# # 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 0 test_lua_return 1 test_lua_return_fail 8 test_lua_return_victory 7 test_lua_return_defeat 0 test_lua_assert 1 test_lua_assert_fail 1 test_lua_assert_fail_in_fired_event 0 test_lua_assert_compare 1 test_lua_assert_compare_fail1 1 test_lua_assert_compare_fail2 1 test_lua_assert_compare_fail3 1 test_lua_assert_compare_fail4 1 test_lua_assert_compare_fail5 1 test_lua_assert_compare_fail6 1 test_lua_assert_compare_fail7 1 test_lua_assert_compare_fail8 1 test_lua_assert_compare_fail9 0 test_lua_assert_errors1 1 test_lua_assert_errors2 1 test_lua_assert_errors3 0 test_lua_assert_errors4 1 test_lua_assert_errors5 0 test_lua_assert_errors6 1 test_lua_assert_errors7 0 test_lua_assert_errors8 1 test_lua_assert_errors9 2 empty_test 0 test_end_turn # # The synchronisation mechanism # 4 break_replay_with_lua_random 0 fixed_lua_random_replay_with_sync_choice 0 test_synced_state # # Security test # 0 cve_2018_1999023 9 cve_2018_1999023_2 # # 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 8 check_victory_basic 1 check_victory_basic_fail 8 check_victory_basic_two 8 check_victory_basic_ai 1 check_victory_basic_ai_fail 8 check_victory_basic_ai_two 1 check_victory_one_no_units_fail_one 1 check_victory_one_no_units_fail_two 8 check_victory_one_no_units 1 check_victory_two_no_units_fail_one 1 check_victory_two_no_units_fail_two 8 check_victory_two_no_units 8 check_victory_always_one 8 check_victory_always_two 1 check_victory_always_no_units_fail 8 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 8 check_victory_never_pass 7 check_victory_never_ai_fail # # WML API tests # 0 two_plus_two 10 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 recall_by_unit_tag 0 test_move 9 test_move_fail_1 9 test_move_fail_2 9 test_move_fail_3 9 test_move_fail_4 9 test_move_fail_5 9 test_move_fail_6 0 test_move_unit 0 test_move_unit_in_circle 0 sighted_on_move 0 move_skip_no_sighted_no_share_vision 0 move_skip_ally_sighted_no_share_vision 0 move_skip_all_sighted_no_share_vision 0 move_skip_no_sighted_yes_share_vision 0 move_skip_ally_sighted_yes_share_vision 0 move_skip_all_sighted_yes_share_vision 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 modify_unit_which_recall_list 0 put_to_recall_and_modify 0 event_handlers_in_events_1 0 event_handlers_in_events_3 0 event_handlers_in_events_2 0 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 event_handers_in_events__delayed 0 event_handers_in_events__immediate 0 event_handlers_in_events__dynamic_filter 0 event_remove_test 0 event_repeat_test 0 event_test_auto_variables_side_turn 0 event_test_auto_variables_xy 0 event_test_auto_variables_units 0 event_test_auto_variables_weapons 0 event_test_auto_variables_damage 0 event_test_auto_variables_owner 0 event_test_filter_condition 0 event_test_filter_side 0 event_test_filter_unit 0 test_ability_id_active 0 test_ability_id_not_active 0 event_test_filter_attack 0 filter_vision 0 test_shroud_init 0 test_shroud_place_wml 0 test_shroud_place_lua 0 test_shroud_place_lua_data 0 test_shroud_override_all 0 test_shroud_override_data 0 test_shroud_remove_wml 0 test_shroud_remove_lua 0 test_shroud_remove_lua_data 0 test_shroud_modify_wml 0 test_shroud_modify_lua 0 scatter_units 0 has_ally 0 xp_mod_1 0 xp_mod_2 0 xp_mod_3 0 test_role_1 0 test_role_2 0 test_role_3 0 test_role_lua 0 events-test_nonfilterable 0 events-test_filterable1 0 events-test_filterable2 0 events-test_filterable3 0 events-test_victory 0 events-test_defeat 0 events-test_die 0 test_store_unit_defense_on 9 test_store_unit_defense_deprecated # Terrain mask tests 0 test_terrain_mask_simple_nop 0 test_terrain_mask_simple_set 0 test_terrain_mask_simple_underlay 0 test_terrain_mask_simple_overlay 0 test_terrain_mask_simple_name 0 test_terrain_mask_simple_name_fail 0 test_terrain_mask_align_odd_on_odd 0 test_terrain_mask_align_odd_on_even 0 test_terrain_mask_align_even_on_odd 0 test_terrain_mask_align_even_on_even 0 test_terrain_mask_align_raw_on_odd 0 test_terrain_mask_align_raw_on_even 0 test_terrain_mask_deprecated_border_no 0 test_terrain_mask_deprecated_border_yes 0 