mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-30 02:52:30 +00:00
## 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?       ## 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>
371 lines
14 KiB
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371 lines
14 KiB
Plaintext
/*
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Usage:
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Override /Run() to run your test code
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Call TEST_FAIL() to fail the test (You should specify a reason)
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You may use /New() and /Destroy() for setup/teardown respectively
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You can use the run_loc_floor_bottom_left and run_loc_floor_top_right to get turfs for testing
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*/
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GLOBAL_DATUM(current_test, /datum/unit_test)
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GLOBAL_VAR_INIT(failed_any_test, FALSE)
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/// When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
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GLOBAL_LIST_EMPTY(unit_test_mapping_logs)
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/// Global assoc list of required mapping items, [item typepath] to [required item datum].
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GLOBAL_LIST_EMPTY(required_map_items)
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/// A list of every test that is currently focused.
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/// Use the PERFORM_ALL_TESTS macro instead.
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GLOBAL_VAR_INIT(focused_tests, focused_tests())
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/proc/focused_tests()
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var/list/focused_tests = list()
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for (var/datum/unit_test/unit_test as anything in subtypesof(/datum/unit_test))
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if (initial(unit_test.focus))
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focused_tests += unit_test
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return focused_tests.len > 0 ? focused_tests : null
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/datum/unit_test
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//Bit of metadata for the future maybe
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var/list/procs_tested
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/// The bottom left floor turf of the testing zone
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var/turf/run_loc_floor_bottom_left
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/// The top right floor turf of the testing zone
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var/turf/run_loc_floor_top_right
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///The priority of the test, the larger it is the later it fires
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var/priority = TEST_DEFAULT
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//internal shit
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var/focus = FALSE
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var/succeeded = TRUE
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var/list/allocated
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var/list/fail_reasons
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/// Do not instantiate if type matches this
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var/abstract_type = /datum/unit_test
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/// 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.
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var/static/list/uncreatables = null
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var/static/datum/space_level/reservation
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/proc/cmp_unit_test_priority(datum/unit_test/a, datum/unit_test/b)
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return initial(a.priority) - initial(b.priority)
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/datum/unit_test/New()
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if (isnull(reservation))
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var/datum/map_template/unit_tests/template = new
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reservation = template.load_new_z()
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if (isnull(uncreatables))
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uncreatables = build_list_of_uncreatables()
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allocated = new
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run_loc_floor_bottom_left = get_turf(locate(/obj/effect/landmark/unit_test_bottom_left) in GLOB.landmarks_list)
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run_loc_floor_top_right = get_turf(locate(/obj/effect/landmark/unit_test_top_right) in GLOB.landmarks_list)
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TEST_ASSERT(isfloorturf(run_loc_floor_bottom_left), "run_loc_floor_bottom_left was not a floor ([run_loc_floor_bottom_left])")
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TEST_ASSERT(isfloorturf(run_loc_floor_top_right), "run_loc_floor_top_right was not a floor ([run_loc_floor_top_right])")
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/datum/unit_test/Destroy()
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QDEL_LIST(allocated)
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// clear the test area
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for (var/turf/turf in Z_TURFS(run_loc_floor_bottom_left.z))
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for (var/content in turf.contents)
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if (istype(content, /obj/effect/landmark))
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continue
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qdel(content)
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return ..()
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/datum/unit_test/proc/Run()
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TEST_FAIL("[type]/Run() called parent or not implemented")
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/datum/unit_test/proc/Fail(reason = "No reason", file = "OUTDATED_TEST", line = 1)
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succeeded = FALSE
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if(!istext(reason))
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reason = "FORMATTED: [reason != null ? reason : "NULL"]"
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LAZYADD(fail_reasons, list(list(reason, file, line)))
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/// Allocates an instance of the provided type, and places it somewhere in an available loc
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/// Instances allocated through this proc will be destroyed when the test is over
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/datum/unit_test/proc/allocate(type, ...)
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var/list/arguments = args.Copy(2)
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if(ispath(type, /atom))
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if (!arguments.len)
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arguments = list(run_loc_floor_bottom_left)
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else if (arguments[1] == null)
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arguments[1] = run_loc_floor_bottom_left
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var/instance
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// Byond will throw an index out of bounds if arguments is empty in that arglist call. Sigh
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if(length(arguments))
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instance = new type(arglist(arguments))
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else
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instance = new type()
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allocated += instance
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return instance
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/datum/unit_test/proc/test_screenshot(name, icon/icon)
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if (!istype(icon))
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TEST_FAIL("[icon] is not an icon.")
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return
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var/path_prefix = replacetext(replacetext("[type]", "/datum/unit_test/", ""), "/", "_")
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name = replacetext(name, "/", "_")
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var/filename = "code/modules/unit_tests/screenshots/[path_prefix]_[name].png"
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if (fexists(filename))
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var/data_filename = "data/screenshots/[path_prefix]_[name].png"
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fcopy(icon, data_filename)
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log_test("\t[path_prefix]_[name] was found, putting in data/screenshots")
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else if (fexists("code"))
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// We are probably running in a local build
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fcopy(icon, filename)
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TEST_FAIL("Screenshot for [name] did not exist. One has been created.")
