Files
Bubberstation/code/modules/unit_tests/cardboard_cutouts.dm
jimmyl c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00

28 lines
1.2 KiB
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/// Validates that cardboard cutouts have the proper icons
/datum/unit_test/cardboard_cutouts
/datum/unit_test/cardboard_cutouts/Run()
for(var/datum/cardboard_cutout/cutout as anything in subtypesof(/datum/cardboard_cutout))
var/direct_icon = initial(cutout.direct_icon)
if(isnull(direct_icon)) //these are dynamically generated.
continue
var/direct_state = initial(cutout.direct_icon_state)
if(!icon_exists(direct_icon, direct_state))
TEST_FAIL("[cutout] has a non-existant icon state at: [direct_icon] - [direct_state]")
var/obj/item/cardboard_cutout/normal_cutout = new
test_screenshot("normal_cutout", getFlatIcon(normal_cutout))
var/obj/item/cardboard_cutout/nuclear_operative/nukie_cutout = new
test_screenshot("nukie_cutout", getFlatIcon(nukie_cutout))
nukie_cutout.push_over()
test_screenshot("nukie_cutout_pushed", getFlatIcon(nukie_cutout))
// This is the only reason we're testing xenomorphs.
// Making a custom subtype with direct_icon is hacky.
ASSERT(!isnull(/datum/cardboard_cutout/xenomorph_maid::direct_icon))
var/obj/item/cardboard_cutout/xenomorph/xenomorph_cutout = new
test_screenshot("xenomorph_cutout", getFlatIcon(xenomorph_cutout))