Files
Bubberstation/code/modules/unit_tests/unit_test.dm
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00

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/*
Usage:
Override /Run() to run your test code
Call TEST_FAIL() to fail the test (You should specify a reason)
You may use /New() and /Destroy() for setup/teardown respectively
You can use the run_loc_floor_bottom_left and run_loc_floor_top_right to get turfs for testing
*/
GLOBAL_DATUM(current_test, /datum/unit_test)
GLOBAL_VAR_INIT(failed_any_test, FALSE)
/// When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
GLOBAL_LIST_EMPTY(unit_test_mapping_logs)
/// Global assoc list of required mapping items, [item typepath] to [required item datum].
GLOBAL_LIST_EMPTY(required_map_items)
/// A list of every test that is currently focused.
/// Use the PERFORM_ALL_TESTS macro instead.
GLOBAL_VAR_INIT(focused_tests, focused_tests())
/proc/focused_tests()
var/list/focused_tests = list()
for (var/datum/unit_test/unit_test as anything in subtypesof(/datum/unit_test))
if (initial(unit_test.focus))
focused_tests += unit_test
return focused_tests.len > 0 ? focused_tests : null
/datum/unit_test
//Bit of metadata for the future maybe
var/list/procs_tested
/// The bottom left floor turf of the testing zone
var/turf/run_loc_floor_bottom_left
/// The top right floor turf of the testing zone
var/turf/run_loc_floor_top_right
///The priority of the test, the larger it is the later it fires
var/priority = TEST_DEFAULT
//internal shit
var/focus = FALSE
var/succeeded = TRUE
var/list/allocated
var/list/fail_reasons
/// Do not instantiate if type matches this
var/abstract_type = /datum/unit_test
/// List of atoms that we don't want to ever initialize in an agnostic context, like for Create and Destroy. Stored on the base datum for usability in other relevant tests that need this data.
var/static/list/uncreatables = null
var/static/datum/space_level/reservation
/proc/cmp_unit_test_priority(datum/unit_test/a, datum/unit_test/b)
return initial(a.priority) - initial(b.priority)
/datum/unit_test/New()
if (isnull(reservation))
var/datum/map_template/unit_tests/template = new
reservation = template.load_new_z()
if (isnull(uncreatables))
uncreatables = build_list_of_uncreatables()
allocated = new
run_loc_floor_bottom_left = get_turf(locate(/obj/effect/landmark/unit_test_bottom_left) in GLOB.landmarks_list)
run_loc_floor_top_right = get_turf(locate(/obj/effect/landmark/unit_test_top_right) in GLOB.landmarks_list)
TEST_ASSERT(isfloorturf(run_loc_floor_bottom_left), "run_loc_floor_bottom_left was not a floor ([run_loc_floor_bottom_left])")
TEST_ASSERT(isfloorturf(run_loc_floor_top_right), "run_loc_floor_top_right was not a floor ([run_loc_floor_top_right])")
/datum/unit_test/Destroy()
QDEL_LIST(allocated)
// clear the test area
for (var/turf/turf in Z_TURFS(run_loc_floor_bottom_left.z))
for (var/content in turf.contents)
if (istype(content, /obj/effect/landmark))
continue
qdel(content)
return ..()
/datum/unit_test/proc/Run()
TEST_FAIL("[type]/Run() called parent or not implemented")
/datum/unit_test/proc/Fail(reason = "No reason", file = "OUTDATED_TEST", line = 1)
succeeded = FALSE
if(!istext(reason))
reason = "FORMATTED: [reason != null ? reason : "NULL"]"
LAZYADD(fail_reasons, list(list(reason, file, line)))
/// Allocates an instance of the provided type, and places it somewhere in an available loc
/// Instances allocated through this proc will be destroyed when the test is over
/datum/unit_test/proc/allocate(type, ...)
var/list/arguments = args.Copy(2)
if(ispath(type, /atom))
if (!arguments.len)
arguments = list(run_loc_floor_bottom_left)
else if (arguments[1] == null)
arguments[1] = run_loc_floor_bottom_left
var/instance
// Byond will throw an index out of bounds if arguments is empty in that arglist call. Sigh
if(length(arguments))
instance = new type(arglist(arguments))
else
instance = new type()
allocated += instance
return instance
/datum/unit_test/proc/test_screenshot(name, icon/icon)
if (!istype(icon))
TEST_FAIL("[icon] is not an icon.")
return
var/path_prefix = replacetext(replacetext("[type]", "/datum/unit_test/", ""), "/", "_")
name = replacetext(name, "/", "_")
var/filename = "code/modules/unit_tests/screenshots/[path_prefix]_[name].png"
if (fexists(filename))
var/data_filename = "data/screenshots/[path_prefix]_[name].png"
fcopy(icon, data_filename)
log_test("\t[path_prefix]_[name] was found, putting in data/screenshots")
else if (fexists("code"))
// We are probably running in a local build
fcopy(icon, filename)
TEST_FAIL("Screenshot for [name] did not exist. One has been created.")
