[Ohrrpgce] SVN: james/9037 autotest.rpg: add a bunch of tests for npc pathfinding

Ralph Versteegen teeemcee at gmail.com
Fri Jul 14 21:32:49 PDT 2017


It does also seem to depend on some pathfinding details. I tried undoing
the addition of x/ygo in the npc_ccache to compare behaviour, and it caused
one of these tests to fail.

On 14 July 2017 at 11:27, James Paige <Bob at hamsterrepublic.com> wrote:

> The asserts mostly just test that the NPC got where it was supposed to get.
>
> This also takes _checkpoint screenshots every 4 ticks with a timer, so
> using autotest.rpg with autotest.py will be able to detect cases where the
> pathing behavior has changed from version to version (in theory anyway;
> there are so many possible edge-cases, I am sure the tests I have written
> so far only catch a tiny fraction of them)
>
> On Fri, Jul 14, 2017 at 9:23 AM, <subversion at hamsterrepublic.com> wrote:
>
>> james
>> 2017-07-14 09:23:43 -0700 (Fri, 14 Jul 2017)
>> 54
>> autotest.rpg: add a bunch of tests for npc pathfinding
>> ---
>> U   wip/testgame/autotest.hsi
>> U   wip/testgame/autotest.hss
>> U   wip/testgame/autotest.rpg
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