# # Sanity checks of the unit test system # 0 test_return 1 test_return_fail 0 test_assert 1 test_assert_fail 1 test_assert_fail_two 2 empty_test 4 break_replay_with_lua_random 0 fixed_lua_random_replay_with_sync_choice 0 test_end_turn # # Test Check Victory (If this isn't working other tests may have dubious value) # 2 check_victory_basic_timeout 1 check_victory_basic_macro_check 0 check_victory_basic 1 check_victory_basic_fail 0 check_victory_basic_two 0 check_victory_basic_ai 1 check_victory_basic_ai_fail 0 check_victory_basic_ai_two 1 check_victory_one_no_units_fail_one 1 check_victory_one_no_units_fail_two 0 check_victory_one_no_units 1 check_victory_two_no_units_fail_one 1 check_victory_two_no_units_fail_two 0 check_victory_two_no_units 0 check_victory_always_one 0 check_victory_always_two 1 check_victory_always_no_units_fail 0 check_victory_always_no_units 1 check_victory_always_fail 1 check_victory_never_fail_one 1 check_victory_never_fail_two 1 check_victory_never_fail_three 0 check_victory_never_pass 1 check_victory_never_ai_fail # # WML API tests # 0 two_plus_two 1 two_plus_two_fail 0 order_of_nested_events 0 test_clear_one 0 test_clear_two 0 test_unit_map 0 unit_spawns_at_nearest_vacant_hex 0 units_offmap_goto_recall 0 test_move 1 test_move_fail_1 1 test_move_fail_2 1 test_move_fail_3 1 test_move_fail_4 1 test_move_fail_5 1 test_move_fail_6 0 test_move_unit 0 sighted_events 1 sighted_events_fail 0 sighted_on_opponents_turn 1 sighted_on_opponents_turn_fail 0 move_skip_no_sighted_no_share_view 0 move_skip_ally_sighted_no_share_view 0 move_skip_all_sighted_no_share_view 0 move_skip_no_sighted_yes_share_view 0 move_skip_ally_sighted_yes_share_view 0 move_skip_all_sighted_yes_share_view 0 set_gold_in_prestart_one 0 set_gold_in_prestart_two 0 modify_turns_one 0 modify_turns_two 0 modify_turns_three 0 modify_turns_four 0 replace_schedule_prestart 0 modify_unit_facing 0 event_handlers_in_events_1 0 event_handlers_in_events_3 0 event_handlers_in_events_2 1 event_handlers_in_events_4 0 event_handlers_in_events_5 0 event_handlers_in_events_6 0 event_handlers_in_events_7 0 event_handlers_in_events_8 0 filter_vision 0 has_ally 0 xp_mod_1 0 xp_mod_2 0 xp_mod_3 # # LUA # 0 lua_dofile 0 lua_require 0 lua_get_sides # # Pathfinding # 0 store_locations_one # This test occasionally takes too long... (FIXME): 0 characterize_pathfinding_one 0 characterize_pathfinding_reach_1 0 characterize_pathfinding_reach_2 0 characterize_pathfinding_reach_3 0 characterize_pathfinding_reach_4 0 characterize_pathfinding_reach_5 0 characterize_pathfinding_reach_6 0 characterize_pathfinding_reach_7 # # Attack calculations & codepath tests # 0 alice_kills_bob 0 bob_kills_alice_on_retal 0 alice_kills_bob_levelup 0 bob_kills_alice 0 alice_kills_bob_on_retal 0 alice_kills_bob_on_retal_levelup 0 test_grunt_tod_damage 0 test_time_area_damage 0 test_time_area_prestart 0 test_berzerk_firststrike 0 feeding # # Deterministic unit facing tests 0 recruit_facing_enemy_one 0 recruit_facing_enemy_two 0 recruit_facing_leader 0 recruit_facing_center # # Interface tests # 0 test_wml_menu_items_1 1 test_wml_menu_items_2 0 test_wml_menu_items_3