Commit Graph

16 Commits

Author SHA1 Message Date
Matt c631177877 [ci skip] Add bpb.sv6 to the replays with 7000 ticks. 2019-02-16 09:09:51 +01:00
Tom Lankhorst 756b52186e
Normalised and upgraded all replays 2019-02-06 10:24:10 +01:00
Matt b01c93ba4c Normalise replays. 2019-01-07 09:04:51 +01:00
Richard Fine bb4e79ddda Rework tests to use ride entrances as path targets
It turns out that trying to just give a peep a pathfinding goal and then let them loose doesn't work, because every time they reach a junction, the pathfinder has them walk 'aimlessly' instead of pursuing their target. That's why we were seeing some very large step counts in previous tests - they were (eventually) walking onto the target square, but only after lots of wandering around in circles.

This commit reworks the test data to contain an actual ride for each test scenario, where the peep will path to the tile in front of the ride entrance. A nice side benefit of this is that the ride names must match the test names, so you can now tell from looking at the rides in the test data which one is used for which test instance.

The 'yellow marker' tiles for goal positions are also removed here, as we're deriving goal positions from the ride entrances instead.
2019-01-02 14:12:51 +00:00
Richard Fine 8fb81a2d89 Initial data-driven tests for pathfinder behaviour
Introduce some basic scenario-style tests for the pathfinding AI. There
are two tests:

* Test that a peep can get from a given start position to a given end
  position, and that it takes them an expected number of ticks to do so.
  Also test that they did not walk on any 'forbidden' tiles in the process,
  e.g. tiles that are completely the wrong direction from the goal etc.

* Test that a peep can *not* get from a given start position to a given
  end position after a given number of ticks.

Each test is parametric, and instantiated for multiple different
start/end positions within the provided test park. If we find a new
situation that needs a test, it should just be a matter of building
that situation in the saved game and then adding a line to the code to
set it up.

Indicating 'forbidden' tiles is done using terrain surface type IDs:
tiles that the pathfinder should never send the peep into should be
painted with the red neon surface type (index 8). This means we have
no way to forbid some path elements on a tile while allowing others,
but we don't need that right now.

Similarly, to help ensure that the test data and code are kept in
sync, the tests also require that peep start tiles are painted with
the green neon surface type (index 11) and that goal tiles are
painted with the yellow neon surface type (index 9).
2019-01-02 14:12:08 +00:00
Matt 045e72e863 Add more replays to test. 2019-01-02 08:30:33 +01:00
Matt 8615690891 Fix timestamp not being stored. 2019-01-02 05:36:31 +01:00
Matt f868c23077 Update replay. 2018-12-30 00:07:39 +01:00
Matt 871a24c410 Rename replay file. 2018-12-29 19:23:28 +01:00
Matt 017f190a52 Add basic regression tests via the replay system. 2018-12-29 19:23:27 +01:00
Ted John 65f0fbdf78 Add test data for crypt tests 2018-06-01 21:27:34 +01:00
Ted John 44764874a3 Add test for ImageImporter 2018-05-13 01:11:56 +01:00
Hielke Morsink f661d48d90 Add tests for tile_element_wants_path_connection_towards 2018-04-17 20:43:49 +02:00
Michael Steenbeek 171271215e Change some ride type names for clarity, fix Americanism 2017-12-08 07:59:44 +01:00
Michael Steenbeek 0ffa2b541a Use more consistent terminology and remove some Americanisms 2017-12-05 10:23:36 +01:00
Ted John f2524c07b3 Add rating test data 2017-06-04 00:47:34 +01:00