Fix typos in test of recursion

This commit is contained in:
Steve Cotton 2024-08-12 20:02:23 +02:00 committed by Gunter Labes
parent e437e205cb
commit de342bb29c
6 changed files with 7 additions and 7 deletions

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@ -405,7 +405,7 @@
# Actions:
# Define events filtering based on weapon specials.
# Give Bob a poison special iff the opponent has a specific drain special.
# Give Alice that drain special iff the opponent has a blade attack.
# Give Alice a drain special iff the opponent has a blade attack.
# Have side 1's unit attack side 2's unit.
# Have side 2's unit attack side 1's unit.
##

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@ -11,7 +11,7 @@
# specialX (poison) is active if a slow special (specialM) is active
# specialM (slow) is active if a parry special (specialY, specialY2) is active
# specialY (parry) is active if a damage special (specialN) is active
# Have Alice attack with his weapon.
# Have Alice attack with her weapon.
##
# Expected end state:
# Deterministic end state, without crashing, but BROKE STRICT.

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@ -11,7 +11,7 @@
# specialX (poison) is active if specialM is active
# specialM (slow) is active if specialY is active
# specialY (parry) is active if specialN is active
# Have Alice attack with his weapon.
# Have Alice attack with her weapon.
##
# Expected end state:
# Deterministic end state, without crashing, but BROKE STRICT.

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@ -12,7 +12,7 @@
# specialM (slow) is active if a parry special (specialY) is active
# specialY (parry) is active if a damage special (specialN) is active
# specialX2 and specialY2 have the same filters as specialX and specialY
# Have Alice attack with his weapon.
# Have Alice attack with her weapon.
##
# Expected end state:
# Deterministic end state, without crashing, but BROKE STRICT.

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@ -196,7 +196,7 @@
# Move Alice next to Bob, and have Alice attack Bob.
##
# Expected end state:
# Alice attack with fire; and Bob use cold because Bob [damage] filter must check type=blade and not the replacement type. That's partly because it could otherwise cause infinite recursion, and partly because having a set limit to the number of recursions would make it unpredicatable which specials are active.
# Alice attacks with fire and Bob uses cold because Bob's [damage] filter must check type=blade and not the replacement type. That's partly because it could otherwise cause infinite recursion, and partly because having a set limit to the number of recursions would make it unpredictable which specials are active.
#####
{GENERIC_UNIT_TEST "damage_type_with_filter_test" (
{DAMAGE_TYPE_TEST {FILTER_TYPE_BLADE}}
@ -286,7 +286,7 @@
# API(s) being tested: [filter_self][has_attack]type= in [damage_type]
##
# Actions:
# Give Alice an ability that replace all damage by arcane if Alice has a blade attack
# Give Alice an ability that changes all damage types to arcane if Alice has a blade attack
# Define events that use filter_attack matching Alice's arcane type.
# Have Alice attack Bob during side 1's turn
# Have Bob attack Alice during side 2's turn

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@ -195,7 +195,7 @@ public:
*
* This is a cheap function, so no reason to optimise by doing some filters before calling it.
* However, it only expects to be called in a single thread, but the whole of attack_type makes
* that assumption, for example its' mutable members are assumed to be set up by the current
* that assumption, for example its mutable members are assumed to be set up by the current
* caller (or caller's caller, probably several layers up).
*/
recursion_guard update_variables_recursion() const;