
        # Fill it as if we were the boring generator.
        self.c.blocks[:, :, 0].fill(1)
        # Put a false floor up to block the light.
        self.c.blocks[1:15, 1:15, 3].fill(1)
        self.c.regenerate()

        # Put a gradient on the reference lightmap.
        reference = empty((16, 16))
        reference.fill(15)
        top = 1
        bottom = 15
        glow = 14
        while top < bottom:
            reference[top:bottom, top:bottom] = glow
            top += 1
            bottom -= 1
            glow -= 1

        assert_array_equal(self.c.skylight[:, :, 1], reference)

    def test_skylight_arch(self):
        """
        Indirect illumination should work.
        """

        # Floor.
        self.c.blocks[:, :, 0].fill(1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        self.c.blocks[0:2, 0:3, 1:3].fill(1)
        self.c.blocks[1, 1, 1] = 0

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.skylight[1, 1, 1], 14)

    def test_skylight_arch_leaves(self):
        """
        Indirect illumination with dimming should work.
        """

        # Floor.
        self.c.blocks[:, :, 0].fill(1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        self.c.blocks[0:2, 0:3, 1:3].fill(1)
        self.c.blocks[1, 1, 1] = 0

        # Leaves in front of the spot should cause a dimming of 1.
        self.c.blocks[2, 1, 1] = 18

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.skylight[1, 1, 1], 13)

    def test_skylight_arch_leaves_occluded(self):
        """
        Indirect illumination with dimming through occluded blocks only should
        work.
        """

        # Floor.
        self.c.blocks[:, :, 0].fill(1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        self.c.blocks[0:3, 0:3, 1:3].fill(1)
        self.c.blocks[1, 1, 1] = 0

        # Leaves in front of the spot should cause a dimming of 1, but since
        # the leaves themselves are occluded, the total dimming should be 2.
        self.c.blocks[2, 1, 1] = 18

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.skylight[1, 1, 1], 12)

    def test_incremental_solid(self):
        """
        Regeneration isn't necessary to correctly light solid blocks.
        """

        # Initialize tables and enable set_block().
        self.c.regenerate()
        self.c.populated = True

        # Any solid block with no dimming works. I choose dirt.
        self.c.set_block((0, 0, 0), blocks["dirt"].slot)

        self.assertEqual(self.c.skylight[0, 0, 0], 0)

    def test_incremental_air(self):
        """
        Regeneration isn't necessary to correctly light dug blocks, which
        leave behind air.
        """

        # Any solid block with no dimming works. I choose dirt.
        self.c.blocks[0, 0, 0] = blocks["dirt"].slot

        # Initialize tables and enable set_block().
        self.c.regenerate()
        self.c.populated = True

        self.c.set_block((0, 0, 0), blocks["air"].slot)

        self.assertEqual(self.c.skylight[0, 0, 0], 15)
Exemple #41
0
class TestLightmaps(unittest.TestCase):
    def setUp(self):
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_boring_skylight_values(self):
        # Fill it as if we were the boring generator.
        for x, z in XZ:
            self.c.set_block((x, 0, z), 1)
        self.c.regenerate()

        # Make sure that all of the blocks at the bottom of the ambient
        # lightmap are set to 15 (fully illuminated).
        # Note that skylight of a solid block is 0, the important value
        # is the skylight of the transluscent (usually air) block above it.
        for x, z in XZ:
            self.assertEqual(self.c.get_skylight((x, 0, z)), 0xf)

    test_boring_skylight_values.todo = "Skylight maths is still broken"

    def test_skylight_spread(self):
        # Fill it as if we were the boring generator.
        for x, z in XZ:
            self.c.set_block((x, 0, z), 1)
        # Put a false floor up to block the light.
        for x, z in product(xrange(1, 15), repeat=2):
            self.c.set_block((x, 2, z), 1)
        self.c.regenerate()

        # Test that a gradient emerges.
        for x, z in XZ:
            flipx = x if x > 7 else 15 - x
            flipz = z if z > 7 else 15 - z
            target = max(flipx, flipz)
            self.assertEqual(self.c.get_skylight((x, 1, z)), target,
                             "%d, %d" % (x, z))

    test_skylight_spread.todo = "Skylight maths is still broken"

    def test_skylight_arch(self):
        """
        Indirect illumination should work.
        """

