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Bubberstation/code/modules/unit_tests/_unit_tests.dm
san7890 cb20ec99f9 [MDB Ignore] Unit Tests for Invalid Space Turfs (Area Bullshit Edition) (#70967)
## About The Pull Request

So, there's some bullshit with the map loader(?) sometimes where it'll
let space turfs spawn in spots where we REALLY don't want space turfs.
Or, it could also just be a mapper screwing up. Anyways, we might miss
these, so let's set up a broad Unit Test that checks and verifies that
these round-ruining snagglers do _not_ exist.

In order to help me to do this, I standardized and fixed the
nomenclature such that `/area/ruin/space` is default for any map file in
`_maps/RandomRuins/SpaceRuins`, as well as it's subtypes. I also touched
up how we handle shuttle areas in these scenarios. This got a lot of
Unit Test noise filtered out, and is crucial for its functioning. It
should also be how we did it from the start anyways. I added in an
UpdatePaths for any compatible change, but it was completely
non-workable for some of the area type updates.

I also fixed any organic bugs that didn't require an areas type update.
Cool.

Placing space turfs on IceBox:

![image](https://user-images.githubusercontent.com/34697715/199177940-21c64964-1808-41b0-9a92-bf5b82eee2fa.png)

Organically found issues:

![image](https://user-images.githubusercontent.com/34697715/199177972-b27a89de-0e1a-41e5-8fa4-3bee1763b9da.png)

I also added a `planetary` variable to `/datum/map_config` because I
didn't like the hack I was using to see if we had a planetary map, and
I'd rather it just be an explicit variable in the map's JSON.

## Why It's Good For The Game

The less times we get Space Turfs showing up on IceBoxStation, the
better. It also standardizes areas a bit more, which I like (we were
using some incorrect ones in the wrong spots, so those were touched up
in this PR as well). Like, if it's a space ruin, we don't need to use
the lengthy `/area/ruin/unpowered/no_grav` when `/area/ruin/space` does
the same thing.
## Changelog
Nothing in here should concern a player (unless I broke something)

Expect a few commits as I spam unit tests a few times and play
whack-a-mole with bugs.
2022-11-21 07:59:54 +00:00

212 lines
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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 last test 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 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
/// A trait source when adding traits through unit tests
#define TRAIT_SOURCE_UNIT_TESTS "unit_tests"
#include "ablative_hud.dm"
#include "achievements.dm"
#include "anchored_mobs.dm"
#include "anonymous_themes.dm"
#include "area_contents.dm"
#include "autowiki.dm"
#include "barsigns.dm"
#include "bespoke_id.dm"
#include "binary_insert.dm"
#include "bloody_footprints.dm"
#include "breath.dm"
#include "cable_powernets.dm"
#include "card_mismatch.dm"
#include "chain_pull_through_space.dm"
#include "chat_filter.dm"
#include "circuit_component_category.dm"
#include "closets.dm"
#include "combat.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 "dcs_get_id_from_elements.dm"
#include "designs.dm"
#include "dummy_spawn.dm"
#include "dynamic_ruleset_sanity.dm"
#include "egg_glands.dm"
#include "emoting.dm"
#include "food_edibility_check.dm"
#include "gas_transfer.dm"
#include "get_turf_pixel.dm"
#include "greyscale_config.dm"
#include "hallucination_icons.dm"
#include "heretic_knowledge.dm"
#include "heretic_rituals.dm"
#include "holidays.dm"
#include "human_through_recycler.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 "limbsanity.dm"
#include "load_map_security.dm"
#include "machine_disassembly.dm"
#include "mapload_space_verification.dm"
#include "mapping.dm"
#include "mecha_damage.dm"
#include "medical_wounds.dm"
#include "merge_type.dm"
#include "metabolizing.dm"
#include "mindbound_actions.dm"
#include "mob_faction.dm"
#include "mob_spawn.dm"
#include "modsuit.dm"
#include "modular_map_loader.dm"
#include "monkey_business.dm"
#include "mouse_bite_cable.dm"
#include "novaflower_burn.dm"
#include "ntnetwork_tests.dm"
#include "nuke_cinematic.dm"
#include "objectives.dm"
#include "orderable_items.dm"
#include "operating_table.dm"
#include "outfit_sanity.dm"
#include "paintings.dm"
#include "pills.dm"
#include "plane_double_transform.dm"
#include "plane_dupe_detector.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_id_typos.dm"
#include "reagent_mod_expose.dm"
#include "reagent_mod_procs.dm"
#include "reagent_names.dm"
#include "reagent_recipe_collisions.dm"
#include "reagent_transfer.dm"
#include "resist.dm"
#include "say.dm"
#include "screenshot_antag_icons.dm"
#include "screenshot_basic.dm"
#include "screenshot_humanoids.dm"
#include "screenshot_saturnx.dm"
#include "security_officer_distribution.dm"
#include "security_levels.dm"
#include "serving_tray.dm"
#include "simple_animal_freeze.dm"
#include "siunit.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_mindswap.dm"
#include "spell_names.dm"
#include "spell_shapeshift.dm"
#include "spritesheets.dm"
#include "stack_singular_name.dm"
#include "station_trait_tests.dm"
#include "stomach.dm"
#include "strippable.dm"
#include "subsystem_init.dm"
#include "suit_storage_icons.dm"
#include "surgeries.dm"
#include "teleporters.dm"
#include "tgui_create_message.dm"
#include "timer_sanity.dm"
#include "traitor.dm"
#include "unit_test.dm"
#include "verify_config_tags.dm"
#include "verify_emoji_names.dm"
#include "wizard_loadout.dm"
#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