reduce the failure probability of a lua random unit test
It seemed to spuriously pass on travis when it should be failing, this should be much more unlikely now.
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1 changed files with 4 additions and 3 deletions
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@ -3,11 +3,12 @@
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# We use the unsynced rng, lua.random, to achieve this.
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# Basically we keep giving side 1 a random amount of gold and recruiting as
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# many woses as possible, killing them immediately to make space. We do this
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# for 30 turns. In the replay we will actually have a random amount of gold
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# for 60 turns. In the replay we will actually have a random amount of gold
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# each time, so if we have bad luck one turn we won't have enough to afford
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# that many woses.
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# For each turn its about 50-50 not to go out of sync, so the chance not to
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# go out of sync should be roughly less than one in a billion.
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# go out of sync (for true randomness) would be ~ 2^{-60}.
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# (However none of our generators use more than 32 bits per seed.)
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#define TEST_BREAK_REPLAY ID GET_RND_NUM
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{GENERIC_UNIT_TEST {ID} (
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@ -54,7 +55,7 @@
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[/end_turn]
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[/event]
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[event]
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name = side 2 turn 30
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name = side 2 turn 60
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{RETURN ([true][/true])}
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[/event]
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[event]
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