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watrbx-game-engine/RobloxTest/Tests/Features/ChangeHistoryTerrain.rbxl
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2025-09-18 17:55:52 -04:00

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<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.watrbx.wtf/roblox.xsd" version="4">
<External>null</External>
<External>nil</External>
<Item class="Workspace" referent="RBX0">
<Properties>
<Ref name="CurrentCamera">RBX1</Ref>
<double name="DistributedGameTime">0</double>
<CoordinateFrame name="ModelInPrimary">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
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<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<string name="Name">Workspace</string>
<Ref name="PrimaryPart">null</Ref>
</Properties>
<Item class="Camera" referent="RBX1">
<Properties>
<Ref name="CameraSubject">null</Ref>
<token name="CameraType">0</token>
<CoordinateFrame name="CoordinateFrame">
<X>11.5004616</X>
<Y>328.678162</Y>
<Z>549.033936</Z>
<R00>0.999780774</R00>
<R01>-0.0107550351</R01>
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<R10>9.31322686e-10</R10>
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<R20>-0.0209421311</R20>
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<R22>0.857865691</R22>
</CoordinateFrame>
<float name="FieldOfView">70</float>
<CoordinateFrame name="Focus">
<X>0</X>
<Y>0</Y>
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</CoordinateFrame>
<string name="Name">Camera</string>
</Properties>
</Item>
<Item class="Terrain" referent="RBX2">
<Properties>
<bool name="Anchored">true</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">194</int>
<CoordinateFrame name="CFrame">
<X>-2</X>
<Y>126</Y>
<Z>-2</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
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<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<string name="ClusterGridV2"></string>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">true</bool>
<token name="Material">256</token>
<string name="Name">Terrain</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
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</Vector3>
<Vector3 name="size">
<X>2044</X>
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<Z>2044</Z>
</Vector3>
</Properties>
</Item>
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<Item class="StarterPack" referent="RBX3">
<Properties>
<string name="Name">StarterPack</string>
</Properties>
</Item>
<Item class="StarterGui" referent="RBX4">
<Properties>
<string name="Name">StarterGui</string>
<bool name="ShowDevelopmentGui">true</bool>
</Properties>
</Item>
<Item class="SoundService" referent="RBX5">
<Properties>
<token name="AmbientReverb">0</token>
<float name="DistanceFactor">10</float>
<float name="DopplerScale">1</float>
<string name="Name">Soundscape</string>
<float name="RolloffScale">1</float>
</Properties>
</Item>
<Item class="CollectionService" referent="RBX6">
<Properties>
<string name="Name">CollectionService</string>
</Properties>
</Item>
<Item class="PhysicsService" referent="RBX7">
<Properties>
<string name="Name">PhysicsService</string>
</Properties>
</Item>
<Item class="BadgeService" referent="RBX8">
<Properties>
<string name="Name">BadgeService</string>
</Properties>
</Item>
<Item class="Geometry" referent="RBX9">
<Properties>
<string name="Name">Geometry</string>
</Properties>
</Item>
<Item class="RenderHooksService" referent="RBX10">
<Properties>
<string name="Name">RenderHooksService</string>
</Properties>
</Item>
<Item class="SocialService" referent="RBX11">
<Properties>
<string name="Name">SocialService</string>
</Properties>
</Item>
<Item class="Debris" referent="RBX12">
<Properties>
<int name="MaxItems">1000</int>
<string name="Name">Debris</string>
</Properties>
</Item>
<Item class="TimerService" referent="RBX13">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="ScriptInformationProvider" referent="RBX14">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="CookiesService" referent="RBX15">
<Properties>
<string name="Name">CookiesService</string>
</Properties>
</Item>
<Item class="TeleportService" referent="RBX16">
<Properties>
<string name="Name">Teleport Service</string>
</Properties>
</Item>
<Item class="Players" referent="RBX17">
<Properties>
<bool name="CharacterAutoLoads">true</bool>
<string name="Name">Players</string>
</Properties>
</Item>
<Item class="Selection" referent="RBX18">
<Properties>
<string name="Name">Selection</string>
</Properties>
</Item>
<Item class="Lighting" referent="RBX19">
<Properties>
<Color3 name="Ambient">4286611584</Color3>
<float name="Brightness">1</float>
<Color3 name="ColorShift_Bottom">4278190080</Color3>
<Color3 name="ColorShift_Top">4278190080</Color3>
<Color3 name="FogColor">4290822336</Color3>
