wesnoth/wml_test_schedule
Pentarctagon 9a0b95f9a0 Separate unit test results from scenario victory/defeat.
This adds an additional `test_result` attribute to [endlevel], intended for use with the automated unit tests. This allows for the unit tests to differentiate a pass/fail result separately from scenario victory or defeat, which allows for more accurately determining the outcome of a test as well as addresses the potential, for example, for a scenario to be expect to pass because of the {SUCCEED} macro but instead passes because the scenario ended as a victory through some other method.

Additional unit tests which were the original motivation for this change are also added as part of this.  They test, as much as possible, that events are executed at all, and are then also executed in the expected order.
2020-04-07 16:45:34 -05:00

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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 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
#
# 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
#
# 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
#
# 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