* Refactors firestacks into status effects (#66573) This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made. Some fire related is moved away from species(what the fuck was it even doing there) into these as well. Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient. Also changed some related proc names to be snake_case like everything should be. This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good. Nothing to argue about since there's nothing player-facing * Hud Image Culling By Z Level: Theft edition (#65189) * makes hud images only apply by z level * makes some of the atom_hud procs have better names * fixes warning with the hud_user list and adds better documentation * better docs for hud_images * removes TODOs * docs for hud_list * adds support for linked z levels so mobs can see lower ones * fixes merge conflict and shittily makes only shocked airlocks get added * adds support for setting images in the hud as active and inactive * gets rid of unatomic spatial grid change * maybe i should actually try COMPILING my changes * fixes merge skew and makes it compile again * fixes huds refusing to remove from users who changed z level * improves z level and registration logic * fixes antag huds not appearing * Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me * Ensures that hiding a basic appearance also hides the atom's active list too * Fixes antag huds going poof Ensures that remove_atom_from_hud will return false if the passed atom isn't managed by it This fixes antag huds disappearing randomly, since they assumed that if the parent call of remove_atom_from_hud returned true, we should delete ourselves. This is a safe assumption for them to make, since they should only ever have one atom. Does kinda bork if we call remove_atom_from_hud in a way that is unsure if the passed atom is actually in that list. We were forced into doing this by how atom huds use the qdeleting signal. * makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list * fixes mistake with hud_users list being set non associatively (bad) * as anything in bot path loops * Fixes merge skew problems * Makes bot paths non global This way they can show themselves to only the bot that "owns" them, ya feel me? * Fixes huds not showing up sometimes, cleans up some code Post Kapu's limb refactor, we were calling prepare_huds twice in a human init call chain. What was happening was this: call prepare_huds() // Human I gained a new hud image I set active hud icons to mirror it call prepare_huds() // Living I overwrote the new hud image I attempted to set active hud icons, which failed because it assumes this can never happen *cries* * Renames add_hud_to_atom to show_to My hope is this will make understanding hud code a bit easier, by tying the behavior to a "verb" more closely. Also renamed a few vars * remove_hud_from_mob -> hide_from * Nitpicks a few comments * Whoops/fuck/shit/damn it all/hhhhhhhhhhhh * Moves check down, improves stack trace a bit Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> * small touch-up * this should do it Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Unit Tests
What is unit testing?
Unit tests are automated code to verify that parts of the game work exactly as they should. For example, a test to make sure that the amputation surgery actually amputates the limb. These are ran every time a PR is made, and thus are very helpful for preventing bugs from cropping up in your code that would've otherwise gone unnoticed. For example, would you have thought to check that beach boys would still work the same after editing pizza? If you value your time, probably not.
On their most basic level, when UNIT_TESTS is defined, all subtypes of /datum/unit_test will have their Run proc executed. From here, if Fail is called at any point, then the tests will report as failed.
How do I write one?
- Find a relevant file.
All unit test related code is in code/modules/unit_tests. If you are adding a new test for a surgery, for example, then you'd open surgeries.dm. If a relevant file does not exist, simply create one in this folder, then #include it in _unit_tests.dm.
- Create the unit test.
To make a new unit test, you simply need to define a /datum/unit_test.
For example, let's suppose that we are creating a test to make sure a proc square correctly raises inputs to the power of two. We'd start with first:
/datum/unit_test/square/Run()
This defines our new unit test, /datum/unit_test/square. Inside this function, we're then going to run through whatever we want to check. Tests provide a few assertion functions to make this easy. For now, we're going to use TEST_ASSERT_EQUAL.
/datum/unit_test/square/Run()
TEST_ASSERT_EQUAL(square(3), 9, "square(3) did not return 9")
TEST_ASSERT_EQUAL(square(4), 16, "square(4) did not return 16")
As you can hopefully tell, we're simply checking if the output of square matches the output we are expecting. If the test fails, it'll report the error message given as well as whatever the actual output was.
- Run the unit test
Open code/_compile_options.dm and uncomment the following line.
//#define UNIT_TESTS //If this is uncommented, we do a single run though of the game setup and tear down process with unit tests in between
Then, run tgstation.dmb in Dream Daemon. Don't bother trying to connect, you won't need to. You'll be able to see the outputs of all the tests. You'll get to see which tests failed and for what reason. If they all pass, you're set!
How to think about tests
Unit tests exist to prevent bugs that would happen in a real game. Thus, they should attempt to emulate the game world wherever possible. For example, the quick swap sanity test emulates a real scenario of the bug it fixed occurring by creating a character and giving it real items. The unrecommended alternative would be to create special test-only items. This isn't a hard rule, the reagent method exposure tests create a test-only reagent for example, but do keep it in mind.
Unit tests should also be just that--testing units of code. For example, instead of having one massive test for reagents, there are instead several smaller tests for testing exposure, metabolization, etc.
The unit testing API
You can find more information about all of these from their respective doc comments, but for a brief overview:
/datum/unit_test - The base for all tests to be ran. Subtypes must override Run(). New() and Destroy() can be used for setup and teardown. To fail, use TEST_FAIL(reason).
/datum/unit_test/proc/allocate(type, ...) - Allocates an instance of the provided type with the given arguments. Is automatically destroyed when the test is over. Commonly seen in the form of var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human).
TEST_FAIL(reason) - Marks a failure at this location, but does not stop the test.
TEST_ASSERT(assertion, reason) - Stops the unit test and fails if the assertion is not met. For example: TEST_ASSERT(powered(), "Machine is not powered").
TEST_ASSERT_NOTNULL(a, message) - Same as TEST_ASSERT, but checks if !isnull(a). For example: TEST_ASSERT_NOTNULL(myatom, "My atom was never set!").
TEST_ASSERT_NULL(a, message) - Same as TEST_ASSERT, but checks if isnull(a). If not, gives a helpful message showing what a was. For example: TEST_ASSERT_NULL(delme, "Delme was never cleaned up!").
TEST_ASSERT_EQUAL(a, b, message) - Same as TEST_ASSERT, but checks if a == b. If not, gives a helpful message showing what both a and b were. For example: TEST_ASSERT_EQUAL(2 + 2, 4, "The universe is falling apart before our eyes!").
TEST_ASSERT_NOTEQUAL(a, b, message) - Same as TEST_ASSERT_EQUAL, but reversed.
TEST_FOCUS(test_path) - Only run the test provided within the parameters. Useful for reducing noise. For example, if we only want to run our example square test, we can add TEST_FOCUS(/datum/unit_test/square). Should never be pushed in a pull request--you will be laughed at.
Final Notes
- Writing tests before you attempt to fix the bug can actually speed up development a lot! It means you don't have to go in game and folllow the same exact steps manually every time. This process is known as "TDD" (test driven development). Write the test first, make sure it fails, then start work on the fix/feature, and you'll know you're done when your tests pass. If you do try this, do make sure to confirm in a non-testing environment just to double check.
- Make sure that your tests don't accidentally call RNG functions like
prob. Since RNG is seeded during tests, you may not realize you have until someone else makes a PR and the tests fail! - Do your best not to change the behavior of non-testing code during tests. While it may sometimes be necessary in the case of situations such as the above, it is still a slippery slope that can lead to the code you're testing being too different from the production environment to be useful.