| Commit message (Collapse) | Author | Age | Files | Lines |
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tests, but can be parameterised.
Add a script to generate 150 level at a named place and report on all the monsters generated there.
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generating all intermediate levels from D:1 to Snake:$ before checking for the rune.
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that both huts are isolated from the rest of the level.
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entrances could be blocked by rock.
shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
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Provides wrappers for all of the feat_is_XXX functions from terrain.cc,
as well as a few other functions. Also provides a macro which can wrap a
function to take:
* a set of co-ordinates (parsed with grd(coord_def(x, y)))
* a string (parsed with dungeon_feature_by_name)
* an integer (cast into dungeon_feature_type, can be fetched from
dgn.grid(x, y))
All of the feat library functions can be used in this manner. For
example:
* feat.is_wall(x, y)
* feat.is_wall(dgn.grid(x, y))
* feat.is_wall(7)
* feat.is_wall("rock_wall")
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Add a new des file test/des/debug-diamond-los.des with adapted
maps -- compare to debug-los.des to see the differences.
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This one chooses random targets and uses rays returned by find_ray.
That should give a few different angles.
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specific vaults multiple times, in order to test SUBSTs, SHUFFLEs, etc, quickly and easily.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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Dungeon cruft left behind from other tests was causing los_maps to fail occasionally; we now wipe the level clean before placing maps to test.
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One class of false errors is when a stair gets placed in the
LOS map.
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Adds test/monplace.lua to test placing monsters using the Lua direct monster creation binding (does not exercise all the map code).
Allow choosing what tests to run with "crawl -test test1,test2".
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Now only targets cells that are not blocked by transparent walls
etc. find_ray can't currently check for real visibility.
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Tests for the existence of unobstructed rays to points within LOS.
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There's now cell_see_cell which tests for visibility correctly,
albeit slowly. That's only used for placing features in the abyss
currently, but needs to be improved if it gets used more.
The second function used in monster movement was left as is, but
renamed to can_go_straight. This remains unreliable but probably
serves its purpose.
The grid_see_grid test is adapted to cell_see_cell; the
grid_see_grid lua binding is now actually useful.
Also reduce the number of tests in los_csc and los_symm.
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New test cases can be added by adding appropriate maps to
debug-los.des.
Also separate the LOS tests into three separate files.
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Includes adding a LUA binding dgn.grid_see_grid.
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build will run the test.
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