        # Floor.
        for x, z in XZ:
            self.c.set_block((x, 0, z), 1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        for x, y, z in product(xrange(2), xrange(1, 3), xrange(3)):
            self.c.set_block((x, y, z), 1)
        self.c.set_block((1, 1, 1), 0)

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.get_skylight((1, 1, 1)), 14)

    test_skylight_arch.todo = "Skylight maths is still broken"

    def test_skylight_arch_leaves(self):
        """
        Indirect illumination with dimming should work.
        """

        # Floor.
        for x, z in XZ:
            self.c.set_block((x, 0, z), 1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        for x, y, z in product(xrange(2), xrange(1, 3), xrange(3)):
            self.c.set_block((x, y, z), 1)
        self.c.set_block((1, 1, 1), 0)

        # Leaves in front of the spot should cause a dimming of 1.
        self.c.set_block((2, 1, 1), 18)

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.get_skylight((1, 1, 1)), 13)

    test_skylight_arch_leaves.todo = "Skylight maths is still broken"

    def test_skylight_arch_leaves_occluded(self):
        """
        Indirect illumination with dimming through occluded blocks only should
        work.
        """

        # Floor.
        for x, z in XZ:
            self.c.set_block((x, 0, z), 1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        for x, y, z in product(xrange(3), xrange(1, 3), xrange(3)):
            self.c.set_block((x, y, z), 1)
        self.c.set_block((1, 1, 1), 0)

        # Leaves in front of the spot should cause a dimming of 1, but since
        # the leaves themselves are occluded, the total dimming should be 2.
        self.c.set_block((2, 1, 1), 18)

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.get_skylight((1, 1, 1)), 12)

    test_skylight_arch_leaves_occluded.todo = "Skylight maths is still broken"

    def test_incremental_solid(self):
        """
        Regeneration isn't necessary to correctly light solid blocks.
        """

        # Initialize tables and enable set_block().
        self.c.regenerate()
        self.c.populated = True

        # Any solid block with no dimming works. I choose dirt.
        self.c.set_block((0, 0, 0), blocks["dirt"].slot)

        self.assertEqual(self.c.get_skylight((0, 0, 0)), 0)

    test_incremental_solid.todo = "Skylight maths is still broken"

    def test_incremental_air(self):
        """
        Regeneration isn't necessary to correctly light dug blocks, which
        leave behind air.
        """

        # Any solid block with no dimming works. I choose dirt.
        self.c.set_block((0, 0, 0), blocks["dirt"].slot)

        # Initialize tables and enable set_block().
        self.c.regenerate()
        self.c.populated = True

        self.c.set_block((0, 0, 0), blocks["air"].slot)

        self.assertEqual(self.c.get_skylight((0, 0, 0)), 15)
Exemple #42
0
 def setUp(self):
     self.hook = Winter()
     self.c = Chunk(0, 0)
Exemple #43
0
class TestChunkBlocks(unittest.TestCase):
    def setUp(self):
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_destroy(self):
        """
        Test block destruction.
        """

        self.c.set_block((0, 0, 0), 1)
        self.c.set_metadata((0, 0, 0), 1)
        self.c.destroy((0, 0, 0))
        self.assertEqual(self.c.get_block((0, 0, 0)), 0)
        self.assertEqual(self.c.get_metadata((0, 0, 0)), 0)

    def test_sed(self):
        """
        ``sed()`` should work.
        """

        self.c.set_block((1, 1, 1), 1)
        self.c.set_block((2, 2, 2), 2)
        self.c.set_block((3, 3, 3), 3)

        self.c.sed(1, 3)

        self.assertEqual(self.c.get_block((1, 1, 1)), 3)
        self.assertEqual(self.c.get_block((2, 2, 2)), 2)
        self.assertEqual(self.c.get_block((3, 3, 3)), 3)

    def test_set_block_heightmap(self):
        """
        Heightmaps work.
        """

        self.c.populated = True

        self.c.set_block((0, 20, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

    def test_set_block_heightmap_underneath(self):
        """
        A block placed underneath the highest block will not alter the
        heightmap.
        """

        self.c.populated = True

        self.c.set_block((0, 20, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

        self.c.set_block((0, 10, 0), 1)
        self.assertEqual(self.c.heightmap[0], 20)

