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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
Separated compiling the integration tests and running them as separate steps for organization purposes.
Added a TEST_ASSERT_NULL(value, reason) and TEST_ASSERT_NOTNULL(value, reason) because those are conceptually simple tests.
Makes the PASS and FAIL prefixes in the integration test log be green and red for better readability.
Failure reasons now display the file and line number.
In order to achieve this, direct calls to Fail() are now wrapped in a macro, TEST_FAIL(), as Fail() itself needs preprocessor stuff passed to it.
In the midst of updating it, I noticed multiple cases of tests directly calling Fail() and returning when they should have used a better macro, so those were updated. There was at least one case where it appeared that the code assumed that the test ended at Fail(), but made no attempt to do so, such as with the RCD test.
Feel free to double check all of the changed unit tests in case I made a functional behavior change, but they currently pass.
To take advantage of the previous change, failures are now marked as annotations. Note that outside of github, this creates an ugly-looking line but the primary environment is as a github action.
Examples with intentionally botched unit test:
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Why It's Good For The Game
Makes inspecting failed unit tests significantly easier.
Changelog
N/A
63 lines
2.6 KiB
Plaintext
63 lines
2.6 KiB
Plaintext
#define CHECK_OUTFIT_SLOT(outfit_key, slot_name) if (outfit.##outfit_key) { \
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H.equip_to_slot_or_del(new outfit.##outfit_key(H), ##slot_name, TRUE); \
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/* We don't check the result of equip_to_slot_or_del because it returns false for random jumpsuits, as they delete themselves on init */ \
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var/obj/item/outfit_item = H.get_item_by_slot(##slot_name); \
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if (!outfit_item) { \
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TEST_FAIL("[outfit.name]'s [#outfit_key] is invalid! Could not equip a [outfit.##outfit_key] into that slot."); \
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} \
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outfit_item.on_outfit_equip(H, FALSE, ##slot_name); \
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}
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/// See #66313 and #60901. outfit_sanity used to runtime whenever you had two mergable sheets in either hand. Previously, this only had a 3% chance of occuring. Now 100%.
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/datum/outfit/stacks_in_hands
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name = "Mr. Runtime"
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uniform = /obj/item/clothing/under/suit/tuxedo
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glasses = /obj/item/clothing/glasses/sunglasses
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mask = /obj/item/clothing/mask/cigarette/cigar/havana
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shoes = /obj/item/clothing/shoes/laceup
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l_hand = /obj/item/stack/spacecash/c1000
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r_hand = /obj/item/stack/spacecash/c1000
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/datum/unit_test/outfit_sanity/Run()
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var/mob/living/carbon/human/H = allocate(/mob/living/carbon/human)
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for (var/outfit_type in subtypesof(/datum/outfit))
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// Only make one human and keep undressing it because it's much faster
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for (var/obj/item/I in H.get_equipped_items(include_pockets = TRUE))
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qdel(I)
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var/datum/outfit/outfit = new outfit_type
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outfit.pre_equip(H, TRUE)
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CHECK_OUTFIT_SLOT(uniform, ITEM_SLOT_ICLOTHING)
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CHECK_OUTFIT_SLOT(suit, ITEM_SLOT_OCLOTHING)
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CHECK_OUTFIT_SLOT(belt, ITEM_SLOT_BELT)
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CHECK_OUTFIT_SLOT(gloves, ITEM_SLOT_GLOVES)
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CHECK_OUTFIT_SLOT(shoes, ITEM_SLOT_FEET)
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CHECK_OUTFIT_SLOT(head, ITEM_SLOT_HEAD)
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CHECK_OUTFIT_SLOT(mask, ITEM_SLOT_MASK)
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CHECK_OUTFIT_SLOT(neck, ITEM_SLOT_NECK)
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CHECK_OUTFIT_SLOT(ears, ITEM_SLOT_EARS)
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CHECK_OUTFIT_SLOT(glasses, ITEM_SLOT_EYES)
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CHECK_OUTFIT_SLOT(back, ITEM_SLOT_BACK)
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CHECK_OUTFIT_SLOT(id, ITEM_SLOT_ID)
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CHECK_OUTFIT_SLOT(l_pocket, ITEM_SLOT_LPOCKET)
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CHECK_OUTFIT_SLOT(r_pocket, ITEM_SLOT_RPOCKET)
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CHECK_OUTFIT_SLOT(suit_store, ITEM_SLOT_SUITSTORE)
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if (outfit.backpack_contents || outfit.box)
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var/list/backpack_contents = outfit.backpack_contents?.Copy()
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if (outfit.box)
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if (!backpack_contents)
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backpack_contents = list()
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backpack_contents.Insert(1, outfit.box)
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backpack_contents[outfit.box] = 1
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for (var/path in backpack_contents)
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var/number = backpack_contents[path] || 1
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for (var/_ in 1 to number)
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if (!H.equip_to_slot_or_del(new path(H), ITEM_SLOT_BACKPACK, TRUE))
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TEST_FAIL("[outfit.name]'s backpack_contents are invalid! Couldn't add [path] to backpack.")
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#undef CHECK_OUTFIT_SLOT
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