test_terrain_mask_rule_basic # # LUA # 0 lua_dofile 0 lua_require 0 lua_get_sides 0 test_wml_actions 0 test_wml_conditionals 0 lua_wml_tagnames 0 test_scoped_vars 0 as_text 0 test_lua_version_api # # Pathfinding # 0 store_locations_one 0 store_locations_range 0 simple_find_path # 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 # # Movement types, and modifying them # 0 test_elf_movement 0 test_orc_movement 0 test_elf_fast_cave_movement 0 test_elf_fast_hills_movement 0 test_elf_fast_cave_and_hills_movement 0 test_orc_fast_cave_movement 0 test_orc_fast_forest_movement 0 test_elf_slow_cave_movement 0 test_elf_longsighted_movement 0 test_orc_longsighted_movement 0 test_elf_longsighted_fast_cave_movement 0 test_elf_fast_cave_longsighted_movement 0 test_elf_vision 0 test_elf_fast_cave_vision 0 test_elf_fast_hills_vision 0 test_elf_longsighted_cave_vision 0 test_elf_longsighted_cave_and_hills_vision 0 test_elf_longsighted_cave_slow_cave_vision 0 test_resistances # [effect]apply_to=movement and [effect]apply_to=vision 0 effect_move_affects_vision 0 effect_move_ignores_vision 0 effect_move_separated_vision 0 effect_vision # [store_locations] 0 store_reachable_locations_vision # # General information queries # 0 test_lua_colors 0 test_lua_colors_hexadecimal # # Attack calculations & codepath tests # 8 alice_kills_bob 8 bob_kills_alice_on_retal 8 alice_kills_bob_levelup 8 bob_kills_alice 8 alice_kills_bob_on_retal 8 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 0 backstab_active_with_accomplice_behind_bob 0 backstab_inactive_with_triangular_formation 0 backstab_inactive_with_statue_behind_bob 0 backstab_inactive_with_bobs_ally_behind_bob 0 swarm_disables_upgrades 0 swarm_disables_upgrades_with_abilities 0 swarm_disables_upgrades_with_abilities_fail 0 swarm_disables_upgrades_with_abilities_adjacent 0 swarm_disables_upgrades_with_abilities_adjacent_fail 0 swarm_disables_upgrades_with_abilities_adjacent_leadership 0 swarm_disables_upgrades_with_abilities_adjacent_leadership_fail 0 test_add_in_leadership_abilities 0 test_sub_in_leadership_abilities 0 unslowable_status_test 0 unpetrifiable_status_test 0 test_force_chance_to_hit_macro # # 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 10 test_wml_menu_items_2 0 test_wml_menu_items_3 # # Conditional tests # 0 check_conditionals_1 0 check_conditionals_2 # Standard Unit Filter tests 0 filter_this_unit_wml 0 filter_this_unit_tl 0 filter_this_unit_formula 0 filter_formula_unit 9 filter_formula_unit_error # Interrupt tag tests 0 check_interrupts_break 0 check_interrupts_return 0 check_interrupts_continue 0 check_interrupts_break_global 0 check_interrupts_return_nested 9 check_interrupts_continue_global 0 check_interrupts_elseif 0 check_interrupts_case # For-loop tests 9 forloop_all_zero 9 forloop_step_zero 0 forloop_once_positive 0 forloop_once_negative 0 forloop_twice_matched 0 forloop_twice_unmatched 0 forloop_empty_array 0 forloop_array 0 forloop_array_reverse 0 forloop_step_large_positive 0 forloop_step_large_negative 0 for_defaults 0 for_start2 0 for_end2 0 for_end2_step2 0 for_end-2 0 for_end-2_step-2 # AI Config Parsing tests 0 test_basic_simplified_aspect 0 test_basic_abbreviated_aspect 0 test_basic_standard_aspect 0 test_basic_composite_aspect 0 test_basic_lua_aspect 0 test_basic_composite_facet 0 test_basic_lua_facet 0 test_basic_composite_default_facet 0 test_basic_lua_default_facet # AI Modification tests 0 test_modify_ai_delete_facet 0 test_modify_ai_change_facet 0 test_modify_ai_replace_facet 0 test_modify_ai_add_facet 0 test_modify_ai_change_default_facet 0 test_modify_ai_nested_facets 0 test_modify_ai_composite_default_facets 0 test_modify_ai_change_aspect # Changing the number of sides 0 test_create_side # Event tests 0 order_of_variable_events1 0 order_of_variable_events2 0 event_name_variable_substitution # Game mechanics 0 heal # Warnings about WML 0 unknown_scenario_false_positives 0 unknown_scenario_interpolated 9 unknown_scenario_1_0 # Lua API tests 0 lua_functional 0 lua_map_find 0 mapgen_filter_range 0 mapgen_filter_terrain 0 simulate_combat_clone_adjacent 0 simulate_combat_occupied