165 Commits

Author SHA1 Message Date
gfgtdf
851c909cd3
Fix #8460 [effect] apply_to=variation (#8475)
* Fix #8460 [effect] apply_to=variation

Previously the code could apply the variation effects
last, so that codes like
```
[effect]
  apply_to=variation
  ..
[/effect]
[effect]
  apply_to=hitpoints
  heal_full=yes
[/effect]
```
Would not set the unit hitpoints to the new variations
hitpoints because the variation effect was applied after
the healing effect.

In 1.16 this worked because healing was applied a little
too often but that lead also to bugs like #8342

* f prev

* f prev

* f prev

* f prev

* f prev

* Create modification_effect_type_variation.cfg

* Update wml_test_schedule
2024-03-07 01:25:59 +01:00
newfrenchy83
b4abee7c38
Fix increase by percentage returns 1 if experience is equal to zero (#8425)
Using `[effect]app/y_to,increase=experience,"40%"` on a unit with 0 XP used
to give that unit 1 XP, because of a minimum in the C++.
2024-02-19 13:49:09 +01:00
Steve Cotton
84b1a778ae Backstab unit tests: check that backstab works in a free-for-all
The units on the outsides of a backstab don't have to be allied
to each other, they just have to be enemies of the victim. That's
hardcoded into the AI via attack.cpp's backstab_check() function,
hence a unit test to check that WEAPON_SPECIAL_BACKSTAB activates
in that situation.

Add a new map with 4 sides all on separate castles. This is a
variation of the generic 2p unit test map, extended in the south
with a horizontal reflection of existing map.

Add a MAP_FILE argument to COMMON_KEEP_A_B_C_D_UNIT_TEST,
because it's the same setup except for the map file.
2024-01-26 14:35:07 +00:00
Steve Cotton
87b42c404b Add a unit test for the event-handler reordering bug
This test would fail without the fix from the previous commit.
2024-01-21 01:38:48 +01:00
Toom
2056be55a3
Support [harm_unit]experience values kill/attack/defend/fight/yes/no (#8231) 2024-01-18 11:32:18 +01:00
pentarctagon
26de1195e3 add a bunch of attacks tests 2024-01-08 12:04:45 -06:00
Steve Cotton
7c14bee3f8 Add tests for [harm_unit]
This is testing experience=yes and experience=no, with the expectation that
some new values for that attribute will be added afterwards.

Adds a new generic macro ASSERT_UNIT_HP_XP. Looking thorugh the ability tests,
ASSERT_UNIT_HP (without the XP) could be a heavily-used macro, but it wouldn't
be used by this particular commit, so I'm not adding it in this commit.
2024-01-04 17:50:49 +01:00
Pentarctagon
d4b1e7e6c4
Add some more abilities' tests (hides, skirmisher, teleport) 2024-01-01 12:34:08 +01:00
Pentarctagon
f992190267
add a bunch of illuminates tests. (#8139) 2023-12-23 12:07:45 -06:00
pentarctagon
4080a6ebd0 max_value negative tests. 2023-12-17 23:42:35 -06:00
Pentarctagon
e94d4f0b7e
add a bunch of leadership ability tests (#8125) 2023-12-17 18:29:27 -06:00
Pentarctagon
6322ca8bc8
add a bunch of resistance ability tests (#8105) 2023-12-15 09:59:01 -06:00
newfrenchy83
f5c6402ed1 Fix [resistance] without max_value bug
Fix https://github.com/wesnoth/wesnoth/issues/8092 issue.

If none [resistance] ability of the list contain max_value, then [resistance] must work without max_value defined by default.
2023-12-14 17:12:44 -06:00
gfgtdf
99399a2b26 allow units.remove_modifications to remove multiple types
previously it needed multiple calls to remove multiple types of modifications (which could be slow since each call involves a full rebuild of the unit).
2023-12-13 17:01:28 +01:00
pentarctagon
16ccaefc86 Test multiplying by a fractional value. 2023-12-07 00:07:33 -06:00
Pentarctagon
0ec7048a02
add a bunch of regenerate tests (#8079)
mostly the same as the heals tests, since they're basically the same ability with different defaults.
2023-12-05 23:15:26 -06:00
Pentarctagon
87ed0d0339
Add a bunch of tests for heals. (#8074)
Covers only attributes, not filters.
2023-11-30 11:09:52 +01:00
Steve Cotton
f1807e03d3 New unit test for UtBS-style [heals] with a filter
The ability's code in UtBS hasn't changed since 1.16, but there's now a bug about
healing sometimes not working in UtBS S02. The new test was written to check
for an engine bug when a healer has two units next to it, only one of which
passes the filter; although it's passing, it seems reasonable to keep the test.