else
// We are probably running in real CI, so just pretend it worked and move on
fcopy(icon, "data/screenshots_new/[path_prefix]_[name].png")
log_test("\t[path_prefix]_[name] was put in data/screenshots_new")
/// Helper for screenshot tests to take an image of an atom from all directions and insert it into one icon
/datum/unit_test/proc/get_flat_icon_for_all_directions(atom/thing, no_anim = TRUE)
var/icon/output = icon('icons/effects/effects.dmi', "nothing")
for (var/direction in GLOB.cardinals)
var/icon/partial = getFlatIcon(thing, defdir = direction, no_anim = no_anim)
output.Insert(partial, dir = direction)
return output
/// Logs a test message. Will use GitHub action syntax found at https://docs.github.com/en/actions/using-workflows/workflow-commands-for-github-actions
/datum/unit_test/proc/log_for_test(text, priority, file, line)
var/map_name = SSmapping.config.map_name
// Need to escape the text to properly support newlines.
var/annotation_text = replacetext(text, "%", "%25")
annotation_text = replacetext(annotation_text, "\n", "%0A")
log_world("::[priority] file=[file],line=[line],title=[map_name]: [type]::[annotation_text]")
/proc/RunUnitTest(datum/unit_test/test_path, list/test_results)
if(ispath(test_path, /datum/unit_test/focus_only))
return
if(initial(test_path.abstract_type) == test_path)
return
var/datum/unit_test/test = new test_path
GLOB.current_test = test
var/duration = REALTIMEOFDAY
var/skip_test = (test_path in SSmapping.config.skipped_tests)
var/test_output_desc = "[test_path]"
var/message = ""
log_world("::group::[test_path]")
if(skip_test)
log_world("[TEST_OUTPUT_YELLOW("SKIPPED")] Skipped run on map [SSmapping.config.map_name].")
else
test.Run()
duration = REALTIMEOFDAY - duration
GLOB.current_test = null
GLOB.failed_any_test |= !test.succeeded
var/list/log_entry = list()
var/list/fail_reasons = test.fail_reasons
for(var/reasonID in 1 to LAZYLEN(fail_reasons))
var/text = fail_reasons[reasonID][1]
var/file = fail_reasons[reasonID][2]
var/line = fail_reasons[reasonID][3]
test.log_for_test(text, "error", file, line)
// Normal log message
log_entry += "\tFAILURE #[reasonID]: [text] at [file]:[line]"
if(length(log_entry))
message = log_entry.Join("\n")
log_test(message)
test_output_desc += " [duration / 10]s"
if (test.succeeded)
log_world("[TEST_OUTPUT_GREEN("PASS")] [test_output_desc]")
log_world("::endgroup::")
if (!test.succeeded && !skip_test)
log_world("::error::[TEST_OUTPUT_RED("FAIL")] [test_output_desc]")
var/final_status = skip_test ? UNIT_TEST_SKIPPED : (test.succeeded ? UNIT_TEST_PASSED : UNIT_TEST_FAILED)
test_results[test_path] = list("status" = final_status, "message" = message, "name" = test_path)
qdel(test)
/// Builds (and returns) a list of atoms that we shouldn't initialize in generic testing, like Create and Destroy.
/// It is appreciated to add the reason why the atom shouldn't be initialized if you add it to this list.
/datum/unit_test/proc/build_list_of_uncreatables()
RETURN_TYPE(/list)
var/list/returnable_list = list()
// The following are just generic, singular types.
returnable_list = list(
// Branch types, should never be created
/turf/closed,
/turf/open,
/turf,
//Never meant to be created, errors out the ass for mobcode reasons
/mob/living/carbon,
//And another
/obj/item/slimecross/recurring,
//This should be obvious
/obj/machinery/doomsday_device,
//Yet more templates
/obj/machinery/restaurant_portal,
//Template type
/obj/effect/mob_spawn,
//Template type
/obj/structure/holosign/robot_seat,
//Singleton
/mob/dview,
//Template type
/obj/item/bodypart,
//This is meant to fail extremely loud every single time it occurs in any environment in any context, and it falsely alarms when this unit test iterates it. Let's not spawn it in.
/obj/merge_conflict_marker,
//briefcase launchpads erroring
/obj/machinery/launchpad/briefcase,
//Both are abstract types meant to scream bloody murder if spawned in raw
/obj/item/organ/external,
/obj/item/organ/external/wings,
//Not meant to spawn without the machine wand
/obj/effect/bug_moving,
)
// Everything that follows is a typesof() check.