    def test_set_block_heightmap_destroyed(self):
        """
        Upon destruction of the highest block, the heightmap will point at the
        next-highest block.
        """

        self.c.populated = True

        self.c.set_block((0, 30, 0), 1)
        self.c.set_block((0, 10, 0), 1)
        self.c.destroy((0, 30, 0))
        self.assertEqual(self.c.heightmap[0], 10)
Exemple #44
0
class TestWinter(unittest.TestCase):

    def setUp(self):
        self.hook = Winter()
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_spring_to_ice(self):
        self.c.set_block((0, 0, 0), blocks["spring"].slot)
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 0, 0)), blocks["ice"].slot)

    def test_snow_on_stone(self):
        self.c.set_block((0, 0, 0), blocks["stone"].slot)
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)

    def test_no_snow_on_snow(self):
        """
        Test whether snow is spawned on top of other snow.
        """

        self.c.set_block((0, 0, 0), blocks["snow"].slot)
        self.hook.transform(self.c)
        self.assertNotEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)

    def test_no_floating_snow(self):
        """
        Test whether snow is spawned in the correct y-level over populated
        chunks.
        """

        self.c.set_block((0, 0, 0), blocks["grass"].slot)
        self.c.populated = True
        self.c.dirty = False
        self.c.clear_damage()
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)
        self.assertNotEqual(self.c.get_block((0, 2, 0)), blocks["snow"].slot)

    def test_bad_heightmap_floating_snow(self):
        """
        Test whether snow is spawned in the correct y-level over populated
        chunks, if the heightmap is incorrect.
        """

        self.c.set_block((0, 0, 0), blocks["grass"].slot)
        self.c.populated = True
        self.c.dirty = False
        self.c.clear_damage()
        self.c.heightmap[0 * 16 + 0] = 2
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)
        self.assertNotEqual(self.c.get_block((0, 2, 0)), blocks["snow"].slot)

    def test_top_of_world_snow(self):
        """
        Blocks at the top of the world should not cause exceptions when snow
        is placed on them.
        """

        self.c.set_block((0, 127, 0), blocks["stone"].slot)
        self.hook.transform(self.c)
Exemple #45
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class TestWinter(unittest.TestCase):

    def setUp(self):
        self.hook = Winter()
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_spring_to_ice(self):
        self.c.set_block((0, 0, 0), blocks["spring"].slot)
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 0, 0)), blocks["ice"].slot)

    def test_snow_on_stone(self):
        self.c.set_block((0, 0, 0), blocks["stone"].slot)
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)

    def test_no_snow_on_snow(self):
        """
        Test whether snow is spawned on top of other snow.
        """

        self.c.set_block((0, 0, 0), blocks["snow"].slot)
        self.hook.transform(self.c)
        self.assertNotEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)

    def test_no_floating_snow(self):
        """
        Test whether snow is spawned in the correct y-level over populated
        chunks.
        """

        self.c.set_block((0, 0, 0), blocks["grass"].slot)
        self.c.populated = True
        self.c.dirty = False
        self.c.clear_damage()
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)
        self.assertNotEqual(self.c.get_block((0, 2, 0)), blocks["snow"].slot)

    def test_bad_heightmap_floating_snow(self):
        """
        Test whether snow is spawned in the correct y-level over populated
        chunks, if the heightmap is incorrect.
        """

        self.c.set_block((0, 0, 0), blocks["grass"].slot)
        self.c.populated = True
        self.c.dirty = False
        self.c.clear_damage()
        self.c.heightmap[0 * 16 + 0] = 2
        self.hook.transform(self.c)
        self.assertEqual(self.c.get_block((0, 1, 0)), blocks["snow"].slot)
        self.assertNotEqual(self.c.get_block((0, 2, 0)), blocks["snow"].slot)

    def test_top_of_world_snow(self):
        """
        Blocks at the top of the world should not cause exceptions when snow
        is placed on them.
        """

        self.c.set_block((0, 127, 0), blocks["stone"].slot)
        self.hook.transform(self.c)
Exemple #46
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class TestLightmaps(unittest.TestCase):

    def setUp(self):
        self.c = Chunk(0, 0)

    def test_trivial(self):
        pass

    def test_boring_skylight_values(self):
        # Fill it as if we were the boring generator.
        for x, z in product(xrange(16), repeat=2):
            self.c.set_block((x, 0, z), 1)
        self.c.regenerate()

