mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-10 23:47:08 +01:00
11a9a2d644
Rewrites Saycode and Langchat to add support for multiple languages in one message, including audible emotes. <img width="1139" height="338" alt="image" src="https://github.com/user-attachments/assets/25e26932-7a6e-4c54-ab74-56fffb92ecad" /> Here's some samples to explain how to mix languages. <img width="422" height="26" alt="image" src="https://github.com/user-attachments/assets/e1b176cc-8625-4dc9-83c8-a053d3f310e6" /> `Languages ,2 can be mixed ,3 like this.` <img width="540" height="21" alt="image" src="https://github.com/user-attachments/assets/19156c67-4670-4d7a-84d7-26e527de2676" /> `!explains, ,2Emotes work too. ,0The text will get auto-quoted.` <img width="592" height="18" alt="image" src="https://github.com/user-attachments/assets/cfc31c5c-2383-41c8-82be-b36836339321" /> `,3Most languages ,0can be ,2mixed ,1arbitrarily, ,3any number of ,0times.` <img width="636" height="20" alt="image" src="https://github.com/user-attachments/assets/388b4f9d-192a-4374-ac31-bbd4e4e5dfe4" /> `,2Emotes. ,eAnd he nods. ,3They don't have to come first anymore.` There are some exceptions. The exceptions are currently anything with any of the flags `SIGNLANG`, `HIVEMIND`, `PRESSUREPROOF`, `KNOWONLYHEAR`. Exceptions work the same as current languages do: they must be the first language in the message. If so, they prevent switching into any other language mid-message; if they're not first, they just wont trigger. They're exceptions currently because there's not really a clean way that I or the people I asked for help on this one to make them look nice. `SIGNLANG` for example doesn't scramble text, it shows it's own ` gestures a lengthy message.` text for those that don't understand. Could we just replace every instance of sign language with that if somebody doesn't understand? Probably. It would look pretty awful though. e.g. `Alina Eskelinen says, "Hello." Alina Eskelinen gestures a short message.` This definitely needs testmerging because it more or less rewrites the entire pipeline surrounding `say`. The `say` code itself had to be rewritten to support the multiple languages, as well as all the existing plumbing for listeners receiving messages. In return though, it's significantly more straightforward and hopefully by extension easier for people to add to in the future. Primarily, instead of having four different `hear_say`, `hear_radio`, `hear_sleep`, etc., routes for messages to come through, every single audible message is received by `hear_message`, which is responsible for figuring out how clear the message is (is the radio damaged? is it a whisper we're eavesdropping on?), who needs to receive it in their chatbox, formatting it correctly for each listener, and finally if any npc or object within range needs to react to it in some way, like a parrot or a mech. changelog: - rscadd: "Adds code-switching: you can now speak in multiple languages in the same message." - rscadd: "Adds audible emotes to the language list. They can be triggered with ,e." - rscdel: "Removes SSrunechat." - refactor: "Rewrote langchat in order to support multiple languages and partial comprehension." - refactor: "Rewrote a vast majority of all saycode and the code responsible for displaying saytext to clients." - bugfix: "Sleeping mobs are no longer able to understand all languages." - bugfix: "Langchat now correctly shows the appropriate comprehension for all viewers rather than all viewers sharing the comprehension of the last viewer." - bugfix: "Languages which are supposed to be invisible when not understood no longer appear as scrambled overhead text." Forgive me whoever has to review this. Biggest areas that have room for error is stuff like a borer inside someone's head, and Dionae stuff. Old langchat had odd exceptions for those and I was forced to rewrite it entirely, but I think I got it all back to how it was working before.
561 lines
16 KiB
Plaintext
561 lines
16 KiB
Plaintext
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/*
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*
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* Mob Unit Tests.
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*
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* Human suffocation in Space.
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* Mob damage Template
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*
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*/
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#define SUCCESS 1
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#define FAILURE 0
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//
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// Tests Life() and mob breathing in space.
