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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request #85308 reverted by #85929  ~~Causes the round to not start when a player isn't eligible for any jobs at a specific priority level due to runtimes trying to `pick()` from an empty list aborting the entire job assignment stack.~~ (Fixed???? by https://github.com/tgstation/tgstation/pull/85947/commits/e0e9f2f430079d4ab7097abe12e75f934131a638) Maybe we should test merge this for a mo just to make sure no more cheeky runtimes pop up before merging. ## About The Pull Request This PR does a couple of minor things: Makes the job debug logging a bit easier to follow. Minorly brings some SSjob code up to code standards, converting proc names to snake_case and doing some otherm is cleanup. Refactored some stuff into different procs, updated some comments. And some major things: Changes the job assignment logic. Old behaviour > Assign dynamic priority roles > Force one Head of Staff (if possible) > Assign all AIs > Assign overflow roles (bugged in 2 ways) > Shuffle the available jobs list once, at the start of the random job assignment loop > Pick and assign random jobs for random players from High prefs down, with a priority on Head of Staff roles > Handle everyone that couldn't be assigned a random job New behaviour > Assign dynamic priority roles > Assign all Head of Staff roles to players with High prefs > If no Head of Staff was made in the above way, force one Head of Staff (if possible) > Assign all AIs > Assign overflow roles (fixed) > Prioritise and fill unfilled head roles at each job priority pref level, from High prefs down. > Build a list of all jobs that each unassigned player could be eligible for at the above pref level. > Pick a job from that list at random and assign it to the player. > Handle everyone that couldn't be assigned a random job. In reality there should be little impact on overall job assignment, the code changes read more as semantics. For example, the priority check for filling Head slots will have the same candidate pool in both old and new versions, but in the new version we're more clearly saying that Heads are important and we want to prioritise filling them for the sake of round progression even though the outcome in new and old is the same. A key change will lead to an increase in assistants - Overflow fixes. Currently the code block to do early assignments to the Overflow role doesn't work - or works but not as you'd expect. The idea was is that because enabling the Overflow role in the prefs menu is an On/Off toggle that sets the job to High priority when enabled and prevents any other High priority pref, players that have the Overflow role enabled will **always** get it. It's their highest priority job with infinite slots. So we do a pass right at the start to give everyone with the Overflow role enabled that role and save us wasting time later on in random job code giving them that same role but with more work. The problem is the code for this only assigns the Overflow role to people with it set to Low priority in their prefs, resulting in log readouts like: ``` [2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1 [2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority [2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0 ``` Where nobody gets pre-assigned the overflow role because their prefs are all set to the High priority from being toggled... Except wait a second, some people have it at Medium priority when it should just be a No Role/High Priority Role toggle? And herein we meet a problem. My hypothesis is that traits and stuff that change the overflow have allowed players to set the "ordinary" overflow role of Assistant to Medium and/or Low priority. This still shows as enabled in the prefs menu, but leads to an outcome where a player with assistant enabled is assigned Cook instead. ``` [2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1 [2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority ... [2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority ... [2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0 ``` So players with the Overflow job pref set to Low (an unexpected state, should be disabled or High) would be guaranteed to get that role if none of the higher priority Head of Staff/AI/Dynamic roles took over via the bugged "force overflow for people with the pref enabled" proc. Players with the Overflow job pref set to High would be guaranteed to get that role if none of the higher priority Head of Staff/AI/Dynamic roles took over via the random job assignment code giving them their Highest priority role thanks to the infinite job slots of the Overflow. And players with the Overflow job pref set to Medium (an unexpected state, should be disabled or High) would get Assistant if the shuffle step of the available jobs list put Assisstant before any of the other jobs they had prefs enabled for at Medium that weren't already filled, otherwise they'd get another random job. This code is now changed to ignore the priority the player has set when looking for people to fill the overflow role. As long as it **is** enabled, the player will get it unless they're forced into a dynamic ruleset role (AI when malf rolls) or a Head of Staff role due to their other prefs (they have RD set to med or low, and no other player has a Head of Staff at high so they get randomly picked and miss the overflow role). This will increase the number of assistants in shifts where their pref state has Assisstant in the bugged Medium priority, but doesn't change it for bugged Low and not-bugged High/On priority. On the other side of the coin, we have how the random jobs are picked. They're kinda not random, and I noticed this reading the logs then reading the code. The list of available jobs to pick from is randomly shuffled - but only **once**. All players pull from a list of jobs in the same order. So you end up with a log block like this: ``` [2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist [2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0 [2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2 [2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist [2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0 [2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2 [2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2 [2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2 [2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook [2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0 [2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1 [2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz [2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1 ``` The list is shuffled into an order of something like `list("Scientist", "Botanist", "Cook", "Sec Officer", ...)