move fixed test case out of 'todo'
authorsheepluva
Wed, 26 Nov 2014 14:20:53 +0100
changeset 10552 15d1e24a8c72
parent 10551 4eefc711309e
child 10553 67c6de2a0213
move fixed test case out of 'todo'
tests/lua/todo/twothousandmines.lua
tests/lua/twothousandmines.lua
--- a/tests/lua/todo/twothousandmines.lua	Tue Nov 25 16:46:44 2014 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,112 +0,0 @@
--- spawns 2000 mines in a bit to see if engine can deal with it
-
- -- taken from http://code.google.com/p/hedgewars/wiki/LuaDrawing
- PointsBuffer = ''  -- A string to accumulate points in
- function AddPoint(x, y, width, erase)
-     PointsBuffer = PointsBuffer .. string.char(band(x,0xff00) / 256 , band(x,0xff) , band(y,0xff00) / 256 , band(y,0xff))
-     if width then
-         width = bor(width,0x80)
-         if erase then
-             width = bor(width,0x40)
-         end
-         PointsBuffer = PointsBuffer .. string.char(width)
-     else
-         PointsBuffer = PointsBuffer .. string.char(0)
-     end
-     if #PointsBuffer > 245 then
-         ParseCommand('draw '..PointsBuffer)
-         PointsBuffer = ''
-     end
- end
- function FlushPoints()
-     if #PointsBuffer > 0 then
-         ParseCommand('draw '..PointsBuffer)
-         PointsBuffer = ''
-     end
- end
-
-
-local ta_pointsize = 63
-local ta_radius = (ta_pointsize * 10 + 6) / 2
-
-local sqrttwo = math.sqrt(2)
-
--- creates round test area
-function AddTestArea(testarea)
-	step = 100
-	xstep = step * testarea["xdir"]
-	ystep = step * testarea["ydir"]
-	x = testarea["x"]
-	y = testarea["y"]
-	if xstep * ystep ~= 0 then
-		xstep = math.floor(xstep / sqrttwo)
-		ystep = math.floor(ystep / sqrttwo)
-	end
-	AddPoint(x, y, ta_pointsize);
-	AddPoint(x + xstep, y + ystep, ta_pointsize, true);
-end
-
--- vertical test area
-local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1}
-
--- fail counter
-local nfailed = 0
-local nspawned = 0
-local ndied = 0
-
-function onGameInit()
-	-- At first we have to overwrite/set some global variables
-	-- that define the map, the game has to load, as well as
-	-- other things such as the game rules to use, etc.
-	-- Things we don't modify here will use their default values.
-
-	-- The base number for the random number generator
-	Seed = 1
-	-- The map to be played
-	MapGen = mgDrawn
-	-- The theme to be used
-	Theme = "Bamboo"
-	-- Game settings and rules
-	EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand)
-	CaseFreq = 0
-	MinesNum = 0
-	Explosives = 0
-
-	-- No damage please
-	DamagePercent = 1
-
-	-- Draw Map
-	AddPoint(10,30,0) -- hog spawn platform
-	-- test areas
-	AddTestArea(taa_v2)
-
-	FlushPoints()
-
-	-- Create the player team
-	AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
-	-- And add a hog to it
-	player = AddHog("Hunter", 0, 1, "NoHat")
-	-- place it on how spawn platform
-	SetGearPosition(player, 10, 10)
-end
-
-local pass = 0
-local nMines = 0
-local maxMines = 2000
-
-function onGameStart()
-    local maxPass = maxMines / 25
-    for pass = 1, maxPass, 1 do
-        pass = pass + 1
-        -- spawn 25 mines
-        for i = 0, 480, 20 do
-            AddGear(110 + i, 1000 - i - (pass * 30), gtMine, 0, 0, 0, 0)
-            nMines = nMines + 1
-        end
-    end
-end
-
-function onNewTurn()
-	WriteLnToConsole('Engine succeessfully dealt with ' .. nMines .. ' mines!')
-    EndLuaTest(TEST_SUCCESSFUL)
-end
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/tests/lua/twothousandmines.lua	Wed Nov 26 14:20:53 2014 +0100
@@ -0,0 +1,112 @@
+-- spawns 2000 mines in a bit to see if engine can deal with it
+
+ -- taken from http://code.google.com/p/hedgewars/wiki/LuaDrawing
+ PointsBuffer = ''  -- A string to accumulate points in
+ function AddPoint(x, y, width, erase)
+     PointsBuffer = PointsBuffer .. string.char(band(x,0xff00) / 256 , band(x,0xff) , band(y,0xff00) / 256 , band(y,0xff))
+     if width then
+         width = bor(width,0x80)
+         if erase then
+             width = bor(width,0x40)
+         end
+         PointsBuffer = PointsBuffer .. string.char(width)
+     else
+         PointsBuffer = PointsBuffer .. string.char(0)
+     end
+     if #PointsBuffer > 245 then
+         ParseCommand('draw '..PointsBuffer)
+         PointsBuffer = ''
+     end
+ end
+ function FlushPoints()
+     if #PointsBuffer > 0 then
+         ParseCommand('draw '..PointsBuffer)
+         PointsBuffer = ''
+     end
+ end
+
+
+local ta_pointsize = 63
+local ta_radius = (ta_pointsize * 10 + 6) / 2
+
+local sqrttwo = math.sqrt(2)
+
+-- creates round test area
+function AddTestArea(testarea)
+	step = 100
+	xstep = step * testarea["xdir"]
+	ystep = step * testarea["ydir"]
+	x = testarea["x"]
+	y = testarea["y"]
+	if xstep * ystep ~= 0 then
+		xstep = math.floor(xstep / sqrttwo)
+		ystep = math.floor(ystep / sqrttwo)
+	end
+	AddPoint(x, y, ta_pointsize);
+	AddPoint(x + xstep, y + ystep, ta_pointsize, true);
+end
+
+-- vertical test area
+local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1}
+
+-- fail counter
+local nfailed = 0
+local nspawned = 0
+local ndied = 0
+
+function onGameInit()
+	-- At first we have to overwrite/set some global variables
+	-- that define the map, the game has to load, as well as
+	-- other things such as the game rules to use, etc.
+	-- Things we don't modify here will use their default values.
+
+	-- The base number for the random number generator
+	Seed = 1
+	-- The map to be played
+	MapGen = mgDrawn
+	-- The theme to be used
+	Theme = "Bamboo"
+	-- Game settings and rules
+	EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand)
+	CaseFreq = 0
+	MinesNum = 0
+	Explosives = 0
+
+	-- No damage please
+	DamagePercent = 1
+
+	-- Draw Map
+	AddPoint(10,30,0) -- hog spawn platform
+	-- test areas
+	AddTestArea(taa_v2)
+
+	FlushPoints()
+
+	-- Create the player team
+	AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
+	-- And add a hog to it
+	player = AddHog("Hunter", 0, 1, "NoHat")
+	-- place it on how spawn platform
+	SetGearPosition(player, 10, 10)
+end
+
+local pass = 0
+local nMines = 0
+local maxMines = 2000
+
+function onGameStart()
+    local maxPass = maxMines / 25
+    for pass = 1, maxPass, 1 do
+        pass = pass + 1
+        -- spawn 25 mines
+        for i = 0, 480, 20 do
+            AddGear(110 + i, 1000 - i - (pass * 30), gtMine, 0, 0, 0, 0)
+            nMines = nMines + 1
+        end
+    end
+end
+
+function onNewTurn()
+	WriteLnToConsole('Engine succeessfully dealt with ' .. nMines .. ' mines!')
+    EndLuaTest(TEST_SUCCESSFUL)
+end