Commit graph

377 commits

Author SHA1 Message Date
Celtic Minstrel
876827c644 Update deprecated uses of [replace_map] 2022-03-11 09:45:56 -05:00
Pentarctagon
11631775a4 Add code comments stating what each unit test is testing. 2022-02-18 02:32:04 +01:00
Wedge009
f983a998a2 Replace deprecated share_maps and share_view with share_vision.
Closes #6496.

share_maps=yes -> share_vision=shroud
share_view=yes -> share_vision=all
2022-02-15 22:08:03 +11:00
Steve Cotton
556c66e4d0 Refactor the backstab unit test
Based on Pentarctagon's documentation addition, and also improving
the encapsulation of the test to take a boolean value for whether
the ability should be active instead of the expected damage total.
2022-02-02 20:46:37 +01:00
Steve Cotton
eacf26a2a8 Fix [store_unit]'s stored coordinates for recalls
Units on the recall list might have x,y coordinates that are on the map, which
therefore need to be replaced with "recall,recall" within [store_unit]. The
existing code created a temporary variable, changed the coordinates, and then
returned the unchanged original instead of the temporary.

Add a new test that `[put_to_recall_list]` followed by `[modify_unit]`
doesn't move the unit back to the map.

(cherry picked from commit 096d8aba14)
2022-01-12 06:57:35 +01:00
newfrenchy83
a202146b89 correction to testing 2021-12-09 18:04:24 +01:00
newfrenchy83
0deb6dcce2 fix error in line 86 2021-12-09 18:04:24 +01:00
newfrenchy83
17e0c244ab add wmlindent in test and comment
i'm not sure to have implemented wmlindent correctly, i hope don't done error.
2021-12-09 18:04:24 +01:00
newfrenchy83
3e70b335da fix 'add' and 'sub' not added in leadership shema validation 2021-12-09 18:04:24 +01:00
Luther
bff219d41f
Expand the reduce function to both fold and reduce (#6337) 2021-12-04 17:46:12 -05:00
Steve Cotton
69ee817955
Remove the fast path of [modify_unit] (#6223)
Always use the "slow path", because it stores and unstores the unit, triggering
the desired side effects of unstoring a unit.

Fixes issue #5133, and tests that with the new unit test.

Fixes bug #4978, that changing the facing wasn't updating the display.

This corresponds to 1.16's commit 13c5d8a96e,
that commit merely disabled the fast path to be a minimal change.
2021-11-05 21:39:38 +01:00
Steve Cotton
551357f48b Fix an off-by-one in mapgen's x and y filters, and add unit tests
Fixes the currently suspected root cause of #5108, but requires further testing
to confirm that it fixes that issue.

Closes #6501 (the question of how to test the mapgen filter).

(cherry picked from commit 30f50bac68)
2021-09-01 15:48:32 +02:00
Celtic Minstrel
300b4492b8 Lua API: Ensure unit test assertions specify a message string 2021-07-30 19:22:57 -04:00
Celtic Minstrel
03ee904513 Update the shroud unit tests and add a few more for cases new in 1.16 2021-07-30 19:22:57 -04:00
Celtic Minstrel
3af768150e Add unit tests for the Lua shroud functions 2021-07-30 19:22:57 -04:00
Pentarctagon
34ed9b434b
Add a few more wesnoth version unit test checks. 2021-07-13 23:01:46 -05:00
Celtic Minstrel
4ec60b99d9 Lua: Update all mainline references to the helper module 2021-07-07 01:32:05 -04:00
Steve Cotton
f9fc806fd2 Add a unit test for wesnoth.current.synced_state
The edge-case of calling evaluate_single within an unsynced event was
surprising, and I'm not sure it's correct. However, as we're about to
release the 1.16 branch I think it's better to include that as a test
that the API doesn't change during the stable branch.
2021-07-07 02:09:49 +02:00
Steve Cotton
17edbcb90a When starting or loading a game, warn if the next scenario is unknown
Check that the scenario's next_scenario= exists, and display a warning
if it would lead to an "Unknown Scenario" error. This also checks any
[endlevel] tags in events.

The error message includes the id of the missing scenario, but is mainly
a recommendation to check the forums and report a bug in the campaign.

