@@ -511,27 +511,6 @@ abstract contract IntegrationDeployer is ExistingDeploymentParser {
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return (user, tokenBalances);
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}
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- /// @dev Create a new user without native ETH. See _randUser above for standard usage
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- function _randUser_NoETH (string memory name ) internal noTracing returns (User, IStrategy[] memory , uint [] memory ) {
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- // Deploy new User contract
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- uint userType = _randUserType ();
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- User user = _genRandUser (name, userType);
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-
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- // Pick the user's asset distribution, removing "native ETH" as an option
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- // I'm sorry if this eventually leads to a bug that's really hard to track down
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- uint assetType = _randAssetType ();
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- if (assetType == HOLDS_ETH) assetType = NO_ASSETS;
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- else if (assetType == HOLDS_ALL || assetType == HOLDS_MAX) assetType = HOLDS_LST;
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-
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- // For the specific asset selection we made, get a random assortment of strategies
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- // and deal the user some corresponding underlying token balances
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- IStrategy[] memory strategies = _selectRandAssets (assetType);
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- uint [] memory tokenBalances = _dealRandAmounts (user, strategies);
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-
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- print.user (name, assetType, userType, strategies, tokenBalances);
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- return (user, strategies, tokenBalances);
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- }
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-
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/// @dev Creates a new user without any assets
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function _randUser_NoAssets (string memory name ) internal noTracing returns (User) {
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// Deploy new User contract
@@ -681,24 +660,6 @@ abstract contract IntegrationDeployer is ExistingDeploymentParser {
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return strats;
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}
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- function _randomStrategies () internal returns (IStrategy[][] memory strategies ) {
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- uint numOpSets = _randUint ({min: 1 , max: 5 });
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-
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- strategies = new IStrategy [][](numOpSets);
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-
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- for (uint i; i < numOpSets; ++ i) {
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- IStrategy[] memory randomStrategies = _shuffle (allStrats);
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- uint numStrategies = _randUint ({min: 1 , max: maxUniqueAssetsHeld});
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-
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- // Modify the length of the array in memory (thus ignoring remaining elements).
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- assembly {
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- mstore (randomStrategies, numStrategies)
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- }
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-
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- strategies[i] = randomStrategies;
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- }
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- }
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-
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/**
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* @dev Converts a bitmap into an array of bytes
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* @dev Each byte in the input is processed as indicating a single bit to flip in the bitmap
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