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//
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/mob/living/test
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var/heard = FALSE
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// Clientless test mobs still need to reach the output sink to record a hearing.
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/mob/living/test/has_chat_sink()
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return TRUE
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/mob/living/test/on_hear_message(message)
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..()
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if(message)
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heard = TRUE
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/datum/unit_test/mob_hear
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name = "MOB: Living mobs test for mob's speech"
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groups = list("mob")
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var/mob_type = /mob/living/test
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/datum/unit_test/mob_hear/start_test()
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var/mobloc = pick(GLOB.tdome1)
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if(!mobloc)
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TEST_FAIL("Unable to find a location to create test mob")
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return 0
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for(var/mob/M in get_turf(mobloc))
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QDEL_NULL(M)
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var/list/test_speaker = create_test_mob_with_mind(mobloc, mob_type, TRUE)
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var/list/test_listener = create_test_mob_with_mind(mobloc, mob_type, TRUE)
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if(isnull(test_speaker) || isnull(test_listener))
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TEST_FAIL("Check Runtimed in Mob creation")
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return 0
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if(test_speaker["result"] == FAILURE )
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TEST_FAIL(test_speaker["msg"])
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return 0
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else if(test_listener ["result"] == FAILURE)
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TEST_FAIL(test_listener["msg"])
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return 0
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var/mob/living/test/test_speaker_mob = locate(test_speaker["mobref"])
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var/mob/living/test/test_listener_mob = locate(test_listener["mobref"])
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if(isnull(test_speaker_mob) || isnull(test_listener_mob))
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TEST_FAIL("Test unable to set test mob from reference")
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return 0
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if(test_speaker_mob.stat)
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TEST_FAIL("Test needs to be re-written, mob has a stat = [test_speaker_mob.stat]")
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return 0
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else if(test_listener_mob.stat)
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TEST_FAIL("Test needs to be re-written, mob has a stat = [test_speaker_mob.stat]")
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return 0
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if(test_speaker_mob.sleeping || test_listener_mob.sleeping)
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TEST_FAIL("Test needs to be re-written, mob is sleeping for some unknown reason")
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return 0
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var/message = "Test, can you hear me?"
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var/said = test_speaker_mob.say(message)
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if(said && test_listener_mob.heard)
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TEST_PASS("speech test complete, speaker said \"[message]\" and listener received it.")
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return 1
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else if(said)
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TEST_FAIL("speaker said the words, but listener did not hear it. The message was \"[message]\", the difference were X: [test_listener_mob.loc.x - test_speaker_mob.loc.x], Y: [test_listener_mob.loc.y - test_speaker_mob.loc.y]")
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return 0
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else
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TEST_FAIL("speaker did not say the words \"[message]\"")
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return 0
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/datum/unit_test/human_breath
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name = "MOB: Human Suffocates in Space"
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groups = list("mob")
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var/starting_oxyloss = null
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var/ending_oxyloss = null
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var/mob/living/carbon/human/H
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async = 1
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/datum/unit_test/human_breath/start_test()
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var/turf/T = locate(20,20,1) //TODO: Find better way.
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if(!istype(T, /turf/space)) //If the above isn't a space turf then we force it to find one will most likely pick 1,1,1
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T = locate(/turf/space)
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H = new(T)
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starting_oxyloss = damage_check(H, DAMAGE_OXY)
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return 1
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/datum/unit_test/human_breath/check_result()
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if(H.life_tick < 10) // Finish Condition
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return 0 // Return 0 to try again later.
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ending_oxyloss = damage_check(H, DAMAGE_OXY)
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if(starting_oxyloss < ending_oxyloss)
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TEST_PASS("Oxyloss = [ending_oxyloss]")
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else
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TEST_FAIL("Mob is not taking oxygen damage. Damange is [ending_oxyloss]")
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return 1 // return 1 to show we're done and don't want to recheck the result.