Also, use `{ASSERT ...}` for better logging in the old healing test.
2023-11-15 17:45:58 +01:00
newfrenchy83
9474525612
check alternative_type and replacement_type when filtering on type
Also move them from being attributes of [damage] to [damage_type], to avoid infinite recursion when determining what the damage type should be.
2023-11-10 16:35:57 -06:00
newfrenchy83
3910817cf7
add a 'replacement_type' and 'alternative_type' attribute in [damage] special or ability who modify the type of attack used (#7865)
At the suggestion of @stevecotton, I propose a special 'replacement_type' and 'alternative_type' attribute capable of modifying the type of attack used when the conditions are met.

Also make Holy water combine arcane damage with native type of weapon

Like holy water imbued ordinary weapon, it's seem logic what arcane damage dominant what if more efficient what original type(water can't altered pierce or blading of spear or sword)
2023-10-25 08:10:52 -05:00
newfrenchy83
532d17f958 repair detects non-existent default attribute value
Fix https://github.com/wesnoth/wesnoth/issues/7923 .when we want to detect an ability with value=0-20 and an ability with add=15 is present, this is detected because the system assigns a value of 0 when 'value' is not present, and so the system matches abilities that do not use 'value' or even no numerical value at all. it is therefore necessary to decide that the absence of an attribute is a non-correspondence to the criteria.
2023-10-14 20:14:51 -05:00
newfrenchy83
b5805eca8f
Add priority and filter to overwrite specials (#7746)
using overwrite_specials alone means that we have only two possibilities, either one_side is chosen and in this case if the ability used as a weapon carrying the attribute is applied to the unit (apply_to=self), the other abilities are the same type applied also to 'self' not carrying the attribute will be overwritten, but those of the opponent with apply_to=opponent will be kept in the list; or else both_sides is chosen and all abilities of the same type that do not carry the attribute will be overwritten. To be able to use the attribute in abilities like [damage] for example, it is necessary to be able to be even more selective as for a 'charge' type leadership with multiply=2.5 but which must not be combined with the classic charge and without overwriting the aute [damage] as backstab, [overwrite_filter] to only match damage with apply_to=both and active_on=offense is then interesting.

adding priority allows you to select that it ability can use its overwrite_specials attribute while the others can be overwritten in the same way as an ability without the attribute. Finally, this system makes it unnecessary to limit the use of the attribute to abilities used as weapons but also to special weapons.
2023-10-08 10:09:31 -05:00
newfrenchy83
2a4a073da4 Add tests for ranges and negative values in ability filters
Changed to use "-" instead of ".." as the separator by octalot,
but I believe newfrenchy83 prefers "..".
2023-08-11 21:59:06 +02:00
Steve Cotton
cc8dddea6e Support negative numbers in ranges
Adds support for using these in the weapons and ability filters:
* "-1", which was previously treated as an parse error (no number before the separator).
* "-3--1"
* "-infinity" as the lower number in the range, provided a different upper number is given.

This treats "-infinity" (with no other number), "-infinity--infinity",
"infinity" (with no other number) and "infinity-infinity" as errors. It seems
unlikely that someone would intend to use a filter that can't match any
reasonable number.

The range "-infinity-infinity" will be parsed successfully. I don't see a use
case for that, but nor do I see a reason to add extra C++ to reject it.
However, it's not added to the schema, as I think it's good for the schema to
give a warning when someone creates a filter which will accept every value
(including accepting the default, so "-infinity-infinity" accepts the unset
value too).

Includes new unit tests for the C++ and the Lua stringx.parse_range functions.
The next commit adds more WML tests, but is kept separate to credit the author.

This started as a change to move common filter functions from unit.cpp to
somewhere that they could be reused for other config-based filters. In the
process a missing feature was found and added, the move is still included in a
single Git commit because the move was required in order to make these
functions accessible to the Boost unit tests.

