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siliconsandGitHub 1270722e8d storytellers: world system + very slight codebase reorganization (#6490)
- 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.
2024-06-06 16:57:19 -06:00

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/datum/unit_test/initialize_sanity/Run()
if(length(SSatoms.BadInitializeCalls))
TEST_FAIL("Bad Initialize() calls detected. Please read logs.")
var/list/init_failures_to_text = list(
"[BAD_INIT_QDEL_BEFORE]" = "Qdeleted Before Initialized",
"[BAD_INIT_DIDNT_INIT]" = "Did Not Initialize",
"[BAD_INIT_SLEPT]" = "Initialize() Slept",
"[BAD_INIT_NO_HINT]" = "No Initialize() Hint Returned",
)
for(var/failure in SSatoms.BadInitializeCalls)
log_world("[failure]: [init_failures_to_text["[SSatoms.BadInitializeCalls[failure]]"]]") // You like stacked brackets?