` then iterated over for each player. So every random job selection goes: > "Does Player1 have Scientist enabled and at the right priority? No? Okay, Botanist? Yes? You get botanist." > "Does Player2 have Scientist enabled and at the right priority? No? Okay, Botanist? Yes? You get botanist." > "Does Player3 have Scientist enabled and at the right priority? No? Okay, Botanist has no slots left so we'll remove it from the list. Okay, Cook? Yes? You get cook." > "Does Player4 have Scientist enabled and at the right priority? No? Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec Officer? ..." This can lead to stacked individual departments if it gets randomly rolled to the start of the list in the shuffle, and completely empty departments if they end up at the end. On high pop shifts this is probably less of an issue. Player prefs add noise to this and as departments at the front fill up, those at the back pick up some of the lower pref players. But have you ever had a shift where there's just like... No fucking sec even though there's tons of players? The logging (before I made changes in this PR) was a bit ass, but my hypothesis there is that sec officer was shuffled right at the end of the random job list, so every other department was filled up before sec officers were picked. To mitigate this, I made the list shuffle every single time the game picks a random available job for the player. This should lead to a more balanced selection of available jobs by avoiding situations where the code is biased towards packing some departments by accident. ## Why It's Good For The Game Overflow fixes mean people who go to their prefs and see the Overflow Role is On will all have the same experience - They will be the Overflow role. More random random job selection should prevent individual departments having a jobs be stacked when it would have otherwise been possible for a more balanced selection but the code unintentially biased random departments to be overstaffed and understaffed each shift. ## Changelog 🆑 fix: Having the Overflow Role set to On will properly ensure you get that role at a High priority as intended by the game code. fix: Job selection is now a little bit more random. Fixes an unintentional bias in random job assignment that could lead to feast-or-famine for roles where everyone is assigned one job and nobody is assigned another job. /🆑 |
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
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ccef887efe |
Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams) |
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1900eb9484 |
Unit Tests use a consistent human subtype (#71515)
title |
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47ba13033f |
JSON Savefiles | Player Saves use JSON (#70492)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> TODO: - [x] DOCUMENT SHIT - [x] UPDATE DOCUMENTATION ## About The Pull Request Adds a new datum, which is intended to be a replacement for the stock savefile type, json_savefile As you can imagine, this is essentially just a wrapper around a json file for reading/writing/manipulation that is intended to be a dropin replacement for savefiles It also have the ability to import stock savefiles and parse them into a json tree <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Permission obtained from MSO and Mothblocks. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> Not player facing, tested locally exhaustively to ensure it doesnt break shit 🆑 /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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bca463316b |
Makes integration test results be in color and have annotations (#66649)
About The Pull Request
Separated compiling the integration tests and running them as separate steps for organization purposes.
Added a TEST_ASSERT_NULL(value, reason) and TEST_ASSERT_NOTNULL(value, reason) because those are conceptually simple tests.
Makes the PASS and FAIL prefixes in the integration test log be green and red for better readability.
Failure reasons now display the file and line number.
In order to achieve this, direct calls to Fail() are now wrapped in a macro, TEST_FAIL(), as Fail() itself needs preprocessor stuff passed to it.
In the midst of updating it, I noticed multiple cases of tests directly calling Fail() and returning when they should have used a better macro, so those were updated. There was at least one case where it appeared that the code assumed that the test ended at Fail(), but made no attempt to do so, such as with the RCD test.
Feel free to double check all of the changed unit tests in case I made a functional behavior change, but they currently pass.
To take advantage of the previous change, failures are now marked as annotations. Note that outside of github, this creates an ugly-looking line but the primary environment is as a github action.
Examples with intentionally botched unit test:
image
image
image
Why It's Good For The Game
Makes inspecting failed unit tests significantly easier.
Changelog
N/A
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5a4c87a9fc |
tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum. Splits game preferences into its own window. Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example. This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier. Fixes #60823 Fixes #28907 Fixes #44887 Fixes #59912 Fixes #58458 Fixes #59181 Major TODOs Quirk icons, from @Fikou (with some slight adjustments from me) Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes) Heavy documentation on how one would add new preferences, species, jobs, etc A lot of specialized testing so that people's real data don't get corrupted Changelog cl Mothblocks, Floyd on lots of the design refactor: The preferences menu has been completely rewritten in tgui. refactor: The "Stop Sounds" verb has been moved to OOC. /cl |
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4c21166e4f |
Job refactor: strings to references and typepaths (#59841)
* Job refactor: strings to references and typepaths |
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f44c20cdf4 |
Departmental officers are now put together, rather than separate, if possible (#57685)
Security officers will now be paired up together in the same department, across departments. This means that, instead of 4 officers being split across 4 departments, there'll now be 2 groups of 2. Late-join officers will be put into any department with only 1 officer. If none exist, the least populous department will be chosen, with their preference having priority. Updates the maps to have more spawns for departmental officers. Delta previously had none, and now has some. Fixed a bug where MetaStation's security departmental officer was a supply one instead. Removes the "random" departmental preference. All security officers are now given a department. The "none" preference still exists, but just to show that you don't care which department you're put into. Updates the config to comment out SEC_START_BRIG. This is what the configuration was already on live servers. This is something that should likely be test merged, but it mucks with savefiles. Luckily, the only damage it does is changing random departments to none, so if a TM is reverted, only that will have to be changed. |