wesnoth/wml_test_schedule
Chris Beck 8459bf7104 add lua function "fire_wml_menu_item" and unit tests for menu items
this commit also changed slightly the way that wml menu events
are synced. previously they were run via "run_in_synced_context",
now they are run via "run_in_synced_context_if_not_already", which
makes it safe to fire them from lua (a synced context).
2015-01-06 21:42:52 -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
#
# 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