Files
Bubberstation/code/modules/unit_tests/_unit_tests.dm
LemonInTheDark e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00

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//include unit test files in this module in this ifdef
//Keep this sorted alphabetically
#if defined(UNIT_TESTS) || defined(SPACEMAN_DMM)
/// For advanced cases, fail unconditionally but don't return (so a test can return multiple results)
#define TEST_FAIL(reason) (Fail(reason || "No reason", __FILE__, __LINE__))
/// Asserts that a condition is true
/// If the condition is not true, fails the test
#define TEST_ASSERT(assertion, reason) if (!(assertion)) { return Fail("Assertion failed: [reason || "No reason"]", __FILE__, __LINE__) }
/// Asserts that a parameter is not null
#define TEST_ASSERT_NOTNULL(a, reason) if (isnull(a)) { return Fail("Expected non-null value: [reason || "No reason"]", __FILE__, __LINE__) }
/// Asserts that a parameter is null
#define TEST_ASSERT_NULL(a, reason) if (!isnull(a)) { return Fail("Expected null value but received [a]: [reason || "No reason"]", __FILE__, __LINE__) }
/// Asserts that the two parameters passed are equal, fails otherwise
/// Optionally allows an additional message in the case of a failure
#define TEST_ASSERT_EQUAL(a, b, message) do { \
var/lhs = ##a; \
var/rhs = ##b; \
if (lhs != rhs) { \
return Fail("Expected [isnull(lhs) ? "null" : lhs] to be equal to [isnull(rhs) ? "null" : rhs].[message ? " [message]" : ""]", __FILE__, __LINE__); \
} \
} while (FALSE)
/// Asserts that the two parameters passed are not equal, fails otherwise
/// Optionally allows an additional message in the case of a failure
#define TEST_ASSERT_NOTEQUAL(a, b, message) do { \
var/lhs = ##a; \
var/rhs = ##b; \
if (lhs == rhs) { \
return Fail("Expected [isnull(lhs) ? "null" : lhs] to not be equal to [isnull(rhs) ? "null" : rhs].[message ? " [message]" : ""]", __FILE__, __LINE__); \
} \
} while (FALSE)
/// *Only* run the test provided within the parentheses
/// This is useful for debugging when you want to reduce noise, but should never be pushed
/// Intended to be used in the manner of `TEST_FOCUS(/datum/unit_test/math)`
#define TEST_FOCUS(test_path) ##test_path { focus = TRUE; }
/// Logs a noticable message on GitHub, but will not mark as an error.
/// Use this when something shouldn't happen and is of note, but shouldn't block CI.
/// Does not mark the test as failed.
#define TEST_NOTICE(source, message) source.log_for_test((##message), "notice", __FILE__, __LINE__)
/// Constants indicating unit test completion status
#define UNIT_TEST_PASSED 0
#define UNIT_TEST_FAILED 1
#define UNIT_TEST_SKIPPED 2
#define TEST_PRE 0
#define TEST_DEFAULT 1
/// After most test steps, used for tests that run long so shorter issues can be noticed faster
#define TEST_LONGER 10
/// This must be the one of last tests to run due to the inherent nature of the test iterating every single tangible atom in the game and qdeleting all of them (while taking long sleeps to make sure the garbage collector fires properly) taking a large amount of time.
#define TEST_CREATE_AND_DESTROY 9001
/**
* For tests that rely on create and destroy having iterated through every (tangible) atom so they don't have to do something similar.
* Keep in mind tho that create and destroy will absolutely break the test platform, anything that relies on its shape cannot come after it.
*/
#define TEST_AFTER_CREATE_AND_DESTROY INFINITY
/// Change color to red on ANSI terminal output, if enabled with -DANSICOLORS.
#ifdef ANSICOLORS
#define TEST_OUTPUT_RED(text) "\x1B\x5B1;31m[text]\x1B\x5B0m"
#else
#define TEST_OUTPUT_RED(text) (text)
#endif
/// Change color to green on ANSI terminal output, if enabled with -DANSICOLORS.
