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Fixes an issue with nightmare revival, Unit tests some fully heal stuff (#73612)
## About The Pull Request - Same issue as Ethereals. Owner was `null`ed because the heart was recreated. I opted for a more permanent solution, that being introducing a new flag to avoid recreating organs. - Adds some unit tests for fully heal stuff to make sure it works. ## Why It's Good For The Game More cases of revival working as expected ## Changelog 🆑 Melbert fix: Nightmare revival acts less funky - stops it from re-creating the Light Eater. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
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@@ -114,6 +114,7 @@
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#include "emoting.dm"
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#include "focus_only_tests.dm"
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#include "food_edibility_check.dm"
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#include "full_heal.dm"
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#include "gas_transfer.dm"
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#include "get_turf_pixel.dm"
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#include "geyser.dm"
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@@ -0,0 +1,60 @@
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/// Tests the fully heal flag [HEAL_ORGANS].
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/datum/unit_test/full_heal_heals_organs
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/datum/unit_test/full_heal_heals_organs/Run()
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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for(var/obj/item/organ/internal/organ in dummy.internal_organs)
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organ.applyOrganDamage(50)
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dummy.fully_heal(HEAL_ORGANS)
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for(var/obj/item/organ/internal/organ in dummy.internal_organs)
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if(organ.damage <= 0)
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continue
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TEST_FAIL("Organ [organ] did not get healed by fullyheal flag HEAL_ORGANS.")
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/// Tests the fully heal flag [HEAL_REFRESH_ORGANS].
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/datum/unit_test/full_heal_regenerates_organs
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/datum/unit_test/full_heal_regenerates_organs/Run()
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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var/list/we_started_with = list()
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for(var/obj/item/organ/internal/organ in dummy.internal_organs)
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if(organ.organ_flags & ORGAN_VITAL) // leave this for now
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continue
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we_started_with += organ.type
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qdel(organ)
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TEST_ASSERT(length(we_started_with), "Dummy didn't spawn with any organs to regenerate.")
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dummy.fully_heal(HEAL_REFRESH_ORGANS)
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for(var/obj/item/organ/organ_type as anything in we_started_with)
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if(dummy.getorgan(organ_type))
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continue
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TEST_FAIL("Organ [initial(organ_type.name)] didn't regenerate in the dummy after fullyheal flag HEAL_REFRESH_ORGANS.")
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/// Tests the fully heal combination flag [HEAL_DAMAGE].
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/datum/unit_test/full_heal_damage_types
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/datum/unit_test/full_heal_damage_types/Run()
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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dummy.apply_damages(brute = 10, burn = 10, tox = 10, oxy = 10, clone = 10, stamina = 10)
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dummy.fully_heal(HEAL_DAMAGE)
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if(dummy.getBruteLoss())
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TEST_FAIL("The dummy still had brute damage after a fully heal!")
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if(dummy.getFireLoss())
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TEST_FAIL("The dummy still had burn damage after a fully heal!")
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if(dummy.getToxLoss())
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TEST_FAIL("The dummy still had toxins damage after a fully heal!")
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if(dummy.getOxyLoss())
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TEST_FAIL("The dummy still had oxy damage after a fully heal!")
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if(dummy.getCloneLoss())
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TEST_FAIL("The dummy still had clone damage after a fully heal!")
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if(dummy.getStaminaLoss())
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TEST_FAIL("The dummy still had stamina damage after a fully heal!")
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