/// Checks all pre-equipped MODsuit paths to see if they have something set wrong. /datum/unit_test/modsuit_checks /datum/unit_test/modsuit_checks/Run() var/list/paths = typesof(/obj/item/mod/control/pre_equipped) for(var/modpath in paths) var/obj/item/mod/control/mod = new modpath() TEST_ASSERT(mod.theme, "[modpath] spawned without a theme.") TEST_ASSERT(mod.helmet, "[modpath] spawned without a helmet.") TEST_ASSERT(mod.chestplate, "[modpath] spawned without a chestplate.") TEST_ASSERT(mod.gauntlets, "[modpath] spawned without gauntlets.") TEST_ASSERT(mod.boots, "[modpath] spawned without boots.") var/list/modules = list() var/complexity_max = mod.complexity_max var/complexity = 0 for(var/obj/item/mod/module/module as anything in mod.initial_modules) module = new module() complexity += module.complexity TEST_ASSERT(complexity <= complexity_max, "[modpath] starting modules reach above max complexity.") TEST_ASSERT(!is_type_in_list(module, mod.theme.module_blacklist), "[modpath] starting modules are in [mod.theme.type] blacklist.") for(var/obj/item/mod/module/module_to_check as anything in modules) TEST_ASSERT(!is_type_in_list(module, module_to_check.incompatible_modules), "[modpath] initial module [module.type] is incompatible with initial module [module_to_check.type]") TEST_ASSERT(!is_type_in_list(module_to_check, module.incompatible_modules), "[modpath] initial module [module.type] is incompatible with initial module [module_to_check.type]") modules += module