mirror of
https://github.com/Bubberstation/Bubberstation.git
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Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
This commit is contained in:
co-authored by
Aleksej Komarov
parent
39e8bd721f
commit
62676e72a8
@@ -1,32 +1,32 @@
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//include unit test files in this module in this ifdef
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//Keep this sorted alphabetically
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#ifdef UNIT_TESTS
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/// Asserts that a condition is true
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/// If the condition is not true, fails the test
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#define TEST_ASSERT(assertion, reason) if (!(assertion)) { return Fail("Assertion failed: [reason || "No reason"]") }
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/// Asserts that the two parameters passed are equal, fails otherwise
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/// Optionally allows an additional message in the case of a failure
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#define TEST_ASSERT_EQUAL(a, b, message) if ((a) != (b)) { return Fail("Expected [a] to be equal to [b].[message ? " [message]" : ""]") }
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#include "anchored_mobs.dm"
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#include "bespoke_id.dm"
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#include "card_mismatch.dm"
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#include "chain_pull_through_space.dm"
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#include "component_tests.dm"
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#include "outfit_sanity.dm"
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#include "plantgrowth_tests.dm"
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#include "reagent_id_typos.dm"
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#include "reagent_recipe_collisions.dm"
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#include "siunit.dm"
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#include "spawn_humans.dm"
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#include "species_whitelists.dm"
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#include "subsystem_init.dm"
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#include "surgeries.dm"
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#include "timer_sanity.dm"
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#include "unit_test.dm"
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#undef TEST_ASSERT
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#undef TEST_ASSERT_EQUAL
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#endif
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//include unit test files in this module in this ifdef
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//Keep this sorted alphabetically
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#ifdef UNIT_TESTS
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/// Asserts that a condition is true
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/// If the condition is not true, fails the test
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#define TEST_ASSERT(assertion, reason) if (!(assertion)) { return Fail("Assertion failed: [reason || "No reason"]") }
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/// Asserts that the two parameters passed are equal, fails otherwise
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/// Optionally allows an additional message in the case of a failure
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#define TEST_ASSERT_EQUAL(a, b, message) if ((a) != (b)) { return Fail("Expected [a] to be equal to [b].[message ? " [message]" : ""]") }
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#include "anchored_mobs.dm"
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#include "bespoke_id.dm"
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#include "card_mismatch.dm"
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#include "chain_pull_through_space.dm"
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#include "component_tests.dm"
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#include "outfit_sanity.dm"
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#include "plantgrowth_tests.dm"
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#include "reagent_id_typos.dm"
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#include "reagent_recipe_collisions.dm"
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#include "siunit.dm"
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#include "spawn_humans.dm"
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#include "species_whitelists.dm"
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#include "subsystem_init.dm"
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#include "surgeries.dm"
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#include "timer_sanity.dm"
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#include "unit_test.dm"
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#undef TEST_ASSERT
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#undef TEST_ASSERT_EQUAL
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#endif
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@@ -1,9 +1,9 @@
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/datum/unit_test/anchored_mobs/Run()
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var/list/L = list()
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for(var/i in typesof(/mob))
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var/mob/M = i
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if(initial(M.anchored))
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L += "[i]"
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if(!L.len)
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return //passed!
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Fail("The following mobs are defined as anchored. This is incompatible with the new move force/resist system and needs to be revised.: [L.Join(" ")]")
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/datum/unit_test/anchored_mobs/Run()
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var/list/L = list()
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for(var/i in typesof(/mob))
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var/mob/M = i
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if(initial(M.anchored))
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L += "[i]"
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if(!L.len)
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return //passed!
