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Adds a unit test to detect double stacked lights (#73650)
## About The Pull Request They make me sad and we should test for them I use dir here to prevent like, bulb + bar stuff, idk if that's wanted or not tho
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@@ -30587,7 +30587,6 @@
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},
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/area/station/science/auxlab/firing_range)
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"hrY" = (
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/obj/machinery/light/directional/north,
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/obj/item/flashlight/lamp,
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/obj/machinery/airalarm/directional/east,
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/obj/structure/table/wood,
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@@ -43137,7 +43136,6 @@
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/turf/open/space/basic,
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/area/station/solars/port/aft)
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"kur" = (
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/obj/machinery/light/directional/south,
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/obj/item/kirbyplants/random,
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/obj/effect/turf_decal/tile/brown/half/contrasted,
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/obj/machinery/light/directional/south,
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@@ -47655,7 +47655,6 @@
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"qUm" = (
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/obj/effect/spawner/random/vending/snackvend,
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/obj/machinery/light/directional/east,
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/obj/machinery/light/directional/east,
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/obj/structure/disposalpipe/segment{
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dir = 9
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},
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@@ -88,6 +88,17 @@
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/obj/machinery/light/Initialize(mapload)
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. = ..()
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// Detect and scream about double stacked lights
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if(PERFORM_ALL_TESTS(focus_only/stacked_lights))
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var/turf/our_location = get_turf(src)
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for(var/obj/machinery/light/on_turf in our_location)
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if(on_turf == src)
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continue
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if(on_turf.dir != dir)
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continue
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stack_trace("Conflicting double stacked light [on_turf.type] found at ([our_location.x],[our_location.y],[our_location.z])")
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qdel(on_turf)
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if(!mapload) //sync up nightshift lighting for player made lights
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var/area/our_area = get_room_area(src)
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var/obj/machinery/power/apc/temp_apc = our_area.apc
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@@ -26,3 +26,6 @@
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/// Checks that nightvision eyes have a full set of color lists
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/datum/unit_test/focus_only/nightvision_color_cutoffs
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/// Checks that no light shares a tile/pixel offsets with another
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/datum/unit_test/focus_only/stacked_lights
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