# # 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_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 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 # # Attack calculations & codepath tests # 0 test_grunt_tod_damage 0 test_berzerk_firststrike