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