#ifdef ANSICOLORS
#define TEST_OUTPUT_GREEN(text) "\x1B\x5B1;32m[text]\x1B\x5B0m"
#else
#define TEST_OUTPUT_GREEN(text) (text)
#endif
/// Change color to yellow on ANSI terminal output, if enabled with -DANSICOLORS.
#ifdef ANSICOLORS
#define TEST_OUTPUT_YELLOW(text) "\x1B\x5B1;33m[text]\x1B\x5B0m"
#else
#define TEST_OUTPUT_YELLOW(text) (text)
#endif
/// A trait source when adding traits through unit tests
#define TRAIT_SOURCE_UNIT_TESTS "unit_tests"
// BEGIN_INCLUDE
#include "abductor_baton_spell.dm"
#include "ablative_hud.dm"
#include "achievements.dm"
#include "anchored_mobs.dm"
#include "anonymous_themes.dm"
#include "antag_conversion.dm"
#include "antag_moodlets.dm"
#include "area_contents.dm"
#include "armor_verification.dm"
#include "atmospherics_sanity.dm"
#include "autowiki.dm"
#include "barsigns.dm"
#include "baseturfs.dm"
#include "bespoke_id.dm"
#include "binary_insert.dm"
#include "bitrunning.dm"
#include "blackmarket.dm"
#include "blindness.dm"
#include "bloody_footprints.dm"
#include "breath.dm"
#include "burning.dm"
#include "cable_powernets.dm"
#include "card_mismatch.dm"
#include "cardboard_cutouts.dm"
#include "cargo_dep_order_locations.dm"
#include "cargo_selling.dm"
#include "chain_pull_through_space.dm"
#include "changeling.dm"
#include "chat_filter.dm"
#include "circuit_component_category.dm"
#include "client_colours.dm"
#include "closets.dm"
#include "clothing_under_armor_subtype_check.dm"
#include "combat.dm"
#include "combat_stamina.dm"
#include "combat_welder.dm"
#include "component_tests.dm"
#include "confusion.dm"
#include "connect_loc.dm"
#include "container_sanity.dm"
#include "crayons.dm"
#include "create_and_destroy.dm"
#include "cyborg_tool.dm"
#include "dcs_check_list_arguments.dm"
#include "dcs_get_id_from_elements.dm"
#include "designs.dm"
#include "dismemberment.dm"
#include "door_access.dm"
#include "dragon_expiration.dm"
#include "drink_icons.dm"
#include "dummy_spawn.dm"
#include "dynamic_ruleset_sanity.dm"
#include "egg_glands.dm"
#include "emoting.dm"
#include "ensure_subtree_operational_datum.dm"
#include "explosion_action.dm"
#include "fish_unit_tests.dm"
#include "focus_only_tests.dm"
#include "font_awesome_icons.dm"
#include "food_edibility_check.dm"
#include "full_heal.dm"
#include "gas_transfer.dm"
#include "get_turf_pixel.dm"
#include "geyser.dm"
#include "greyscale_config.dm"
#include "hallucination_icons.dm"
#include "heretic_knowledge.dm"
#include "heretic_rituals.dm"
#include "high_five.dm"
#include "holidays.dm"
#include "hulk.dm"
#include "human_through_recycler.dm"
#include "hunger_curse.dm"
#include "hydroponics_extractor_storage.dm"
#include "hydroponics_harvest.dm"
#include "hydroponics_self_mutations.dm"
#include "hydroponics_validate_genes.dm"
#include "inhands.dm"
#include "json_savefile_importing.dm"
#include "keybinding_init.dm"
#include "knockoff_component.dm"
#include "language_transfer.dm"
#include "leash.dm"
#include "lesserform.dm"
#include "limbsanity.dm"
#include "ling_decap.dm"
#include "liver.dm"
#include "load_map_security.dm"
#include "lootpanel.dm"
#include "lungs.dm"
#include "machine_disassembly.dm"
#include "mafia.dm"
#include "map_landmarks.dm"
#include "mapload_space_verification.dm"
#include "mapping.dm"
#include "mapping_nearstation_test.dm"
#include "mecha_damage.dm"
#include "medical_wounds.dm"
#include "merge_type.dm"
#include "metabolizing.dm"
#include "mindbound_actions.dm"
#include "missing_icons.dm"
