Comments (8)
I'd prefer to have code documentation before we start doing unit tests https://github.com/MT-CTF/capturetheflag/blob/master/docs/ctf-api.md
from capturetheflag.
If we really do that, we might need a way to interact with the Minetest client engine. I am thinking a hacked client, combined with a headless Xorg server, but if Minetest Engine itself can make some shared libraries for building a test client, it would be better.
from capturetheflag.
headless clients exist, but it's not really possible for testing code to do any more than the developer just testing their code locally
from capturetheflag.
headless clients exist, but it's not really possible for testing code to do any more than the developer just testing their code locally
That's exactly the point. We make some common tests automatic. Therefore we can know about the PRs and the master/main branch that certain things work for sure without having to test the PRs ourselves.
from capturetheflag.
If you make a PR you should test it. I don't want to allow bad habits to form
from capturetheflag.
If you make a PR you should test it. I don't want to allow bad habits to form
Yeah and if I don't test it, the merging will be blocked. As a usage example.
from capturetheflag.
Yeah and if I don't test it, the merging will be blocked. As a usage example.
There's no point in the suggested automated testing in that case then
from capturetheflag.
Yeah and if I don't test it, the merging will be blocked. As a usage example.
There's no point in the suggested automated testing in that case then
I don't understand. Can you elaborate on your point? My point is that, like any other program, this game could have unit tests and use Actions+Headless client to enforce them.
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Related Issues (20)
- Removing stuff from enemies and putting them in teamchest must give the player some score HOT 6
- Make ores and their places dynamic per match HOT 6
- Revert #1145 HOT 1
- Thief class HOT 10
- Kill and attempt streaks
- Game freezes while loading a map HOT 16
- Smoke and poison grenades are returned back to inventory after death HOT 2
- The smoke and poison nades should be allowed to be thrown near the flags if captured.
- Make `/donate` arguments orderless HOT 1
- Water flow on barrier removal not working on Plains of the Past HOT 4
- Idea: CTF DevTest Server HOT 6
- Update https://ctf.rubenwardy.com/ copyright HOT 1
- Closed issue #1191 is occurring for me. HOT 2
- Restructure the storage of rankings HOT 1
- Problem when creating and joining a singleplayer world HOT 7
- Idea: add the ability to select underbarrel grenade type in class mode
- Idea: add the floating marker above the flag in class mode HOT 1
- Convert all MTG mods to submodules HOT 2
- Change player velocity depending on what's being held HOT 2
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