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* Initial experiment * holy shit the pain of this rabbit hole * F * F * F * F * FFF * FFFF * FFFFFFFFF * FFFFFFFFFF * FF * ffffff * ffffffff * F^F * FFFFFF * F * Robusted * F * Some readability, hopefully * Fear * Aurora was a mistake * Horrors beyond our comprehension * Use the appropriate macro across the tests * Brah * FF * Mute janitors robusting the ling * Frail doctors revealing to be more trained than a KGB sleeper agent when the crew armory opens * FFFFFFF * gujbjh * Shitcode, shitcode everywhere * Pain * Cursed codebase * Fix AI mask qdel, SQL tests to macro * Attempt at github grouping * Take two * Brah * Maybe this looks better * Different formatting * FFS * Visuals * pain * FFFFF * hyuh * fgdsgd * igyguybujgb * Just calling the parent here * dsfs * fdsaf * Move more pieces to use the macros * Finish moving to macro * gah * Changelog, some touchups * Fix another found runtime * GDI
36 lines
1.4 KiB
Plaintext
36 lines
1.4 KiB
Plaintext
/datum/unit_test/gamemode
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name = "GAMEMODE template"
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/datum/unit_test/gamemode/required_enemies_check
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name = "GAMEMODE: All modes shall have required_players and required_enemies greater than the required number of players for their antagonist types."
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/datum/unit_test/gamemode/required_enemies_check/start_test()
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var/list/failed = list()
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for(var/mode in subtypesof(/datum/game_mode))
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var/datum/game_mode/GM = new mode
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var/min_antag_count = 0
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for(var/antag_type in GM.antag_tags)
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var/datum/antagonist/A = all_antag_types[antag_type]
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if(GM.require_all_templates)
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min_antag_count += A.initial_spawn_req
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else
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min_antag_count = max(min_antag_count, A.initial_spawn_req)
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if(min_antag_count != GM.required_enemies)
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failed += "[GM] ([GM.type]) requires [GM.required_enemies] enemies but its antagonist roles require [min_antag_count] players!"
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if(min_antag_count > GM.required_players)
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failed += "[GM] ([GM.type]) requires [GM.required_players] players but its antagonist roles require [min_antag_count] players!"
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if(failed.len)
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TEST_FAIL("Some gamemodes did not have high enough required_enemies or required_players.")
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for(var/failed_message in failed)
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TEST_FAIL(failed_message)
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else
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TEST_PASS("All gamemodes had suitable required_enemies and required_players.")
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return 1
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