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mrmanlikesbt b08ec39e1b Better Unit Tests - Runs All Of Them On A Single Map (exc. map unit tests) and C&D Split-Up (#96368)
## About The Pull Request

### Don't run every single test

I've had this on my mind for several months and it being brought up
recently reminded me so here we are.

Unit tests only run on `runtimestation_minimal.dmm` now with the
exception of map tests. The following unit tests are declared as map
tests but I didn't see any map dependent logic so 🤷
- `/datum/unit_test/maptest_baseturfs_unmodified_scrape`
- `/datum/unit_test/maptest_baseturfs_placed_on_top`
- `/datum/unit_test/maptest_baseturfs_placed_on_bottom`
- `/datum/unit_test/maptest_get_turf_pixel`
- `/datum/unit_test/maptest_load_map_security`
- `/datum/unit_test/maptest_modular_map_loader`
- `/datum/unit_test/maptest_turf_icons`

`/datum/unit_test/subsystem_init` isn't really a mapping unit test but I
figured somehow, someway, maps might fuck with subsystem initializations
so I just decided to include it.

### Splits up the create & destroy test

Idk, pretty simple. Create & destroy is now split up across all
integration tests and ran in parallel.

## Why It's Good For The Game

oranges promised me "500 nzd" yo

## Changelog

No player facing changes
2026-06-09 06:00:03 +02:00

63 lines
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/**
* Goes through every firedoor on the staiton z level and chunks them into "regions"
*
* Fire alarm regions are enclosed areas of firedoors
* Closed airlocks break up regions as well
*
* Then, checks if every non-ignored region has a fire alarm in it
*/
/datum/unit_test/firedoor_regions
test_flags = UNIT_TEST_MAP_TEST
priority = TEST_LONGER
/datum/unit_test/firedoor_regions/Run()
var/list/detected_turfs = list()
var/any_fail = FALSE
var/datum/callback/room_cb = CALLBACK(src, PROC_REF(check_fire_area_callback))
for(var/obj/machinery/door/firedoor/firedoor as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/firedoor))
if(!is_station_level(firedoor.z))
continue
any_fail = check_fire_area(firedoor, room_cb, detected_turfs) || any_fail
if(!any_fail)
return
TEST_FAIL("Some regions of enclosed fire doors did not have a fire alarm within! \
Add a fire alarm, or mark the region as ignored with a firealarm_sanity landmark if intentional.")
/datum/unit_test/firedoor_regions/proc/check_fire_area(obj/machinery/door/firedoor/firedoor, datum/callback/room_cb, list/already_detected_turfs)
. = FALSE
for(var/turf/open/nearby as anything in get_adjacent_open_turfs(firedoor))
if(nearby in already_detected_turfs)
continue
if(!istype(get_area(nearby), /area/station)) // uhhhh icebox spawns ruins on the station z level
continue
if(locate(/obj/machinery/door/firedoor) in nearby) // firedoors adjacent to another firedoors
continue
if(locate(/obj/effect/landmark/firealarm_sanity) in nearby)
continue
if(nearby.is_blocked_turf(exclude_mobs = TRUE)) // for windows, primarily.
continue
var/list/detected_area = detect_room(nearby, null, null, room_cb)
if(!detected_area)
continue
already_detected_turfs |= detected_area
if(!is_fire_alarm_in_list_of_turfs(detected_area))
TEST_FAIL("No fire alarm in region: [AREACOORD(nearby)] (Region size: [length(detected_area)] turfs)")
. = TRUE
return .
/datum/unit_test/firedoor_regions/proc/is_fire_alarm_in_list_of_turfs(list/all_turfs)
for(var/turf/open/turf_to_check as anything in all_turfs)
if(locate(/obj/machinery/firealarm) in turf_to_check)
return TRUE
return FALSE
/datum/unit_test/firedoor_regions/proc/check_fire_area_callback(turf/checking)
if(locate(/obj/effect/landmark/firealarm_sanity) in checking)
return EXTRA_ROOM_CHECK_FAIL
if(locate(/obj/machinery/door/firedoor) in checking)
return EXTRA_ROOM_CHECK_SKIP
return null