add disable ability tests
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@ -83,6 +83,7 @@
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/chance_to_hit}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/damage}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/damage_type}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/disable}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/heals}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/hides}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/illuminates}
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#textdomain wesnoth-test
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#####
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# API(s) being tested: [disable]
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##
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# Actions:
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# Give the leaders a disables ability
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##
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# Expected end state:
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# Nothing is disabled
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "disable_ability" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY_NO_VALUE disable () SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 0 WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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)}
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# wmllint: no translatables
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#####
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# API(s) being tested: [attacks]affect_allies=
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##
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# Actions:
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# Give the side 1 leader a disable ability that only affects adjacent allies
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# Have the side 2 leader attack the side 3 leader with both its weapons
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# Have the side 1 leader attack the side 4 leader with both its weapons
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##
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# Expected end state:
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# The side 2 leader has 2 weapons both of which are disabled
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# The side 1 leader has two weapons neither of which has been disabled
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#####
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{COMMON_KEEP_A_B_C_D_UNIT_TEST "disable_affect_allies" (
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[event]
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name = start
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[modify_side]
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side=1,2
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team_name=allies
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[/modify_side]
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[modify_unit]
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[filter]
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side=1
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY_NO_VALUE disable ([affect_adjacent][/affect_adjacent]) ALLIES=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 100 DAMAGE2=100 WEAPON_COUNT=2 ID1=alice ID2=dave}
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{ATTACK_AND_VALIDATE 0 DAMAGE2=0 WEAPON_COUNT=2 ID1=bob ID2=charlie}
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{SUCCEED}
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[/event]
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) SIDE_LEADER="Elvish Archer"}
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@ -0,0 +1,35 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [attacks]affect_enemies=
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##
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# Actions:
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# Give the side 1 leader a disable ability that only affects adjacent enemies
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# Have the side 2 leader attack the side 1 leader with both its weapons
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 2 leader has 2 weapons each of which now disabled
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# The side 1 leader has two weapons neither of which is disabled
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "disable_affect_enemies" (
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[event]
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name = start
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[modify_unit]
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[filter]
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side=1
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY_NO_VALUE disable ([affect_adjacent][/affect_adjacent]) ENEMIES=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 0 DAMAGE2=100 WEAPON_COUNT=2}
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{ATTACK_AND_VALIDATE 0 DAMAGE2=0 ID1=bob ID2=alice WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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# wmllint: no translatables
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#####
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# API(s) being tested: [attacks]affect_allies=
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##
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# Actions:
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# Give the side 1 leader a disable ability with affect_allies, affect_enemies, and affect_self
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# Make side 1 and side 2 allies
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# Have the side 1 leader attack the side 3 leader with both its weapons
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# Have the side 2 leader attack the side 4 leader with both its weapons
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# Have the side 4 leader attack the side 1 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons each of which is disabled
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# The side 2 leader has 2 weapons each of which is disabled
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# The side 4 leader has 2 weapons each of which is disabled
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#####
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{COMMON_KEEP_A_B_C_D_UNIT_TEST "disable_affect_everybody" (
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[event]
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name = start
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[modify_side]
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side=1,2
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team_name=allies
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[/modify_side]
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[modify_unit]
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[filter]
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side = 1
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY_NO_VALUE disable ([affect_adjacent][/affect_adjacent]) ENEMIES=yes SELF=yes ALLIES=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 0 WEAPON_COUNT=2 ID1=alice ID2=charlie}
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{ATTACK_AND_VALIDATE 0 WEAPON_COUNT=2 ID1=bob ID2=dave}
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{ATTACK_AND_VALIDATE 0 WEAPON_COUNT=2 ID1=dave ID2=alice}
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{SUCCEED}
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[/event]
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) SIDE_LEADER="Elvish Archer"}
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@ -0,0 +1,31 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [attacks]affect_self=
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##
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# Actions:
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# Give the leaders an attacks ability that doesn't affect themselves.
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons neither of which has 5 strikes
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "disable_affect_self_no" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY_NO_VALUE disable ()}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 100 WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -873,6 +873,12 @@
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0 damage_type_both_same_replacement_best
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0 damage_type_both_same_alternative_best
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0 damage_type_many
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# disable tests
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0 disable_ability
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0 disable_affect_allies
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0 disable_affect_self_no
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0 disable_affect_enemies
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0 disable_affect_everybody
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# Warnings about WML
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0 unknown_scenario_false_positives
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0 unknown_scenario_interpolated
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