Fix typos in test of recursion
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6 changed files with 7 additions and 7 deletions
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@ -405,7 +405,7 @@
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# Actions:
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# Define events filtering based on weapon specials.
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# Give Bob a poison special iff the opponent has a specific drain special.
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# Give Alice that drain special iff the opponent has a blade attack.
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# Give Alice a drain special iff the opponent has a blade attack.
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# Have side 1's unit attack side 2's unit.
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# Have side 2's unit attack side 1's unit.
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##
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@ -11,7 +11,7 @@
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# specialX (poison) is active if a slow special (specialM) is active
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# specialM (slow) is active if a parry special (specialY, specialY2) is active
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# specialY (parry) is active if a damage special (specialN) is active
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# Have Alice attack with his weapon.
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# Have Alice attack with her weapon.
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##
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# Expected end state:
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# Deterministic end state, without crashing, but BROKE STRICT.
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@ -11,7 +11,7 @@
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# specialX (poison) is active if specialM is active
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# specialM (slow) is active if specialY is active
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# specialY (parry) is active if specialN is active
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# Have Alice attack with his weapon.
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# Have Alice attack with her weapon.
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##
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# Expected end state:
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# Deterministic end state, without crashing, but BROKE STRICT.
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@ -12,7 +12,7 @@
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# specialM (slow) is active if a parry special (specialY) is active
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# specialY (parry) is active if a damage special (specialN) is active
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# specialX2 and specialY2 have the same filters as specialX and specialY
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# Have Alice attack with his weapon.
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# Have Alice attack with her weapon.
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##
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# Expected end state:
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# Deterministic end state, without crashing, but BROKE STRICT.
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@ -196,7 +196,7 @@
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# Move Alice next to Bob, and have Alice attack Bob.
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##
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# Expected end state:
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# 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.
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# 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.
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#####
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{GENERIC_UNIT_TEST "damage_type_with_filter_test" (
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{DAMAGE_TYPE_TEST {FILTER_TYPE_BLADE}}
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@ -286,7 +286,7 @@
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# API(s) being tested: [filter_self][has_attack]type= in [damage_type]
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##
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# Actions:
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# Give Alice an ability that replace all damage by arcane if Alice has a blade attack
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# Give Alice an ability that changes all damage types to arcane if Alice has a blade attack
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# Define events that use filter_attack matching Alice's arcane type.
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# Have Alice attack Bob during side 1's turn
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# Have Bob attack Alice during side 2's turn
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@ -195,7 +195,7 @@ public:
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*
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* This is a cheap function, so no reason to optimise by doing some filters before calling it.
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* However, it only expects to be called in a single thread, but the whole of attack_type makes
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* that assumption, for example its' mutable members are assumed to be set up by the current
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* that assumption, for example its mutable members are assumed to be set up by the current
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* caller (or caller's caller, probably several layers up).
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*/
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recursion_guard update_variables_recursion() const;
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