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else
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// We are probably running in real CI, so just pretend it worked and move on
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fcopy(icon, "data/screenshots_new/[path_prefix]_[name].png")
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log_test("\t[path_prefix]_[name] was put in data/screenshots_new")
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/// Helper for screenshot tests to take an image of an atom from all directions and insert it into one icon
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/datum/unit_test/proc/get_flat_icon_for_all_directions(atom/thing, no_anim = TRUE)
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var/icon/output = icon('icons/effects/effects.dmi', "nothing")
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for (var/direction in GLOB.cardinals)
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var/icon/partial = getFlatIcon(thing, defdir = direction, no_anim = no_anim)
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output.Insert(partial, dir = direction)
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return output
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/// Logs a test message. Will use GitHub action syntax found at https://docs.github.com/en/actions/using-workflows/workflow-commands-for-github-actions
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/datum/unit_test/proc/log_for_test(text, priority, file, line)
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var/map_name = SSmapping.config.map_name
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// Need to escape the text to properly support newlines.
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var/annotation_text = replacetext(text, "%", "%25")
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annotation_text = replacetext(annotation_text, "\n", "%0A")
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log_world("::[priority] file=[file],line=[line],title=[map_name]: [type]::[annotation_text]")
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/proc/RunUnitTest(datum/unit_test/test_path, list/test_results)
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if(ispath(test_path, /datum/unit_test/focus_only))
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return
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if(initial(test_path.abstract_type) == test_path)
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return
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var/datum/unit_test/test = new test_path
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GLOB.current_test = test
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var/duration = REALTIMEOFDAY
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var/skip_test = (test_path in SSmapping.config.skipped_tests)
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var/test_output_desc = "[test_path]"
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var/message = ""
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log_world("::group::[test_path]")
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if(skip_test)
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log_world("[TEST_OUTPUT_YELLOW("SKIPPED")] Skipped run on map [SSmapping.config.map_name].")
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else
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test.Run()
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duration = REALTIMEOFDAY - duration
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GLOB.current_test = null
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GLOB.failed_any_test |= !test.succeeded
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var/list/log_entry = list()
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var/list/fail_reasons = test.fail_reasons
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for(var/reasonID in 1 to LAZYLEN(fail_reasons))
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var/text = fail_reasons[reasonID][1]
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var/file = fail_reasons[reasonID][2]
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var/line = fail_reasons[reasonID][3]
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test.log_for_test(text, "error", file, line)
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// Normal log message
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log_entry += "\tFAILURE #[reasonID]: [text] at [file]:[line]"
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if(length(log_entry))
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message = log_entry.Join("\n")
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log_test(message)
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test_output_desc += " [duration / 10]s"
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if (test.succeeded)
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log_world("[TEST_OUTPUT_GREEN("PASS")] [test_output_desc]")
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log_world("::endgroup::")
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if (!test.succeeded && !skip_test)
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log_world("::error::[TEST_OUTPUT_RED("FAIL")] [test_output_desc]")
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var/final_status = skip_test ? UNIT_TEST_SKIPPED : (test.succeeded ? UNIT_TEST_PASSED : UNIT_TEST_FAILED)
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test_results[test_path] = list("status" = final_status, "message" = message, "name" = test_path)
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qdel(test)
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/// Builds (and returns) a list of atoms that we shouldn't initialize in generic testing, like Create and Destroy.
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/// It is appreciated to add the reason why the atom shouldn't be initialized if you add it to this list.
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/datum/unit_test/proc/build_list_of_uncreatables()
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RETURN_TYPE(/list)
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var/list/returnable_list = list()
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// The following are just generic, singular types.
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returnable_list = list(
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// Branch types, should never be created
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/turf/closed,
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/turf/open,
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/turf,
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//Never meant to be created, errors out the ass for mobcode reasons
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/mob/living/carbon,
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//And another
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/obj/item/slimecross/recurring,
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//This should be obvious
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/obj/machinery/doomsday_device,
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//Yet more templates
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/obj/machinery/restaurant_portal,
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//Template type
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/obj/effect/mob_spawn,
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//Template type
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/obj/structure/holosign/robot_seat,
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//Singleton
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/mob/dview,
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//Template type
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/obj/item/bodypart,
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//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.
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/obj/merge_conflict_marker,
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//briefcase launchpads erroring
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/obj/machinery/launchpad/briefcase,
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//Both are abstract types meant to scream bloody murder if spawned in raw
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/obj/item/organ/external,
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/obj/item/organ/external/wings,
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//Not meant to spawn without the machine wand
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/obj/effect/bug_moving,
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)
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// Everything that follows is a typesof() check.
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//Say it with me now, type template
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returnable_list += typesof(/obj/effect/mapping_helpers)
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//This turf existing is an error in and of itself
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returnable_list += typesof(/turf/baseturf_skipover)
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returnable_list += typesof(/turf/baseturf_bottom)
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//This demands a borg, so we'll let if off easy
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returnable_list += typesof(/obj/item/modular_computer/pda/silicon)
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//This one demands a computer, ditto
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returnable_list += typesof(/obj/item/modular_computer/processor)
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//Very finiky, blacklisting to make things easier
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returnable_list += typesof(/obj/item/poster/wanted)
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//This expects a seed, we can't pass it
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returnable_list += typesof(/obj/item/food/grown)
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//Needs clients / mobs to observe it to exist. Also includes hallucinations.
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returnable_list += typesof(/obj/effect/client_image_holder)
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//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"
|