wesnoth/wml_test_schedule
newfrenchy83 2168f629fb
Add overwrite_specials attribute to allow forcing a lower chance to hit
The reported issue being that the FORCE_CHANCE_TO_HIT macro was able to force an increase in an attack's chance to hit, but no longer able to force a decrease.
2020-12-14 14:57:59 -06:00

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#
# 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
#
# Security test
#
0 cve_2018_1999023
5 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
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 recall_by_unit_tag
0 test_move
5 test_move_fail_1
5 test_move_fail_2
5 test_move_fail_3
5 test_move_fail_4
5 test_move_fail_5
5 test_move_fail_6
0 test_move_unit
0 test_move_unit_in_circle
0 sighted_events
0 sighted_on_opponents_turn
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
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 filter_vision
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
5 test_store_unit_defense_deprecated
#
# LUA
#
0 lua_dofile
0 lua_require
0 lua_get_sides
0 test_wml_actions
0 test_wml_conditionals
0 lua_wml_tagnames
#
# 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
#
# 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 swarm_disables_upgrades
0 swarm_disables_upgrades_with_abilities
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
1 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
5 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
0 check_interrupts_continue_global
0 check_interrupts_elseif
0 check_interrupts_case
# For-loop tests
0 forloop_all_zero
0 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