This version has a short, one-size-fits-all, text for the error message.
2021-06-19 22:22:19 +02:00
Celtic Minstrel
5a1e38e99b
Add wesnoth.sync module for the synchronization-related commands (#5862) 2021-06-19 15:39:10 -04:00
Celtic Minstrel
a03d59d7eb Lua: Add a new schedule module
The primary components of this are:
- wesnoth.current.schedule
- wesnoth.map.get_time_area()
- wesnoth.schedule module
2021-06-19 11:07:53 -04:00
Celtic Minstrel
d39e6b3f42 Schema: Make turns validation more generic
This means other things can now easily accept the special keyword "unlimited".
2021-06-18 13:53:34 -04:00
Celtic Minstrel
0c42cdc038
Enable translation mark validation by the schema (#5800)
- The t_string type is now a schema built-in type and no longer attempts a regex match.
- You can also specify that non-t_string types may be optionally-translatable; this case supports a regex match on the string (but note that the translation mark is not part of the match).
- Error messages involving keys with very large values ( > 128 characters) will now truncate the value.
- To account for occasional cases where the schema is intentionally violated, the --validate command-line option now automatically defines the SCHEMA_VALIDATION preprocessor define.

A key validates as type t_string if one of the following is true:
- The key is not present
- The key has at least one segment with a translation mark
- The key is blank (an empty string)

Any type other than t_string is not allowed to be translatable by default, unless you specify allow_translatable=yes in the [type] tag.

An optionally-translatable string could also be defined as a union of t_string and some other type.
2021-06-14 23:59:52 -04:00
Steve Cotton
63bb15b94e Add a unit-test for the backstab ability 2021-06-06 08:45:36 +02:00
newfrenchy83
bf6b09007c
add 'unslowable' and 'unpetrifiable' status (#5788) 2021-05-27 13:35:49 -04:00
Steve Cotton
c560b0efab Add attribute apply_to_vision to [effect]apply_to=movement
When processing [effect]apply_to=movement, if apply_to_vision is 'yes'
(which is the default) then the vision points will change by the same amount.
Previously, it sometimes affected vision and sometimes didn't; for most cases
where it makes a difference, I expect it to be a change from unanticipated
behavior to expected behavior.

Please refer to the new unit test added in this commit for more detailed docs;
that test is also a rough draft for the Wiki update needed when this merges.

The reason it sometimes affected vision was that the special value of -1 vision
points was interpreted as "use the value of the max movement points instead".
The special value of -1 is still supported and frequently used, and refactor that
is out of scope for this commit - it's easy to check when the code path changed
in this commit is used, however it's considerably more complex to find all
routes that create a unit with vision set to -1.

I'm expecting one add-on, Rebirth In Nature, to need a large update for this;
as well as a trivial change needed to the Add Creature Pack.

There are several mods that have their own handling for vision, recalculate the
values frequently, and are expected to continue working as before, as they'll
just overwrite any changes that the engine makes.
* Proper Flying Mod / Proper Vision Mod
* LotI
* Blessed Altar Mod
* Shards Era's `CALCULATE_WEAPONS_ONLY` macro
* Castle of Evil Spirit

Rebirth In Nature is an RPG-style campaign that expects the player's unit to
have vision separated from movement along with right-click menus that change
the character's movement, this will probably need `apply_to_vision=no` in
many places. OTOH, its `item_id=mobility` uses `apply_to=movement` followed by
`apply_to=vision` to implement in 1.14 what this change will make default
behavior in 1.16.

There are a few sharpshooter units which have vision better than their
movement. If given a buff which boosts their movement, this will give
them a buff to vision too; likely a change towards expected behavior.
* Archaic Era's Royal Ranger
* Ageless Era's Royal Ranger and Dwarvish Forest Sniper
* Eastern Europe at War's Yacht and Great Yacht
* Era of More Units's Lone Wolf
* Southernerns has several sharpshooters
* WWII Era has several sharpshooters
* War of Dominions has some guard towers with very low movement

Silver Age has abilities that modify vision based on time-of-day, but unlike
the Proper Flying Mod and LotI these are done by adding and removing objects
that add or subtract one vision point, these should be unaffected by this
change. Unrelated to that, it declares values for `[unit_type]vision=` even
when the value is the same as max moves - like the sharpshooters this means
that buffs to their movement wouldn't have buffed their vision but now do.

There are few units with vision less than movement. Generally these seem to be
missile weapons that are represented as units, and they probably won't meet any
apply_to=movement statements - even if a movement power-up is available, the
player would probably choose a different unit.

The Add Creature Pack has two creatures (the Cactose Elder and Carnivore Fatal
Plant) that have reduced vision, along with AMLAs that increase those units'
movement; these AMLAs will need to use `apply_to_vision=no`. These two
creatures are used in Castle of Evil Spirit, but they won't get enough
experience to get an AMLA there.

