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- moves stuff to more sane places so modules folder isn't so messy - adds a world system that is the start of being able to data-define world locations and having the game act differently based on which location a map is in there's no ability to separate 'pre-load map' (and a way for persistence to inject this so we can have moving maps yet) but we can add it in later since things are decently abstracted.
9 lines
394 B
Plaintext
9 lines
394 B
Plaintext
/datum/unit_test/bespoke_id/Run()
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var/datum/element/base = /datum/element
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var/base_index = initial(base.id_arg_index)
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for(var/i in subtypesof(/datum/element))
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var/datum/element/faketype = i
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if((initial(faketype.element_flags) & ELEMENT_BESPOKE) && initial(faketype.id_arg_index) == base_index)
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TEST_FAIL("A bespoke element was not configured with a proper id_arg_index: [faketype]")
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