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IRC log for #minetest, 2020-06-27

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3 more elements. Show/hide.
00:54 eerungur https://github.com/random-geek/MapEdit < just had a major commit
01:01 eerungur bit broken, but excited to see what will change.
10 more elements. Show/hide.
06:12 oil_boi Can voxelmanip access node meta?
06:37 FeXoR joined #minetest
06:41 SoylentCow there's a way, i do believe
06:42 oil_boi Oh my god soylent I thought you were a bot
06:42 oil_boi Hi
06:42 SoylentCow oh no wait, i was thinking param2
06:43 SoylentCow no lol i am iamweasel sometimes
06:43 oil_boi There's a linux terminal thing when you type "something"cow it goes "moo" followed by a quote and an ascii cow
06:44 SoylentCow i am not surprised
06:44 oil_boi Hahaha, I thought someone remade that thing into a bot
06:45 oil_boi Is it faster to create a boundary box of the indexed nodes for redstone "crawling" or the current method of look through the current nodes with vector.distance as the boundary box and let the game do it's thing
06:46 oil_boi This is an extremely complex issue and needs to be taken care of, I have no idea if a recursive statement of get_node will be faster for the element indexing of redstone dust to be done in pure recursion or given a vm to crawl through with boundary limitations
06:47 Emerald2 cowsay
06:47 SoylentCow ^3MOOOOOO^9OOOO!!
06:48 SoylentCow sorry, sore throat
06:48 SoylentCow 3MOOOOOO9OOOOOOOOOO!!!!
06:48 Emerald2 LOL
06:49 * SoylentCow chews thoughtfully
2 more elements. Show/hide.
07:00 oil_boi I just had an epiphany
07:00 oil_boi I can completely virtualize redstone into local memory
07:01 oil_boi voxelmanip on steroids
07:01 oil_boi Also
07:01 oil_boi cowsay
07:05 oil_boi Thank you whoever created LBMs
5 more elements. Show/hide.
09:45 oil_boi An update on the redstone: The virtualization actually works to a level I didn't even know possible
09:46 oil_boi I can't make this area lag no matter how many torches I put down or take away and rapidly trigger: https://i.imgur.com/j6A5E36.png
4 more elements. Show/hide.
11:47 SX hi, suggestions for mod unit testing minetest game / minetest core helpers? I've done a bit myself chat/player/settings/protection/node reg stuff that I needed but anyone knows some ready made piece that can simulate some pieces of API?
11:48 SX ofc not after actual mt API functionality but simplified simulation useful for unit testing with mostly static fixtures
11:49 sfan5 the only unit testing (not a lot) I've seen so far starts up the engine and runs the stuff in there
11:54 SX okay, i've done a bit with busted. included some helpers and made simple player/settings that is enough for me and then noop functions for stuff i dont care
11:56 SX it seemed like pretty good approach so was hoping that someone maybe have already done that, problem with launching actual engine is that it falls more in side of integration testing
11:58 sfan5 hm right, that would be the proper term for that
12:01 SX maybe code tells more than few words, anyone interested in topic check https://github.com/S-S-X/metatool/tree/info-bypass-priv/metatool/spec very simple currently and would need to implement more mt helpers/fixtures to make it general
5 more elements. Show/hide.
15:20 Corey[m]1 SX, sfan5: I do have a few unit tests in my own mod, mostly to test utility modules, maybe a formalized integration testing framework would be something to propose?
2 more elements. Show/hide.
15:46 SX Corey[m]1 sounds good for me, would you like to share what you have in your mod? I just noticed that I managed to break link I sent earlier as I merged stuff into master and deleted branch where I linked to...
15:48 SX I believe having good unit test framework for mods might also encourage writing well defined interfaces and through that might even reduce "my code should be private, nobody else should use these functions"-mentality a bit :)
16:01 rubenwardy !book unit test
16:01 MinetestBot rubenwardy: Automatic Unit Testing - https://rubenwardy.com/minetest_modding_book//en/quality/unit_testing.html
16:02 rubenwardy SX ^
16:02 fluxflux joined #minetest
16:03 rubenwardy !mod [classroom]
16:03 MinetestBot rubenwardy: Classroom [classroom] by rubenwardy - https://forum.minetest.net/viewtopic.php?t=23715 - https://gitlab.com/rubenwardy/classroom
16:03 rubenwardy Has some tests
16:03 Taoki joined #minetest
16:09 SX rubenwardy yes, that  I've seen and I did actually select busted based on that but what I was thinking was allowing unit tests on functions that use minetest API / possibly default game API directly. For that I did what I did for metatool mod and then started thinking why do this here as it should
16:09 SX be at least a bit more generalized framework that i
16:09 SX ncludes some well defined simulations/fixtures for engine API methods.
16:10 SX that ^^ was really good article as it allowed direct start with basic testing without any knowledge about tools available for lua testing.
16:10 Corey[m]1 SX: sure
16:11 Corey[m]1 https://github.com/IceDragon200/mt-yatm/tree/master/yatm_core/tests
16:12 Corey[m]1 these are a sample of the tests, from the core
16:12 Corey[m]1 https://github.com/IceDragon200/mt-yatm/blob/master/yatm_core/luna.lua
16:12 Corey[m]1 and the test module itself
16:13 SX thanks Corey[m]1, good to see how some else approached that with some real project
16:14 awell joined #minetest
16:18 Corey[m]1 glad to be of service :)
20 more elements. Show/hide.
22:38 freelikegnu man I feel like an idiot.  I cannot figure out how to attach a had to a mob
22:39 oil_boi A had to a mob? Why not ask it is it has haved
22:39 oil_boi Oof that was a terrible pun
22:40 freelikegnu i deserved that, i meant hat
22:40 oil_boi Hm, well first you have to get which bone is the head, then you need to disable movement to the mob and examine where it rests on the bone, then adjust the attachment offset until it is exactly where you want it
22:41 freelikegnu well I'm not even that far... I have the initial properties for the hat and a minetest.register_entity("witches:witch_hat",witch_hat)
22:42 freelikegnu but do I have to spawn the hat and then attach?
22:43 oil_boi Oh very simple, on activate (the mob itself) local object = minetest.add_entity(self.object:get_pos(), "hat entity") object:set_attach(self.objet, "bone", vector.new(0,0,0), vector.new(0,0,0))
22:43 oil_boi object*
22:43 oil_boi Yes you do :)
22:44 oil_boi Make sure the hat object is not pointable until the witch despawns/killed/doesn't exist, and when it detects that it has no owner you can set it to physical so players could interact with it, or it could turn into a hat item that players could wear :D
22:45 oil_boi This is a lot of information, but, I banged my head against the desk until this was burned into a spot in my memory with spider eyes :P
22:46 freelikegnu yeah its really hard for me to grok compared to everything else I have encountered so far
22:46 oil_boi start with the first step: make the witch spawn the entity on activate, then do object:get_luaentity().owner = witch object
22:47 oil_boi make the hat check for self.owner and self.owner:get_luaentity() else self.remove() if you want it to auto remove when the witch deletes
23:01 freelikegnu oh yay!
23:01 freelikegnu thank you!
2 more elements. Show/hide.
23:23 oil_boi You're welcome!
2 more elements. Show/hide.
23:50 Mahjong oil_boi ping
23:50 Mahjong oil_boi I'm the guy from the youtube comment, would be awesome if you could join my chan
23:51 Mahjong sent an invite
23:56 oil_boi :o

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