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// ============================================================================
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/proc/create_test_mob_with_mind(var/turf/mobloc = null, var/mobtype = /mob/living/carbon/human, var/add_to_playerlist = FALSE)
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var/list/test_result = list("result" = FAILURE, "msg" = "", "mobref" = null)
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if(isnull(mobloc))
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mobloc = pick(GLOB.tdome1)
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if(!mobloc)
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test_result["msg"] = "Unable to find a location to create test mob"
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return test_result
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var/mob/living/L = new mobtype(mobloc)
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L.mind_initialize("TestKey[rand(0,10000)]")
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test_result["result"] = SUCCESS
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test_result["msg"] = "Mob created"
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test_result["mobref"] = "[REF(L)]"
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if(add_to_playerlist)
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GLOB.player_list |= L
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testing("Adding test subject to the player list")
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world << "Adding test subject to the player list"
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return test_result
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//Generic Check
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// TODO: Need to make sure I didn't just recreate the wheel here.
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/proc/damage_check(var/mob/living/M, var/damage_type)
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var/loss = null
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switch(damage_type)
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if(DAMAGE_BRUTE)
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loss = M.getBruteLoss()
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if(DAMAGE_BURN)
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loss = M.getFireLoss()
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if(DAMAGE_TOXIN)
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loss = M.getToxLoss()
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if(DAMAGE_OXY)
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loss = M.getOxyLoss()
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/internal/lungs/L = H.internal_organs_by_name["lungs"]
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if(L)
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loss = L.oxygen_deprivation
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if(DAMAGE_CLONE)
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loss = M.getCloneLoss()
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if(DAMAGE_PAIN)
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loss = M.getHalLoss()
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if(!loss && istype(M, /mob/living/carbon/human)) // Revert IPC's when?
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var/mob/living/carbon/human/H = M // IPC's have robot limbs which don't report damage to getXXXLoss()
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if(istype(H.species, /datum/species/machine)) // So we have ot hard code this check or create a different one for them.
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return H.species.total_health - H.health // TODO: Find better way to do this then hardcoding this formula
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return loss
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// ==============================================================================================================
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//
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//DAMAGE EXPECTATIONS
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// used with expectected_vunerability
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#define STANDARD 0 // Will take standard damage (damage_ratio of 1)
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#define ARMORED 1 // Will take less damage than applied
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#define EXTRA_VULNERABLE 2 // Will take more dmage than applied
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#define IMMUNE 3 // Will take no damage
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//==============================================================================================================
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/datum/unit_test/mob_damage
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name = "MOB: Template for mob damage"
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groups = list("mob")
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var/mob/living/carbon/human/testmob = null
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var/damagetype = DAMAGE_BRUTE
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var/mob_type = /mob/living/carbon/human
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var/expected_vulnerability = STANDARD
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var/check_health = 0
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var/damage_location = BP_CHEST
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/datum/unit_test/mob_damage/start_test()
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var/list/test = create_test_mob_with_mind(null, mob_type)
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var/damage_amount = 5 // Do not raise, if damage >= 10 there is a % chance to reduce damage by half in /obj/item/organ/external/take_damage(), which makes checks impossible.
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if(isnull(test))
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TEST_FAIL("Check Runtimed in Mob creation")
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return 0
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if(test["result"] == FAILURE)
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TEST_FAIL(test["msg"])
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return 0
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var/mob/living/carbon/human/H = locate(test["mobref"])
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if(isnull(H))
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TEST_FAIL("Test unable to set test mob from reference")
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return 0
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if(H.stat)
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TEST_FAIL("Test needs to be re-written, mob has a stat = [H.stat]")
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return 0
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if(H.sleeping)
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TEST_FAIL("Test needs to be re-written, mob is sleeping for some unknown reason")
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return 0
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// Damage the mob
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var/initial_health = H.health
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H.apply_damage(damage_amount, damagetype, damage_location)
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H.updatehealth() // Just in case, though at this time apply_damage does this for us. We operate with the assumption that someone might mess with that proc one day.
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var/ending_damage = damage_check(H, damagetype)
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var/ending_health = H.health
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// Now test this stuff.
