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* Add -script option to Crawl to run a Lua script. Scripts are similar to ↵Darshan Shaligram2010-01-091-4/+5
| | | | | | tests, but can be parameterised. Add a script to generate 150 level at a named place and report on all the monsters generated there.
* Another Snake:$ rune test case, this time moving down the dungeon and ↵Darshan Shaligram2010-01-071-0/+66
| | | | generating all intermediate levels from D:1 to Snake:$ before checking for the rune.
* Add test case to generate branch ends and verify that runes and orb exist.Darshan Shaligram2010-01-071-0/+31
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* Fix Shoals:$ sometimes producing huts with entrances facing each other, so ↵Darshan Shaligram2010-01-051-7/+8
| | | | that both huts are isolated from the rest of the level.
* Fix Shoal:$ generation bugs: stairs could be surrounded by deep water, hut ↵Darshan Shaligram2010-01-051-0/+98
| | | | | | entrances could be blocked by rock. shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
* New Lua library: feat.Jude Brown2009-11-271-1/+1
| | | | | | | | | | | | | | | | | | | 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")
* test/bounce.lua: Turn beam range into a variable.Matthew Cline2009-11-041-8/+9
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* A few additional test maps for los_maps.Robert Vollmert2009-11-031-0/+32
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* Reenable los_maps.lua.Robert Vollmert2009-11-032-3/+238
| | | | | Add a new des file test/des/debug-diamond-los.des with adapted maps -- compare to debug-los.des to see the differences.
* Add a second bounce test.Robert Vollmert2009-11-031-0/+46
| | | | | This one chooses random targets and uses rays returned by find_ray. That should give a few different angles.
* Flush map memory in bounce.lua to avoid conflict with other tests.Robert Vollmert2009-11-031-0/+1
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* Unit test for beams bouncingMatthew Cline2009-11-032-0/+70
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* Disable los_maps test until the maps have been updated.Robert Vollmert2009-11-031-1/+3
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* Move dat/debug-los.des -> test/des/debug-los.des.Darshan Shaligram2009-11-012-1/+238
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* Trivial losight test case for performance testing.Robert Vollmert2009-10-311-0/+6
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* Fix minor bugs in vault_generation test (due).Darshan Shaligram2009-10-241-2/+4
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* Wrapper for find_map_by_name (dgn.map_by_name). Test set for generation of ↵Jude Brown2009-10-241-0/+50
| | | | | | specific vaults multiple times, in order to test SUBSTs, SHUFFLEs, etc, quickly and easily. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* youdie test comment.Robert Vollmert2009-10-221-0/+3
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* Player death test test.Robert Vollmert2009-10-221-0/+3
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* Split debug lua bindings out to new library "debug".Robert Vollmert2009-10-203-13/+13
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* Move cell_see_cell from dgn_lib to los_lib.Robert Vollmert2009-10-191-2/+2
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* Add a call to reset the dungeon level before placing maps in los_maps test.Darshan Shaligram2009-10-181-1/+1
| | | | 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.
* Be more explicit about why los_maps test fails.Robert Vollmert2009-10-181-8/+16
| | | | | One class of false errors is when a stair gets placed in the LOS map.
* Add test for monster placement.Darshan Shaligram2009-10-181-0/+24
| | | | | | 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".
* Globally replace see_grid by see_cell.Robert Vollmert2009-10-173-4/+4
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* Correct findray test.Robert Vollmert2009-10-141-9/+10
| | | | | Now only targets cells that are not blocked by transparent walls etc. find_ray can't currently check for real visibility.
* Add test for find_ray.Robert Vollmert2009-10-141-0/+83
| | | | Tests for the existence of unobstructed rays to points within LOS.
* Split and correct grid_see_grid.Robert Vollmert2009-10-082-8/+10
| | | | | | | | | | | | | | | 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.
* Add test to compare LOS against sample maps.Robert Vollmert2009-10-073-44/+114
| | | | | | | New test cases can be added by adding appropriate maps to debug-los.des. Also separate the LOS tests into three separate files.
* Add test for symmetry of grid_see_grid.Robert Vollmert2009-10-061-3/+47
| | | | Includes adding a LUA binding dgn.grid_see_grid.
* Reduce LOS test iterations, flush messages periodically to avoid -more- prompts.Darshan Shaligram2009-09-251-5/+4
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* Set up a basic testing framework for LOS. ./crawl -test with a full debug ↵Darshan Shaligram2009-09-241-0/+68
build will run the test.