Two CodeBlocks project files additionally get src/utils/any.hpp added,
which was in one of them but missing from the other two. I noticed because
these are alphabetically at the start of the src/utils file list.

Thanks to @CelticMinstrel for the review comments and Xcode project updates.
2023-08-11 21:59:06 +02:00
Ivo Julca
5ebc9a790a Implement event priority
For any given event name, events execute in order of decreasing priority.

Priority is a real number, and may be assigned via the `priority` attribute for
the WML [event] tag, or through the Lua APIs:

- wesnoth.game_events.add({priority = number})
- wesnoth.game_events.add_repeating(name, action, [priority])

Note that delayed variable substitution is not currently supported in the WML attribute.
2023-08-11 08:34:43 +02:00
Cody Burchell
71e83f7b85
Prevent duplicate advancements from being added to unit type (#7743)
* Add myself to Miscellaneous Contributors

* types: Add unit tests over adding advancements
2023-07-09 05:08:10 +02:00
Steve Cotton
1efa0c8c54 Add a test for formulas in taught abilities
Originally by gfgtdf, this was cherry-picked from gfgtdf's PR #7589, with
modifications.

COMMON_KEEP_A_B_UNIT_TEST gains support for optional args
SIDE1_LEADER and SIDE2_LEADER.
2023-07-06 16:57:27 +02:00
Toom
b86b6efd0e
Create test for special_id_active in the style of eoma_beam (#7713)
Test created to verify that special_id_active does not work in 1.16.0.

https://github.com/inferno8/wesnoth-Era_of_Magic/issues/30
https://github.com/inferno8/wesnoth-Era_of_Magic/pull/54
2023-07-04 11:28:39 +02:00
Steve Cotton
1ecc30972e Test weapon-special plague vs taught plague
The expectation is that the a unit's own weapon special will take
priority over a teacher's ability.
2023-07-02 18:54:17 +02:00
newfrenchy83
f9a94e1312 [1.17] add [filter_ability] in [filter] events and [effect]remove_ability and [filter_ability_active] in [filter] events
see https://forums.wesnoth.org/viewtopic.php?p=681371#p681371 in forum

the type of ability used is also filtered.
2023-05-09 19:26:10 +02:00
gfgtdf
9530ad1bc7 add test for no [side]s in [scenario] 2023-05-09 16:50:50 +02:00
Steve Cotton
7540c8f471 Rename test_terrain_mask_simple_name_fail to ..._ignore
I want to reserve names ending `_fail` or containing `_fail_` for tests
that do not expect the `TEST_PASS` status.
2023-05-07 11:10:06 +02:00
Miguel Magno
5e1d9ba600
Fix modify_unit recall_cost indexing issue
Fix issue #7159 apply_to recall_cost to use 0 based side index instead of 1 based side

Add test for issue #7159 modify_unit recall_cost
2023-04-21 13:32:02 +02:00
Steve Cotton
e5b4f5f8a3 More unit tests for attack_filter
Add `first_time_only=no` to some existing tests, and verify that events that
should only trigger once do trigger exactly once.

A new test of `[filter_attack]` when an event lacks attack data. In testing,
I found that it used to trigger a warning that I thought was useless code, and
had removed during 88439d6427a81a6b131acd8b0f7bf04b2d981d71's review. I think
removing it is still good, at the time that the filter was checked it would have
warned "attempt to filter attack for an event with no attack data."
2023-04-19 01:17:06 +02:00
Steve Cotton
eb12a752f4 Add a test for attack_filter with melee-only vs ranged-only units
A new test of what happens when a unit with only a ranged weapon fights a
unit with only a melee weapon. This commit is just the test, it depends on
the engine fix in a previous commit.

This only tests the filtering so far. There should probably be another
additional test to check what the combat results are, however that would need
an ability such as the Deep Elves' Stardust that passively affects the amount
of damage taken. It can't be tested with Slows, as that needs the defender to
hit with a weapon first.
2023-04-18 17:29:49 +02:00
newfrenchy83
88439d6427
Fix a bug in [event][filter_attack] when trying to use special_id/type_active to detect a special whose activity is conditional. (#7509)
When we try to trigger an event conditioned by the use of a special whose activity is subject to a condition, we cannot use special_active because the specials are always considered inactive. Additionally, abilities used as weapons possessed or taught by a leadership are also not detectable in [event][filter_attack]. This PR is there to remedy this double problem.