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Fail("The following mobs are defined as anchored. This is incompatible with the new move force/resist system and needs to be revised.: [L.Join(" ")]")
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@@ -1,62 +1,62 @@
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/datum/unit_test/chain_pull_through_space
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var/turf/open/space/space_tile
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var/turf/claimed_tile
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var/mob/living/carbon/human/alice
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var/mob/living/carbon/human/bob
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var/mob/living/carbon/human/charlie
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/datum/unit_test/chain_pull_through_space/New()
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..()
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// Create a space tile that goes to another z-level
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claimed_tile = run_loc_bottom_left
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space_tile = new(locate(run_loc_bottom_left.x, run_loc_bottom_left.y, run_loc_bottom_left.z))
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space_tile.destination_x = 100
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space_tile.destination_y = 100
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space_tile.destination_z = 5
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// Create our list of humans, all adjacent to one another
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alice = new(locate(run_loc_bottom_left.x + 2, run_loc_bottom_left.y, run_loc_bottom_left.z))
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alice.name = "Alice"
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bob = new(locate(run_loc_bottom_left.x + 3, run_loc_bottom_left.y, run_loc_bottom_left.z))
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bob.name = "Bob"
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charlie = new(locate(run_loc_bottom_left.x + 4, run_loc_bottom_left.y, run_loc_bottom_left.z))
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charlie.name = "Charlie"
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/datum/unit_test/chain_pull_through_space/Destroy()
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space_tile.copyTurf(claimed_tile)
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qdel(alice)
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qdel(bob)
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qdel(charlie)
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return ..()
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/datum/unit_test/chain_pull_through_space/Run()
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// Alice pulls Bob, who pulls Charlie
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// Normally, when Alice moves forward, the rest follow
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alice.start_pulling(bob)
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bob.start_pulling(charlie)
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// Walk normally to the left, make sure we're still a chain
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alice.Move(locate(run_loc_bottom_left.x + 1, run_loc_bottom_left.y, run_loc_bottom_left.z))
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if (bob.x != run_loc_bottom_left.x + 2)
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return Fail("During normal move, Bob was not at the correct x ([bob.x])")
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if (charlie.x != run_loc_bottom_left.x + 3)
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return Fail("During normal move, Charlie was not at the correct x ([charlie.x])")
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// We're going through the space turf now that should teleport us
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alice.Move(run_loc_bottom_left)
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if (alice.z != space_tile.destination_z)
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return Fail("Alice did not teleport to the destination z-level. Current location: ([alice.x], [alice.y], [alice.z])")
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if (bob.z != space_tile.destination_z)
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return Fail("Bob did not teleport to the destination z-level. Current location: ([bob.x], [bob.y], [bob.z])")
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if (!bob.Adjacent(alice))
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return Fail("Bob is not adjacent to Alice. Bob is at [bob.x], Alice is at [alice.x]")
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if (charlie.z != space_tile.destination_z)
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return Fail("Charlie did not teleport to the destination z-level. Current location: ([charlie.x], [charlie.y], [charlie.z])")
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if (!charlie.Adjacent(bob))
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return Fail("Charlie is not adjacent to Bob. Charlie is at [charlie.x], Bob is at [bob.x]")
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/datum/unit_test/chain_pull_through_space
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var/turf/open/space/space_tile
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var/turf/claimed_tile
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var/mob/living/carbon/human/alice
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var/mob/living/carbon/human/bob
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var/mob/living/carbon/human/charlie
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/datum/unit_test/chain_pull_through_space/New()
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..()
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// Create a space tile that goes to another z-level
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claimed_tile = run_loc_bottom_left
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space_tile = new(locate(run_loc_bottom_left.x, run_loc_bottom_left.y, run_loc_bottom_left.z))
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space_tile.destination_x = 100
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space_tile.destination_y = 100
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space_tile.destination_z = 5
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// Create our list of humans, all adjacent to one another
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alice = new(locate(run_loc_bottom_left.x + 2, run_loc_bottom_left.y, run_loc_bottom_left.z))
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alice.name = "Alice"
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bob = new(locate(run_loc_bottom_left.x + 3, run_loc_bottom_left.y, run_loc_bottom_left.z))
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bob.name = "Bob"
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charlie = new(locate(run_loc_bottom_left.x + 4, run_loc_bottom_left.y, run_loc_bottom_left.z))
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charlie.name = "Charlie"
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/datum/unit_test/chain_pull_through_space/Destroy()
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space_tile.copyTurf(claimed_tile)
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qdel(alice)
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qdel(bob)
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qdel(charlie)
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return ..()
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/datum/unit_test/chain_pull_through_space/Run()