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var/failure = 0
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var/damage_ratio = STANDARD
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if (ending_damage == 0)
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damage_ratio = IMMUNE
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else if (ending_damage < damage_amount)
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damage_ratio = ARMORED
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else if (ending_damage > damage_amount)
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damage_ratio = EXTRA_VULNERABLE
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if(damage_ratio != expected_vulnerability)
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failure = 1
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// Now generate the message for this test.
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var/expected_msg = null
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switch(expected_vulnerability)
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if(STANDARD)
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expected_msg = "to take standard damage"
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if(ARMORED)
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expected_msg = "To take less damage"
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if(EXTRA_VULNERABLE)
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expected_msg = "To take extra damage"
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if(IMMUNE)
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expected_msg = "To take no damage"
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var/msg = "Damage taken: [ending_damage] out of [damage_amount] || expected: [expected_msg] \[Overall Health:[ending_health] (Initial: [initial_health])\]"
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if(failure)
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TEST_FAIL(msg)
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else
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TEST_PASS(msg)
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return 1
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// =================================================================
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// Human damage check.
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// =================================================================
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/datum/unit_test/mob_damage/brute
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name = "MOB: Human Brute damage check"
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damagetype = DAMAGE_BRUTE
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/datum/unit_test/mob_damage/fire
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name = "MOB: Human Fire damage check"
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damagetype = DAMAGE_BURN
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/datum/unit_test/mob_damage/tox
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name = "MOB: Human Toxin damage check"
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damagetype = DAMAGE_TOXIN
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/datum/unit_test/mob_damage/oxy
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name = "MOB: Human Oxygen damage check"
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damagetype = DAMAGE_OXY
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/datum/unit_test/mob_damage/clone
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name = "MOB: Human Clone damage check"
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damagetype = DAMAGE_CLONE
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/datum/unit_test/mob_damage/halloss
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name = "MOB: Human Halloss damage check"
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damagetype = DAMAGE_PAIN
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// =================================================================
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// Unathi
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// =================================================================
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/datum/unit_test/mob_damage/unathi
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name = "MOB: Unathi damage check template"
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mob_type = /mob/living/carbon/human/unathi
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/datum/unit_test/mob_damage/unathi/brute
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name = "MOB: Unathi Brute Damage Check"
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damagetype = DAMAGE_BRUTE
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expected_vulnerability = ARMORED
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/datum/unit_test/mob_damage/unathi/fire
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name = "MOB: Unathi Fire Damage Check"
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damagetype = DAMAGE_BURN
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/datum/unit_test/mob_damage/unathi/tox
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name = "MOB: Unathi Toxins Damage Check"
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damagetype = DAMAGE_TOXIN