        # Make sure that all of the blocks at the bottom of the ambient
        # lightmap are set to 15 (fully illuminated).
        # Note that skylight of a solid block is 0, the important value
        # is the skylight of the transluscent (usually air) block above it.
        for i in xrange(1, 32768, 128):
            self.assertEqual(self.c.skylight[i], 0xf)

    def test_skylight_spread(self):
        # Fill it as if we were the boring generator.
        for x, z in product(xrange(16), repeat=2):
            self.c.set_block((x, 0, z), 1)
        # Put a false floor up to block the light.
        for x, z in product(xrange(1, 15), repeat=2):
            self.c.set_block((x, 2, z), 1)
        self.c.regenerate()

        # Test that a gradient emerges.
        for x, z in product(xrange(16), repeat=2):
            flipx = x if x > 7 else 15 - x
            flipz = z if z > 7 else 15 - z
            target = max(flipx, flipz)
            self.assertEqual(self.c.skylight[(x * 16 + z) * 128 + 1], target,
                            "%d, %d" % (x, z))

    def test_skylight_arch(self):
        """
        Indirect illumination should work.
        """

        # Floor.
        for x, z in product(xrange(16), repeat=2):
            self.c.set_block((x, 0, z), 1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        for x, y, z in product(xrange(2), xrange(1, 3), xrange(3)):
            self.c.set_block((x, y, z), 1)
        self.c.set_block((1, 1, 1), 0)

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.skylight[(1 * 16 + 1) * 128 + 1], 14)

    def test_skylight_arch_leaves(self):
        """
        Indirect illumination with dimming should work.
        """

        # Floor.
        for x, z in product(xrange(16), repeat=2):
            self.c.set_block((x, 0, z), 1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        for x, y, z in product(xrange(2), xrange(1, 3), xrange(3)):
            self.c.set_block((x, y, z), 1)
        self.c.set_block((1, 1, 1), 0)

        # Leaves in front of the spot should cause a dimming of 1.
        self.c.set_block((2, 1, 1), 18)

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.skylight[(1 * 16 + 1) * 128 + 1], 13)

    def test_skylight_arch_leaves_occluded(self):
        """
        Indirect illumination with dimming through occluded blocks only should
        work.
        """

        # Floor.
        for x, z in product(xrange(16), repeat=2):
            self.c.set_block((x, 0, z), 1)

        # Arch of bedrock, with an empty spot in the middle, which will be our
        # indirect spot.
        for x, y, z in product(xrange(3), xrange(1, 3), xrange(3)):
            self.c.set_block((x, y, z), 1)
        self.c.set_block((1, 1, 1), 0)

        # Leaves in front of the spot should cause a dimming of 1, but since
        # the leaves themselves are occluded, the total dimming should be 2.
        self.c.set_block((2, 1, 1), 18)

        # Illuminate and make sure that our indirect spot has just a little
        # bit of illumination.
        self.c.regenerate()

        self.assertEqual(self.c.skylight[(1 * 16 + 1) * 128 + 1], 12)

    def test_incremental_solid(self):
        """
        Regeneration isn't necessary to correctly light solid blocks.
        """

        # Initialize tables and enable set_block().
        self.c.regenerate()
        self.c.populated = True

        # Any solid block with no dimming works. I choose dirt.
        self.c.set_block((0, 0, 0), blocks["dirt"].slot)

        self.assertEqual(self.c.skylight[(0 * 16 + 0) * 128 + 0], 0)

    def test_incremental_air(self):
        """
        Regeneration isn't necessary to correctly light dug blocks, which
        leave behind air.
        """

        # Any solid block with no dimming works. I choose dirt.
        self.c.blocks[(0 * 16 + 0) * 128 + 0] = blocks["dirt"].slot

        # Initialize tables and enable set_block().
        self.c.regenerate()
        self.c.populated = True

        self.c.set_block((0, 0, 0), blocks["air"].slot)

        self.assertEqual(self.c.skylight[(0 * 16 + 0) * 128 + 0], 15)
Exemple #47
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def empty_chunk(i):
    Chunk(i, i)
Exemple #48
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 def setUp(self):
     self.c = Chunk(0, 0)