<float name="FogEnd">100000</float>
<float name="FogStart">0</float>
<float name="GeographicLatitude">41.7332993</float>
<string name="Name">Lighting</string>
<Color3 name="ShadowColor">4289967032</Color3>
<string name="TimeOfDay">14:00:00</string>
</Properties>
</Item>
<Item class="ChangeHistoryService" referent="RBX20">
<Properties>
<string name="Name">ChangeHistoryService</string>
</Properties>
</Item>
<Item class="TestService" referent="RBX21">
<Properties>
<bool name="AutoRuns">false</bool>
<string name="Description"></string>
<bool name="Is30FpsThrottleEnabled">true</bool>
<bool name="IsPhysicsEnvironmentalThrottled">true</bool>
<bool name="IsSleepAllowed">true</bool>
<string name="Name">TestService</string>
<double name="Timeout">10</double>
</Properties>
<Item class="Script" referent="RBX22">
<Properties>
<bool name="Disabled">false</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">Script</string>
<ProtectedString name="Source">test = game:GetService(&quot;TestService&quot;)
terrain = game.Workspace.Terrain
history = game:GetService(&quot;ChangeHistoryService&quot;)
--explicitly enable history
history:SetEnabled(1)
XZ_CHUNK = 32
Y_CHUNK = 4
cellCountList = {}
materialList = {}
indexList = {}
wedgeCountList = {}
function checkLayerData(layerIndex)
&#9;local index = indexList[layerIndex]
&#9;local newM, newB, newO = terrain:GetCell(XZ_CHUNK, Y_CHUNK*index, XZ_CHUNK)
&#9;test:Check(cellCountList[layerIndex] == terrain:CountCells(), &quot;Terrain cell count mismatch&quot;)
&#9;test:Check(materialList[layerIndex] == (newM.Value), &quot;Material mismatch&quot;)
end
function verifyLayersUndo(numLayers)
&#9;for count = numLayers, 2, -1 do
&#9;&#9;--do an undo
&#9;&#9;history:Undo()
&#9;&#9;checkLayerData(count-1)
&#9;end
&#9;--this is last undo (after this there should not be any cells present in the terrain)
&#9;history:Undo()
&#9;test:Check(0 == terrain:CountCells(), &quot;Cell count&quot;)
end
function verifyLayersRedo(numLayers)
&#9;for count = 1, numLayers do
&#9;&#9;--do an undo
&#9;&#9;history:Redo()
&#9;&#9;checkLayerData(count)
&#9;end
end
function generateLayers(numLayers, startMaterial, saveData)
&#9;for index=1, numLayers do
&#9;&#9;local start = Vector3int16.new(-XZ_CHUNK, Y_CHUNK*index, -XZ_CHUNK)
&#9;&#9;local finish = Vector3int16.new(XZ_CHUNK, Y_CHUNK*index, XZ_CHUNK)
&#9;&#9;terrain:SetCells(Region3int16.new(start,finish),index+startMaterial, 0, 0)
&#9;&#9;if saveData then
&#9;&#9;&#9;table.insert(cellCountList, terrain:CountCells())
&#9;&#9;&#9;table.insert(materialList, index+startMaterial)
&#9;&#9;&#9;table.insert(indexList, index)
&#9;&#9;&#9;history:SetWaypoint(&quot;GenerateLayers&quot;)
&#9;&#9;end
&#9;end
end
function wedgeCount()
&#9;local count = 0
&#9;local start = Vector3int16.new(-XZ_CHUNK, Y_CHUNK, -XZ_CHUNK)
&#9;local finish = Vector3int16.new(XZ_CHUNK, Y_CHUNK*5, XZ_CHUNK)
&#9;for y=start.Y, finish.Y do
&#9;&#9;for x=start.X, finish.X do
&#9;&#9;&#9;for z=start.X, finish.Z do
&#9;&#9;&#9;&#9;local newM, newB, newO = terrain:GetCell(x,y,z)
&#9;&#9;&#9;&#9;if newB ~= Enum.CellBlock.Solid then count = count + 1 end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return count
end
function verifyAutoWedgeUndo(index)
&#9;history:Undo()
&#9;test:Check(wedgeCountList[index] == wedgeCount(), &quot;Undo: Wedge count mismatch&quot;)
end
function verifyAutoWedgeRedo(index)
&#9;history:Redo()
&#9;test:Check(wedgeCountList[index] == wedgeCount(), &quot;Redo: Wedge count mismatch&quot;)
end
function createAutoWedgeCells()
&#9;table.insert(wedgeCountList, wedgeCount())
&#9;local start = Vector3int16.new(-XZ_CHUNK, Y_CHUNK, -XZ_CHUNK)
&#9;local finish = Vector3int16.new(XZ_CHUNK, Y_CHUNK*5, XZ_CHUNK)
&#9;terrain:AutowedgeCells(Region3int16.new(start,finish))
&#9;history:SetWaypoint(&quot;CreateAutoWedgeCells&quot;)
&#9;table.insert(wedgeCountList, wedgeCount())
end
function verifyWayPointsAbsorb(layerIndex)
&#9;--first undo upto the last waypoint
&#9;while (history:GetCanUndo()) do
&#9;&#9;history:Undo()
&#9;end
&#9;-- specified layer must be present
&#9;checkLayerData(layerIndex)
end
-- create layers of different materials
generateLayers(5, 0, true)
&#9;-- modification without setting waypoint to verify that only the last modification is saved
generateLayers(1, 3, false)
generateLayers(5, 5, true)
-- verify undo/redo (10 states - max)
verifyLayersUndo(10)
verifyLayersRedo(10)
-- RWM - change history no longer merges at 11, it depends on memory usage.
--[[
-- add 11th entry in the change history to force an absorb
createAutoWedgeCells()
verifyAutoWedgeUndo(#wedgeCountList - 1)
verifyAutoWedgeRedo(#wedgeCountList)
-- first layer must be present as a result of absorb once the number of waypoints exceeds 10
verifyWayPointsAbsorb(1)
]]--
</ProtectedString>
</Properties>
</Item>
</Item>
</roblox>