#include "mob_chains.dm"
#include "mob_damage.dm"
#include "mob_faction.dm"
#include "mob_spawn.dm"
#include "modify_fantasy_variable.dm"
#include "modsuit.dm"
#include "modular_map_loader.dm"
#include "monkey_business.dm"
#include "mouse_bite_cable.dm"
#include "movement_order_sanity.dm"
#include "mutant_hands_consistency.dm"
#include "mutant_organs.dm"
#include "novaflower_burn.dm"
#include "nuke_cinematic.dm"
#include "objectives.dm"
#include "operating_table.dm"
#include "orderable_items.dm"
#include "organ_bodypart_shuffle.dm"
#include "organ_set_bonus.dm"
#include "organs.dm"
#include "orphaned_genturf.dm"
#include "outfit_sanity.dm"
#include "oxyloss_suffocation.dm"
#include "paintings.dm"
#include "pills.dm"
#include "plane_double_transform.dm"
#include "plane_dupe_detector.dm"
#include "plane_sanity.dm"
#include "plantgrowth_tests.dm"
#include "preference_species.dm"
#include "preferences.dm"
#include "projectiles.dm"
#include "quirks.dm"
#include "range_return.dm"
#include "rcd.dm"
#include "reagent_container_defaults.dm"
#include "reagent_id_typos.dm"
#include "reagent_mob_expose.dm"
#include "reagent_mod_procs.dm"
#include "reagent_names.dm"
#include "reagent_recipe_collisions.dm"
#include "reagent_transfer.dm"
#include "required_map_items.dm"
#include "resist.dm"
#include "say.dm"
#include "screenshot_antag_icons.dm"
#include "screenshot_basic.dm"
#include "screenshot_dynamic_human_icons.dm"
#include "screenshot_high_luminosity_eyes.dm"
#include "screenshot_humanoids.dm"
#include "screenshot_husk.dm"
#include "screenshot_saturnx.dm"
#include "security_levels.dm"
#include "security_officer_distribution.dm"
#include "serving_tray.dm"
#include "simple_animal_freeze.dm"
#include "siunit.dm"
#include "slime_mood.dm"
#include "slips.dm"
#include "spawn_humans.dm"
#include "spawn_mobs.dm"
#include "species_change_clothing.dm"
#include "species_change_organs.dm"
#include "species_config_sanity.dm"
#include "species_unique_id.dm"
#include "species_whitelists.dm"
#include "spell_invocations.dm"
#include "spell_jaunt.dm"
#include "spell_mindswap.dm"
#include "spell_names.dm"
#include "spell_shapeshift.dm"
#include "spell_timestop.dm"
#include "spies.dm"
#include "spritesheets.dm"
#include "stack_singular_name.dm"
#include "station_trait_tests.dm"
#include "status_effect_ticks.dm"
#include "stomach.dm"
#include "storage.dm"
#include "strange_reagent.dm"
#include "strippable.dm"
#include "stuns.dm"
#include "subsystem_init.dm"
#include "suit_storage_icons.dm"
#include "surgeries.dm"
#include "tail_wag.dm"
#include "teleporters.dm"
#include "tgui_create_message.dm"
#include "timer_sanity.dm"
#include "trait_addition_and_removal.dm"
#include "traitor.dm"
#include "traitor_mail_content_check.dm"
#include "trauma_granting.dm"
#include "turf_icons.dm"
#include "tutorial_sanity.dm"
#include "unit_test.dm"
#include "verify_config_tags.dm"
#include "verify_emoji_names.dm"
#include "weird_food.dm"
#include "wizard_loadout.dm"
#include "worn_icons.dm"
// END_INCLUDE
#ifdef REFERENCE_TRACKING_DEBUG //Don't try and parse this file if ref tracking isn't turned on. IE: don't parse ref tracking please mr linter
#include "find_reference_sanity.dm"
#endif
#undef TEST_ASSERT
#undef TEST_ASSERT_EQUAL
#undef TEST_ASSERT_NOTEQUAL
//#undef TEST_FOCUS - This define is used by vscode unit test extension to pick specific unit tests to run and appended later so needs to be used out of scope here
#endif