Also remove matches_special_filter and directly use matches_filter.
2023-04-11 19:34:28 +02:00
Steve Cotton
0a0263e54f Support [foreach]array=this_item, nested loops using the default name
Since a0ee38a49, the inner this_item was still in scope when the inner loop
writes changed data back to the outer loop's variable, which meant that
changes were silently ignored.

A lot of the changes in wml-flow.lua are just indentation because of the
extra block.
2023-02-05 04:34:23 +01:00
Celtic Minstrel
cbbd34a79e
Add new attacks_used key to [attack] (#7351) 2023-02-04 19:55:04 +01:00
Toranks
ec8ad5f26f
Unit tests to evaluate behavior with max_experience=0 and with no advancements (#7344) 2023-02-04 13:14:44 +01:00
Steve Cotton
fba0970509 Add a unit test for scoped arrays
The existing test for scoped vars is both copied and renamed.
2023-01-24 21:02:35 +01:00
Pentarctagon
d1465a9eb9
Add basic achievements functionality. (#7237)
* Add basic achievements functionality.

This reads the mainline achievements.cfg and then all the achievements of each installed add-on.

This is intentionally handled separately from other WML loading so that:
a) All achievements and their status are able to be displayed on the main menu right after Wesnoth starts and regardless of which add-ons are active.
b) Add-ons can add additional achievements to other content, whether UMC or mainline. For example, a modification that adds more achievements for mainline campaigns.

Marking something as achieved is handled by the new [set_achieved] tag and whether an achievement has been completed can be checked via [has_achievement].

There is no attempt to prevent people from manually editing which achievements they've accomplished.

NOTE: These are *not* in any way related to Steam achievements!
2023-01-21 10:32:45 -06:00
Kingofd
492c20baa6
Add exclusive unit traits handling similar to require_amla (#7109) 2023-01-19 13:49:39 -05:00
Toranks
092fd23758
Test fire_event of kill unit on recall list (#7283) 2023-01-16 13:25:09 +01:00
Steve Cotton
e28f29b4ac Add unit tests for weapon-special calculations
Covers the math for [attack]add=, [attack]divide=, [attack]multiply= and
[attack]sub=. The behavior is the same in 1.16.

* 5 + 2 = 7
* 5 - 3 = 2
* 5 + 2 - 3 = 2. Yes it does, that's half of why this unit test exists ...
* 5 + 2 + 3 = 8
* 5 + 3 + 2 = 8
* 5 + 2 - (-3) = 7
* 3 * 3.34 = 10
* 3 * 3.334 = 9. ... and that's the other half of why this unit test exists.
2022-12-29 15:40:01 +01:00
Steve Cotton
a9d5c6ac6d Handle out-of-bounds side numbers in Lua's sync.evaluate_multiple
Change the C++ to show a Lua error instead of crashing with an assert.
2022-12-16 16:40:46 +01:00
Pentarctagon
12a7f018e0 Document last batch of unit tests. 2022-12-03 23:29:47 -06:00
Steve Cotton
38fdf06fa9 Fix [special_note] duplication when unstoring units
The movetype's special notes were becoming a new note for the individual unit.

Clean up the documentation on some of movetype's functions, as they had
documentation in both the .hpp and the .cpp.
2022-11-29 11:40:11 +01:00
Steve Cotton
3d4812ebc8 Add a unit test for the preprocessor's #ifdef handling
This one's surprising, but it's the behavior of 1.16, so add a test for the
current behavior even though I wonder if it should change in 1.17.
2022-11-26 14:55:33 +01:00
Steve Cotton
710867e010 Add unit tests for interpolated event names and end_turn
Move `event_name_variable_substitution` to the top of the file, as it's testing
that the event triggers at all, before the tests that check which order the
events are triggered in.

The old `order_of_variable_events1` seemed to be a combination of two tests that
should exist, but the code didn't quite test either of them. This replaces it
with a new `order_of_variable_events1` and `order_of_variable_events3`.

Docs partially written by Pentarctagon, this started as a review comment
on the documentation PR.
2022-11-25 12:16:46 +01:00
Pentarctagon
a2491d3aa4 More unit test documentation. 2022-11-23 16:25:37 -06:00