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/datum/unit_test/mob_damage/unathi/oxy
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name = "MOB: Unathi Oxygen Damage Check"
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damagetype = DAMAGE_OXY
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/datum/unit_test/mob_damage/unathi/clone
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name = "MOB: Unathi Clone Damage Check"
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damagetype = DAMAGE_CLONE
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/datum/unit_test/mob_damage/unathi/halloss
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name = "MOB: Unathi Halloss Damage Check"
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damagetype = DAMAGE_PAIN
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// =================================================================
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// SpessKahjit aka Tajaran
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// =================================================================
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/datum/unit_test/mob_damage/tajaran
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name = "MOB: Tajaran damage check template"
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mob_type = /mob/living/carbon/human/tajaran
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/datum/unit_test/mob_damage/tajaran/brute
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name = "MOB: Tajaran Brute Damage Check"
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damagetype = DAMAGE_BRUTE
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expected_vulnerability = EXTRA_VULNERABLE
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/datum/unit_test/mob_damage/tajaran/fire
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name = "MOB: Tajaran Fire Damage Check"
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damagetype = DAMAGE_BURN
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/datum/unit_test/mob_damage/tajaran/tox
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name = "MOB: Tajaran Toxins Damage Check"
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damagetype = DAMAGE_TOXIN
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/datum/unit_test/mob_damage/tajaran/oxy
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name = "MOB: Tajaran Oxygen Damage Check"
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damagetype = DAMAGE_OXY
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/datum/unit_test/mob_damage/tajaran/clone
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name = "MOB: Tajaran Clone Damage Check"
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damagetype = DAMAGE_CLONE
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/datum/unit_test/mob_damage/tajaran/halloss
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name = "MOB: Tajaran Halloss Damage Check"
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damagetype = DAMAGE_PAIN
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// =================================================================
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// Skrell
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// =================================================================
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/datum/unit_test/mob_damage/skrell
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name = "MOB: Skrell damage check template"
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mob_type = /mob/living/carbon/human/skrell
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/datum/unit_test/mob_damage/skrell/brute
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name = "MOB: Skrell Brute Damage Check"
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damagetype = DAMAGE_BRUTE
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/datum/unit_test/mob_damage/skrell/fire
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name = "MOB: Skrell Fire Damage Check"
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damagetype = DAMAGE_BURN
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/datum/unit_test/mob_damage/skrell/tox
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name = "MOB: Skrell Toxins Damage Check"
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damagetype = DAMAGE_TOXIN
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/datum/unit_test/mob_damage/skrell/oxy
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name = "MOB: Skrell Oxygen Damage Check"
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damagetype = DAMAGE_OXY
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/datum/unit_test/mob_damage/skrell/clone
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name = "MOB: Skrell Clone Damage Check"
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damagetype = DAMAGE_CLONE
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/datum/unit_test/mob_damage/skrell/halloss
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name = "MOB: Skrell Halloss Damage Check"
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damagetype = DAMAGE_PAIN
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// =================================================================
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// Diona
