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81427cd5cf
## About The Pull Request This 1st has to be PR'd so the integration tests can point out all wallmounts that could not find a support structure to mount on. I then will do many map edits to align them onto the closest atom Yes we no longer use wall mount but atom mounted component. All objects that are mounted on windows/tables & fences now also fall off when destroyed It'll probably be a WHILE before I can fix all wall mounts. Long day. Expect me to misalign many stuff to fix failing CI so make sure to provide suggestions when possible Improved wallmount code overall - Fixes #93793 ## Changelog 🆑 fix: fixes all incorrectly maploded wall mounts that aren't actually hanging on any support structure fix: objects mounted on tables, windows & fences also fall off now when destoryed qol: lights can be mounted on windows qol: cameras can be mounted on windows qol: buttons can be mounted on tables refactor: improved how wall mounts interact with objects as a whole report bugs on github /🆑
81 lines
3.7 KiB
Plaintext
81 lines
3.7 KiB
Plaintext
/// These tests perform no behavior of their own, and have their tests offloaded onto other procs.
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/// This is useful in cases like in build_appearance_list where we want to know if any fail,
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/// but is not useful to right a test for.
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/// This file exists so that you can change any of these to TEST_FOCUS and only check for that test.
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/// For example, change /datum/unit_test/focus_only/invalid_overlays to TEST_FOCUS(/datum/unit_test/focus_only/invalid_overlays),
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/// and you will only test the check for invalid overlays in appearance building.
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/datum/unit_test/focus_only
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/// Checks that every created emissive has a valid icon_state
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/datum/unit_test/focus_only/invalid_emissives
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/// Checks that every overlay passed into build_appearance_list exists in the icon
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/datum/unit_test/focus_only/invalid_overlays
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/// Checks that every screen alert with an overlay icon state is valid
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/datum/unit_test/focus_only/screen_alert_overlay
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/// Checks that every icon sent to the research_designs spritesheet is valid
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/datum/unit_test/focus_only/invalid_research_designs
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/// Checks that every icon sent to vending machines is valid
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/datum/unit_test/focus_only/invalid_vending_machine_icon_states
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/// Checks that space does not initialize multiple times
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/datum/unit_test/focus_only/multiple_space_initialization
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/// Checks that smoothing_groups and canSmoothWith are properly sorted in /atom/Initialize
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/datum/unit_test/focus_only/sorted_smoothing_groups
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/// Checks that floor tiles are properly mapped to broken/burnt
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/datum/unit_test/focus_only/valid_turf_states
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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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/// Ensures that items that got the nullrod_core element with the chaptain_spawnable arg can be selected by the chaplain
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/datum/unit_test/focus_only/nullrod_variants
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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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/// Checks for bad icon / icon state setups in cooking crafting menu
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/datum/unit_test/focus_only/bad_cooking_crafting_icons
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/// Ensures openspace never spawns on the bottom of a z stack
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/datum/unit_test/focus_only/openspace_clear
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/// Checks to ensure that variables expected to exist in a job datum (for config reasons) actually exist
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/datum/unit_test/focus_only/missing_job_datum_variables
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/// Checks that the contents of the fish_counts list are also present in fish_table
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/datum/unit_test/focus_only/fish_sources_tables
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/**
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* This will tell us if we forgot to properly set the stable population for any fish.
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* Fish with a stable population of one or less need to have either the mateless or crossbreeder trait, or be compatible with
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* other fish types with a higher stable population.
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*/
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/datum/unit_test/focus_only/fish_population
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/// Checks that maploaded mobs with either the `atmos_requirements` or `body_temp_sensitive`
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/datum/unit_test/focus_only/atmos_and_temp_requirements
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/// Ensures only whitelisted planes can have TOPDOWN_LAYERing, and vis versa
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/datum/unit_test/focus_only/topdown_filtering
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/// Catches any invalid footstep types set for humans
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/datum/unit_test/focus_only/humanstep_validity
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/// Checks icon states generated at runtime are valid
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/datum/unit_test/focus_only/runtime_icon_states
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/// Checks that foodtypes are the same for food whether it's spawned or crafted (with the exact required types)
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/datum/unit_test/focus_only/check_foodtypes
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///Checks that items have roughly the same materials whenever spawned via processing/microwaving/baking etc. or any other mean.
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/datum/unit_test/focus_only/check_materials_when_processed
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///Checks if an map loaded object found an valid support atom to hang on
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/datum/unit_test/focus_only/atom_mounted
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