Fix indentations (#17481)

* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
This commit is contained in:
Fluffy
2023-10-05 12:15:58 +02:00
committed by GitHub
parent 032853824d
commit 4538e2a7cc
471 changed files with 2670 additions and 2597 deletions
+3 -3
View File
@@ -7,9 +7,9 @@
datum/unit_test/template
name = "Test Template - Change My name" // If it's a template leave the word "template" in it's name so it's not ran.
async = 1 // Set if we should continue testing elsewhere and come back and check on the results.
datum/unit_test/template/start_test()
// This must return something, if it's null the unit_test runner will think we runtimed.
@@ -29,7 +29,7 @@ datum/unit_test/template/check_result()
// Return 0 if we need to come back again and check this.
// Return 1 if the test is complete.
//
//
pass("Winner is you")
+22 -22
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@@ -2,34 +2,34 @@
name = "GAMEMODE template"
/datum/unit_test/gamemode/required_enemies_check
name = "GAMEMODE: All modes shall have required_players and required_enemies greater than the required number of players for their antagonist types."
name = "GAMEMODE: All modes shall have required_players and required_enemies greater than the required number of players for their antagonist types."
/datum/unit_test/gamemode/required_enemies_check/start_test()
var/list/failed = list()
var/list/failed = list()
for(var/mode in subtypesof(/datum/game_mode))
var/datum/game_mode/GM = new mode
for(var/mode in subtypesof(/datum/game_mode))
var/datum/game_mode/GM = new mode
var/min_antag_count = 0
for(var/antag_type in GM.antag_tags)
var/datum/antagonist/A = all_antag_types[antag_type]
var/min_antag_count = 0
for(var/antag_type in GM.antag_tags)
var/datum/antagonist/A = all_antag_types[antag_type]
if(GM.require_all_templates)
min_antag_count += A.initial_spawn_req
else
min_antag_count = max(min_antag_count, A.initial_spawn_req)
if(GM.require_all_templates)
min_antag_count += A.initial_spawn_req
else
min_antag_count = max(min_antag_count, A.initial_spawn_req)
if(min_antag_count != GM.required_enemies)
failed += "[GM] ([GM.type]) requires [GM.required_enemies] enemies but its antagonist roles require [min_antag_count] players!"
if(min_antag_count > GM.required_players)
failed += "[GM] ([GM.type]) requires [GM.required_players] players but its antagonist roles require [min_antag_count] players!"
if(min_antag_count != GM.required_enemies)
failed += "[GM] ([GM.type]) requires [GM.required_enemies] enemies but its antagonist roles require [min_antag_count] players!"
if(min_antag_count > GM.required_players)
failed += "[GM] ([GM.type]) requires [GM.required_players] players but its antagonist roles require [min_antag_count] players!"
if(failed.len)
TEST_FAIL("Some gamemodes did not have high enough required_enemies or required_players.")
for(var/failed_message in failed)
TEST_FAIL(failed_message)
else
TEST_PASS("All gamemodes had suitable required_enemies and required_players.")
if(failed.len)
TEST_FAIL("Some gamemodes did not have high enough required_enemies or required_players.")
for(var/failed_message in failed)
TEST_FAIL(failed_message)
else
TEST_PASS("All gamemodes had suitable required_enemies and required_players.")
return 1
return 1
+2 -4
View File
@@ -198,8 +198,7 @@
/datum/unit_test/mob_damage/start_test()
var/list/test = create_test_mob_with_mind(null, mob_type)
var/damage_amount = 5 // Do not raise, if damage >= 10 there is a % chance to reduce damage by half in /obj/item/organ/external/take_damage()
// Which makes checks impossible.
var/damage_amount = 5 // Do not raise, if damage >= 10 there is a % chance to reduce damage by half in /obj/item/organ/external/take_damage(), which makes checks impossible.
if(isnull(test))
TEST_FAIL("Check Runtimed in Mob creation")
@@ -230,8 +229,7 @@
H.apply_damage(damage_amount, damagetype, damage_location)
H.updatehealth() // Just in case, though at this time apply_damage does this for us.
// We operate with the assumption that someone might mess with that proc one day.
H.updatehealth() // Just in case, though at this time apply_damage does this for us. We operate with the assumption that someone might mess with that proc one day.
var/ending_damage = damage_check(H, damagetype)