//Say it with me now, type template
returnable_list += typesof(/obj/effect/mapping_helpers)
//This turf existing is an error in and of itself
returnable_list += typesof(/turf/baseturf_skipover)
returnable_list += typesof(/turf/baseturf_bottom)
//This demands a borg, so we'll let if off easy
returnable_list += typesof(/obj/item/modular_computer/pda/silicon)
//This one demands a computer, ditto
returnable_list += typesof(/obj/item/modular_computer/processor)
//Very finiky, blacklisting to make things easier
returnable_list += typesof(/obj/item/poster/wanted)
//This expects a seed, we can't pass it
returnable_list += typesof(/obj/item/food/grown)
//Needs clients / mobs to observe it to exist. Also includes hallucinations.
returnable_list += typesof(/obj/effect/client_image_holder)
//Same to above. Needs a client / mob / hallucination to observe it to exist.
returnable_list += typesof(/obj/projectile/hallucination)
returnable_list += typesof(/obj/item/hallucinated)
//We don't have a pod
returnable_list += typesof(/obj/effect/pod_landingzone_effect)
returnable_list += typesof(/obj/effect/pod_landingzone)
//We have a baseturf limit of 10, adding more than 10 baseturf helpers will kill CI, so here's a future edge case to fix.
returnable_list += typesof(/obj/effect/baseturf_helper)
//No tauma to pass in
returnable_list += typesof(/mob/camera/imaginary_friend)
//No heart to give
returnable_list += typesof(/obj/structure/ethereal_crystal)
//No linked console
returnable_list += typesof(/mob/camera/ai_eye/remote/base_construction)
//See above
returnable_list += typesof(/mob/camera/ai_eye/remote/shuttle_docker)
//Hangs a ref post invoke async, which we don't support. Could put a qdeleted check but it feels hacky
returnable_list += typesof(/obj/effect/anomaly/grav/high)
//See above
returnable_list += typesof(/obj/effect/timestop)
//Sparks can ignite a number of things, causing a fire to burn the floor away. Only you can prevent CI fires
returnable_list += typesof(/obj/effect/particle_effect/sparks)
//See above - These are one of those things.
returnable_list += typesof(/obj/effect/decal/cleanable/fuel_pool)
//Invoke async in init, skippppp
returnable_list += typesof(/mob/living/silicon/robot/model)
//This lad also sleeps
returnable_list += typesof(/obj/item/hilbertshotel)
//this boi spawns turf changing stuff, and it stacks and causes pain. Let's just not
returnable_list += typesof(/obj/effect/sliding_puzzle)
//these can explode and cause the turf to be destroyed at unexpected moments
returnable_list += typesof(/obj/effect/mine)
returnable_list += typesof(/obj/effect/spawner/random/contraband/landmine)
returnable_list += typesof(/obj/item/minespawner)
//Stacks baseturfs, can't be tested here
returnable_list += typesof(/obj/effect/temp_visual/lava_warning)
//Stacks baseturfs, can't be tested here
returnable_list += typesof(/obj/effect/landmark/ctf)
//Our system doesn't support it without warning spam from unregister calls on things that never registered
returnable_list += typesof(/obj/docking_port)
//Asks for a shuttle that may not exist, let's leave it alone
returnable_list += typesof(/obj/item/pinpointer/shuttle)
//This spawns beams as a part of init, which can sleep past an async proc. This hangs a ref, and fucks us. It's only a problem here because the beam sleeps with CHECK_TICK
returnable_list += typesof(/obj/structure/alien/resin/flower_bud)
//Needs a linked mecha
returnable_list += typesof(/obj/effect/skyfall_landingzone)
//Expects a mob to holderize, we have nothing to give
returnable_list += typesof(/obj/item/clothing/head/mob_holder)
//Needs cards passed into the initilazation args
returnable_list += typesof(/obj/item/toy/cards/cardhand)
//Needs a holodeck area linked to it which is not guarenteed to exist and technically is supposed to have a 1:1 relationship with computer anyway.
returnable_list += typesof(/obj/machinery/computer/holodeck)
//runtimes if not paired with a landmark
returnable_list += typesof(/obj/structure/transport/linear)
// Runtimes if the associated machinery does not exist, but not the base type
returnable_list += subtypesof(/obj/machinery/airlock_controller)
// Always ought to have an associated escape menu. Any references it could possibly hold would need one regardless.
returnable_list += subtypesof(/atom/movable/screen/escape_menu)
// Can't spawn openspace above nothing, it'll get pissy at me
returnable_list += typesof(/turf/open/space/openspace)
returnable_list += typesof(/turf/open/openspace)
return returnable_list
/proc/RunUnitTests()
CHECK_TICK
var/list/tests_to_run = subtypesof(/datum/unit_test)
var/list/focused_tests = list()
for (var/_test_to_run in tests_to_run)
var/datum/unit_test/test_to_run = _test_to_run
if (initial(test_to_run.focus))
focused_tests += test_to_run
if(length(focused_tests))
tests_to_run = focused_tests
sortTim(tests_to_run, GLOBAL_PROC_REF(cmp_unit_test_priority))
var/list/test_results = list()
//Hell code, we're bound to end the round somehow so let's stop if from ending while we work
SSticker.delay_end = TRUE
for(var/unit_path in tests_to_run)
CHECK_TICK //We check tick first because the unit test we run last may be so expensive that checking tick will lock up this loop forever
RunUnitTest(unit_path, test_results)
SSticker.delay_end = FALSE
var/file_name = "data/unit_tests.json"
fdel(file_name)
file(file_name) << json_encode(test_results)
SSticker.force_ending = ADMIN_FORCE_END_ROUND
//We have to call this manually because del_text can preceed us, and SSticker doesn't fire in the post game
SSticker.declare_completion()
/datum/map_template/unit_tests
name = "Unit Tests Zone"
mappath = "_maps/templates/unit_tests.dmm"