Fixes #3356.
2021-05-13 18:02:36 +02:00
Celtic Minstrel
574bc1a36e Resolve [terrain_mask]mask_file= relative to the [binary_path] like map_file= is 2021-05-11 14:52:22 -04:00
Celtic Minstrel
9bf189a615 Move wesnoth.create_side -> wesnoth.sides.create 2021-05-11 14:52:19 -04:00
Celtic Minstrel
2a1fc43860 Add a versions userdata for a cleaner way to compare and manipulate game versions 2021-05-11 14:50:29 -04:00
Celtic Minstrel
b20e226f30 Unit test to verify that [event]delayed_variable_substitution=no works 2021-05-08 17:15:02 -04:00
Steve Cotton
df41f13e41 Rewrite the WML unit test for sighted events
The old version's [event]name=sighted had a {RETURN} statement in it,
which meant the test stopped on the first sighting. Most of the test
wasn't testing anything.
2021-05-06 01:21:59 +02:00
newfrenchy83
00452c0187
add 'ability_id_active' attribute to filter (#5739)
Add 'ability_id_active' attribute to filter

Until now, only the type of ability could be filtered with activity, and id only for unit who have ability, same if she's inactive.
2021-05-03 14:38:05 -05:00
Pentarctagon
afded0db32
Remove extraneous translation marks from tests. 2021-04-28 13:40:56 -05:00
Steve Cotton
8e315683ae Add wesnoth.colors[name].pango_color and use it in the multiplayer turns-over dialog 2021-04-28 10:44:19 +02:00
Celtic Minstrel
31421f3558
Add a Lua unit_test module only available in [test] scenarios (#5708)
It contains fire_wml_menu_item along with a set of new assert functions
2021-04-25 21:04:50 -04:00
Steve Cotton
ad1c42ca8f Make [store_reachable_locations]range=vision calculate vision
Previously it calculated max movement, and then added the adjacent hexes. This
version should correctly handle:
* units with vp different to max mp
* units with vision costs different to movement costs
* jamming by enemy units

Draft changelog entry for this:
* `[store_reachable_locations]range=vision` now calculates vision, instead of using movement costs and max movement points (issue #4179)
2021-04-16 02:05:42 +02:00
Steve Cotton
adf39d3d4a Fix the indentation in test_lua_wml
This main change here is moving tags to their own line, to avoid wmlindent
bug #1397. The lua gets a manual tabs-to-spaces conversion.
2021-04-15 20:32:42 +02:00
Steve Cotton
17cbc7c03e Fixup 7cbc6c9d5d and 5bb0576e17 2021-04-10 14:22:40 +02:00
Celtic Minstrel
5bb0576e17 Add some event filter tests 2021-04-09 23:09:47 -04:00
Celtic Minstrel
7cbc6c9d5d Add unit tests for auto-scoped variables in events 2021-04-09 23:09:47 -04:00
Celtic Minstrel
aa8e171816 Add more unit tests for nested event handlers and a few other things 2021-04-09 23:09:47 -04:00
Steve Cotton
884fa9ca6f Fix units that should have zero max mp being given one mp
Corrects a cut & paste typo in 66a282a96b.
2021-03-28 17:40:07 +02:00
Steve Cotton
20eb001be3 Unit tests for [effect]apply_to=movement and [effect]apply_to=vision
These would also pass on 1.14, checking that movement does affect vision if and
only if vision hasn't been modified separately. The comments talk about an
[effect]also_apply_to_vision= attribute which hasn't been added yet, the aim of these
tests is to regression test that attribute when it is added.
2021-03-28 17:40:07 +02:00
Steve Cotton
37bf7f9333 Update the schema for [terrain_mask] 2021-02-28 15:47:00 +01:00
Celtic Minstrel
9e1677612b Add some unit tests for [terrain_mask] 2021-02-27 21:24:47 -05:00
mattsc
14285994f1 Unit tests: add missing macro undefs 2021-02-23 07:28:34 -08:00
newfrenchy83
05b2ea2262
Extend special_id_active and special_type_active to account for abilities used as specials 2021-02-18 18:19:35 -06:00
Celtic Minstrel
a0ee38a49a
Use to-be-closed variables to scope WML variables in tag definitions (#5536) 2021-02-15 21:11:56 -05:00
Pentarctagon
093db78cc7 Add the Plan Unit Advance modification to mainline. 2021-02-13 19:16:37 -06:00
newfrenchy83
2168f629fb
Add overwrite_specials attribute to allow forcing a lower chance to hit
The reported issue being that the FORCE_CHANCE_TO_HIT macro was able to force an increase in an attack's chance to hit, but no longer able to force a decrease.
2020-12-14 14:57:59 -06:00