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// =================================================================
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/datum/unit_test/mob_damage/diona
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name = "MOB: Diona damage check template"
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mob_type = /mob/living/carbon/human/diona
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/datum/unit_test/mob_damage/diona/brute
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name = "MOB: Diona Brute Damage Check"
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damagetype = DAMAGE_BRUTE
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expected_vulnerability = ARMORED
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/datum/unit_test/mob_damage/diona/fire
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name = "MOB: Diona Fire Damage Check"
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damagetype = DAMAGE_BURN
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/datum/unit_test/mob_damage/diona/tox
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name = "MOB: Diona Toxins Damage Check"
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damagetype = DAMAGE_TOXIN
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/datum/unit_test/mob_damage/diona/oxy
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name = "MOB: Diona Oxygen Damage Check"
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damagetype = DAMAGE_OXY
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expected_vulnerability = IMMUNE
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/datum/unit_test/mob_damage/diona/clone
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name = "MOB: Diona Clone Damage Check"
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damagetype = DAMAGE_CLONE
|
|
expected_vulnerability = IMMUNE
|
|
|
|
/datum/unit_test/mob_damage/diona/halloss
|
|
name = "MOB: Diona Halloss Damage Check"
|
|
damagetype = DAMAGE_PAIN
|
|
expected_vulnerability = ARMORED
|
|
|
|
// =================================================================
|
|
// SPECIAL WHITTLE SNOWFLAKES aka IPC
|
|
// =================================================================
|
|
|
|
/datum/unit_test/mob_damage/machine
|
|
name = "MOB: IPC damage check template"
|
|
mob_type = /mob/living/carbon/human/machine
|
|
|
|
/datum/unit_test/mob_damage/machine/brute
|
|
name = "MOB: IPC Brute Damage Check"
|
|
damagetype = DAMAGE_BRUTE
|
|
expected_vulnerability = ARMORED
|
|
|
|
/datum/unit_test/mob_damage/machine/fire
|
|
name = "MOB: IPC Fire Damage Check"
|
|
damagetype = DAMAGE_BURN
|
|
expected_vulnerability = EXTRA_VULNERABLE
|
|
|
|
/datum/unit_test/mob_damage/machine/tox
|
|
name = "MOB: IPC Toxins Damage Check"
|
|
damagetype = DAMAGE_TOXIN
|
|
expected_vulnerability = IMMUNE
|
|
|
|
/datum/unit_test/mob_damage/machine/oxy
|
|
name = "MOB: IPC Oxygen Damage Check"
|
|
damagetype = DAMAGE_OXY
|
|
expected_vulnerability = IMMUNE
|
|
|
|
/datum/unit_test/mob_damage/machine/clone
|
|
name = "MOB: IPC Clone Damage Check"
|
|
damagetype = DAMAGE_CLONE
|
|
expected_vulnerability = IMMUNE
|
|
|
|
/datum/unit_test/mob_damage/machine/halloss
|
|
name = "MOB: IPC Halloss Damage Check"
|
|
damagetype = DAMAGE_PAIN
|
|
expected_vulnerability = IMMUNE
|
|
|
|
// =================================================================
|
|
// Vaurca Worker
|
|
// =================================================================
|
|
|
|
/datum/unit_test/mob_damage/vaurca
|
|
name = "MOB: Vaurca damage check template"
|
|
mob_type = /mob/living/carbon/human/type_a
|
|
|
|
/datum/unit_test/mob_damage/vaurca/brute
|
|
name = "MOB: Vaurca Brute Damage Check"
|
|
damagetype = DAMAGE_BRUTE
|
|
expected_vulnerability = ARMORED
|
|
|
|
/datum/unit_test/mob_damage/vaurca/fire
|
|
name = "MOB: Vaurca Fire Damage Check"
|
|
damagetype = DAMAGE_BURN
|
|
expected_vulnerability = EXTRA_VULNERABLE
|
|
|
|
/datum/unit_test/mob_damage/vaurca/tox
|
|
name = "MOB: Vaurca Toxins Damage Check"
|
|
damagetype = DAMAGE_TOXIN
|
|
expected_vulnerability = EXTRA_VULNERABLE
|
|
|
|
/datum/unit_test/mob_damage/vaurca/oxy
|
|
name = "MOB: Vaurca Oxygen Damage Check"
|
|
damagetype = DAMAGE_OXY
|
|
expected_vulnerability = ARMORED
|
|
|
|
/datum/unit_test/mob_damage/vaurca/clone
|
|
name = "MOB: Vaurca Clone Damage Check"
|
|
damagetype = DAMAGE_CLONE
|
|
|
|
/datum/unit_test/mob_damage/vaurca/halloss
|
|
name = "MOB: Vaurca Halloss Damage Check"
|
|
damagetype = DAMAGE_PAIN
|
|
|
|
// ==============================================================================
|
|
|
|
|
|
/datum/unit_test/robot_module_icons
|
|
name = "MOB: Robot module icon check"
|
|
groups = list("mob")
|
|
|
|
var/icon_file = 'icons/hud/mob/robot.dmi'
|
|
|
|
/datum/unit_test/robot_module_icons/start_test()
|
|
var/failed = 0
|
|
if(!isicon(icon_file))
|
|
TEST_FAIL("[icon_file] is not a valid icon file.")
|
|
return 1
|
|
|
|
var/list/valid_states = icon_states(icon_file)
|
|
|
|
if(!valid_states.len)
|
|
return 1
|
|
|
|
for(var/i=1, i<=GLOB.robot_modules.len, i++)
|
|
var/bad_msg = "--------------- [GLOB.robot_modules[i]]"
|
|
if(!(lowertext(GLOB.robot_modules[i]) in valid_states))
|
|
TEST_FAIL(TEST_OUTPUT_RED(("[bad_msg] does not contain a valid icon state in [icon_file]")))
|
|
failed=1
|
|
|
|
if(failed)
|
|
TEST_FAIL("Some icon states did not exist")
|
|
else
|
|
TEST_PASS("All modules had valid icon states")
|
|
|
|
return 1
|
|
|
|
#undef IMMUNE
|
|
#undef SUCCESS
|
|
#undef FAILURE
|