code/modules/unit_tests/__unit_tests.dm 
TEST_FAIL | For advanced cases, fail unconditionally but don't return (so a test can return multiple results) |
---|---|
TEST_SKIP | Mark the test as skipped. |
TEST_ASSERT | Asserts that a condition is true If the condition is not true, fails the test |
TEST_ASSERT_NOTNULL | Asserts that a parameter is not null |
TEST_ASSERT_NULL | Asserts that a parameter is null |
TEST_ASSERT_EQUAL | Asserts that the two parameters passed are equal, fails otherwise Optionally allows an additional message in the case of a failure |
TEST_ASSERT_NOTEQUAL | Asserts that the two parameters passed are not equal, fails otherwise Optionally allows an additional message in the case of a failure |
TEST_FOCUS | Only run the test provided within the parentheses
This is useful for debugging when you want to reduce noise, but should never be pushed
Intended to be used in the manner of TEST_FOCUS(/datum/unit_test/math) |
UNIT_TEST_PASSED | Constants indicating unit test completion status |
TEST_PRE | Capture pre-unit test mapping error reports. Maybe one day we can take this out back and shoot it. |
TEST_MAP_STANDARDS | Ensures map standards. Runs before standard unit tests as for production maps, these are more important. |
TEST_DEFAULT | Standard unit test priority |
TEST_LONGER | After most test steps, used for tests that run long so shorter issues can be noticed faster |
TEST_DEL_WORLD | This must be the last test to run due to the inherent nature of the test iterating every single tangible atom in the game and qdeleting all of them (while taking long sleeps to make sure the garbage collector fires properly) taking a large amount of time. |
TRAIT_SOURCE_UNIT_TESTS | A trait source when adding traits through unit tests |
ALLOCATE_BOTTOM_LEFT | Helper to allocate a new object with the implied type (the type of the variable it's assigned to) in the corner of the test room |
Define Details
ALLOCATE_BOTTOM_LEFT 
Helper to allocate a new object with the implied type (the type of the variable it's assigned to) in the corner of the test room
TEST_ASSERT 
Asserts that a condition is true If the condition is not true, fails the test
TEST_ASSERT_EQUAL 
Asserts that the two parameters passed are equal, fails otherwise Optionally allows an additional message in the case of a failure
TEST_ASSERT_NOTEQUAL 
Asserts that the two parameters passed are not equal, fails otherwise Optionally allows an additional message in the case of a failure
TEST_ASSERT_NOTNULL 
Asserts that a parameter is not null
TEST_ASSERT_NULL 
Asserts that a parameter is null
TEST_DEFAULT 
Standard unit test priority
TEST_DEL_WORLD 
This must be the last test to run due to the inherent nature of the test iterating every single tangible atom in the game and qdeleting all of them (while taking long sleeps to make sure the garbage collector fires properly) taking a large amount of time.
TEST_FAIL 
For advanced cases, fail unconditionally but don't return (so a test can return multiple results)
TEST_FOCUS 
Only run the test provided within the parentheses
This is useful for debugging when you want to reduce noise, but should never be pushed
Intended to be used in the manner of TEST_FOCUS(/datum/unit_test/math)
TEST_LONGER 
After most test steps, used for tests that run long so shorter issues can be noticed faster
TEST_MAP_STANDARDS 
Ensures map standards. Runs before standard unit tests as for production maps, these are more important.
TEST_PRE 
Capture pre-unit test mapping error reports. Maybe one day we can take this out back and shoot it.
TEST_SKIP 
Mark the test as skipped.
TRAIT_SOURCE_UNIT_TESTS 
A trait source when adding traits through unit tests
UNIT_TEST_PASSED 
Constants indicating unit test completion status