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Misc tweaks for tests #268
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The creature_test tests were still using srand to seed the RNG. This serves no purpose now since we don't use rand for randomness. Moreover, it was causing the tests to fail more often than they used to when this mattered. Switch these tests over to rng_set_engine_seed instead, and expand the existing clang-tidy check looking for uses of rand to also flag uses of srand (and similar library randomness functions).
This test is rather slow, and doesn't test anything that isn't fairly well-tested by other tests. Delete it to save time.
Without this, this test run in isolation would fail. I'm not sure what aspect of the extra clearing code is needed.
This test could fail when run in isolation. This fixes that.
Call player::environmental_revert_effect to remove addictions to e.g. prevent opiate withdrawal from causing unexpected random pain in tests.
Coolthulhu
reviewed
Dec 17, 2020
Coolthulhu
reviewed
Dec 17, 2020
For some reason, my tests are now taking 50% more time (200s -> 300s). |
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Summary
SUMMARY: None
Purpose of change
Misc changes for tests aimed at QoL / speed / correctness.
Might fix some of these order-dependent failures.
Describe the solution
Cherry-picked from DDA:
CleverRaven#44910
CleverRaven#44636
CleverRaven#44281
CleverRaven#44286
CleverRaven#40359
CleverRaven#43255
CleverRaven#43290
CleverRaven#40674
Testing
Let's see what travis thinks about it