/// Makes sure turf icons actually exist. :) /datum/unit_test/maptest_turf_icons var/modular_mineral_turf_file //= 'icons/turf/mining.dmi' //MODULARITY SUPPORT - insert your snowflake MAP_SWITCH icon file here if you use that define. /datum/unit_test/maptest_turf_icons/Run() for(var/turf/turf_path as anything in (subtypesof(/turf) - typesof(/turf/closed/mineral))) var/icon_state = initial(turf_path.icon_state) var/icon_file = initial(turf_path.icon) if(isnull(icon_state) || isnull(icon_file)) continue if(!icon_exists(icon_file, icon_state)) TEST_FAIL("[turf_path] using invalid icon_state - \"[icon_state]\" in icon file, '[icon_file]") for(var/turf/closed/mineral/turf_path as anything in typesof(/turf/closed/mineral)) //minerals use a special (read: snowflake) MAP_SWITCH definition that changes their icon based on if we're just compiling or if we're actually PLAYING the game. var/icon_state = initial(turf_path.icon_state) var/icon_file = initial(turf_path.icon) if(isnull(icon_state) || isnull(icon_file)) continue if(!icon_exists(icon_file, icon_state)) if(modular_mineral_turf_file && (icon_state in icon_states(modular_mineral_turf_file, 1))) continue if(!(icon_state in icon_states('icons/turf/mining.dmi', 1))) TEST_FAIL("[turf_path] using invalid icon_state - \"[icon_state]\" in icon file, '[icon_file]") var/turf/initial_turf_type = run_loc_floor_bottom_left.type var/list/ignored_types = list() //ignored_types += typesof(YOUR_DOWNSTREAM_TYPEPATH(s)_HERE) //MODULARITY SUPPORT. If you have snowflake typepaths that are blacklisted in, for example, create & destroy unit test because they require certain SS's being init, use this to blacklist them. for(var/turf/open/open_turf_path as anything in (subtypesof(/turf/open) - ignored_types)) var/damaged_dmi = initial(open_turf_path.damaged_dmi) if(isnull(damaged_dmi)) continue run_loc_floor_bottom_left.ChangeTurf(open_turf_path) run_loc_floor_bottom_left = get_turf(locate(/obj/effect/landmark/unit_test_bottom_left) in GLOB.landmarks_list) //in case the turf path changed the final turf in Initialize() without passing the final turf to ChangeTurf().... if(!isopenturf(run_loc_floor_bottom_left)) continue var/turf/open/instanced_turf = run_loc_floor_bottom_left var/list/burnt_states = instanced_turf.burnt_states() for(var/state in burnt_states) if(!icon_exists(damaged_dmi, state)) TEST_FAIL("[open_turf_path] has an invalid icon in burnt_states - \"[state]\", in '[damaged_dmi]'") var/list/broken_states = instanced_turf.broken_states() for(var/state in broken_states) if(!icon_exists(damaged_dmi, state)) TEST_FAIL("[open_turf_path] has an invalid icon in broken_states - \"[state]\", in '[damaged_dmi]'") run_loc_floor_bottom_left = run_loc_floor_bottom_left.ChangeTurf(initial_turf_type) //cleanup.