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// Alice pulls Bob, who pulls Charlie
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// Normally, when Alice moves forward, the rest follow
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alice.start_pulling(bob)
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bob.start_pulling(charlie)
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// Walk normally to the left, make sure we're still a chain
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alice.Move(locate(run_loc_bottom_left.x + 1, run_loc_bottom_left.y, run_loc_bottom_left.z))
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if (bob.x != run_loc_bottom_left.x + 2)
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return Fail("During normal move, Bob was not at the correct x ([bob.x])")
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if (charlie.x != run_loc_bottom_left.x + 3)
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return Fail("During normal move, Charlie was not at the correct x ([charlie.x])")
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// We're going through the space turf now that should teleport us
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alice.Move(run_loc_bottom_left)
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if (alice.z != space_tile.destination_z)
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return Fail("Alice did not teleport to the destination z-level. Current location: ([alice.x], [alice.y], [alice.z])")
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if (bob.z != space_tile.destination_z)
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return Fail("Bob did not teleport to the destination z-level. Current location: ([bob.x], [bob.y], [bob.z])")
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if (!bob.Adjacent(alice))
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return Fail("Bob is not adjacent to Alice. Bob is at [bob.x], Alice is at [alice.x]")
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if (charlie.z != space_tile.destination_z)
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return Fail("Charlie did not teleport to the destination z-level. Current location: ([charlie.x], [charlie.y], [charlie.z])")
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if (!charlie.Adjacent(bob))
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return Fail("Charlie is not adjacent to Bob. Charlie is at [charlie.x], Bob is at [bob.x]")
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@@ -1,12 +1,12 @@
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/datum/unit_test/component_duping/Run()
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var/list/bad_dms = list()
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var/list/bad_dts = list()
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for(var/t in typesof(/datum/component))
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var/datum/component/comp = t
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if(!isnum(initial(comp.dupe_mode)))
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bad_dms += t
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var/dupe_type = initial(comp.dupe_type)
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if(dupe_type && !ispath(dupe_type))
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bad_dts += t
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if(length(bad_dms) || length(bad_dts))
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Fail("Components with invalid dupe modes: ([bad_dms.Join(",")]) ||| Components with invalid dupe types: ([bad_dts.Join(",")])")
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/datum/unit_test/component_duping/Run()
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var/list/bad_dms = list()
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var/list/bad_dts = list()
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for(var/t in typesof(/datum/component))
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var/datum/component/comp = t
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if(!isnum(initial(comp.dupe_mode)))
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bad_dms += t
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var/dupe_type = initial(comp.dupe_type)
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if(dupe_type && !ispath(dupe_type))
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bad_dts += t
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if(length(bad_dms) || length(bad_dts))
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Fail("Components with invalid dupe modes: ([bad_dms.Join(",")]) ||| Components with invalid dupe types: ([bad_dts.Join(",")])")
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@@ -1,50 +1,50 @@
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#define CHECK_OUTFIT_SLOT(outfit_key, slot_name) if (outfit.##outfit_key) { \
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H.equip_to_slot_or_del(new outfit.##outfit_key(H), ##slot_name, TRUE); \
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/* We don't check the result of equip_to_slot_or_del because it returns false for random jumpsuits, as they delete themselves on init */ \
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if (!H.get_item_by_slot(##slot_name)) { \
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Fail("[outfit.name]'s [#outfit_key] is invalid!"); \
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} \
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}
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/datum/unit_test/outfit_sanity/Run()
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var/mob/living/carbon/human/H = allocate(/mob/living/carbon/human)
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for (var/outfit_type in subtypesof(/datum/outfit))
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// Only make one human and keep undressing it because it's much faster
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for (var/obj/item/I in H.get_equipped_items(include_pockets = TRUE))
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qdel(I)
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var/datum/outfit/outfit = new outfit_type
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outfit.pre_equip(H, TRUE)
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CHECK_OUTFIT_SLOT(uniform, ITEM_SLOT_ICLOTHING)
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CHECK_OUTFIT_SLOT(suit, ITEM_SLOT_OCLOTHING)
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CHECK_OUTFIT_SLOT(back, ITEM_SLOT_BACK)
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CHECK_OUTFIT_SLOT(belt, ITEM_SLOT_BELT)
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CHECK_OUTFIT_SLOT(gloves, ITEM_SLOT_GLOVES)
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CHECK_OUTFIT_SLOT(shoes, ITEM_SLOT_FEET)
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CHECK_OUTFIT_SLOT(head, ITEM_SLOT_HEAD)
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CHECK_OUTFIT_SLOT(mask, ITEM_SLOT_MASK)
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CHECK_OUTFIT_SLOT(neck, ITEM_SLOT_NECK)
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CHECK_OUTFIT_SLOT(ears, ITEM_SLOT_EARS)
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CHECK_OUTFIT_SLOT(glasses, ITEM_SLOT_EYES)
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CHECK_OUTFIT_SLOT(id, ITEM_SLOT_ID)
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CHECK_OUTFIT_SLOT(suit_store, ITEM_SLOT_SUITSTORE)
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CHECK_OUTFIT_SLOT(l_pocket, ITEM_SLOT_LPOCKET)
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CHECK_OUTFIT_SLOT(r_pocket, ITEM_SLOT_RPOCKET)
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if (outfit.backpack_contents || outfit.box)
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var/list/backpack_contents = outfit.backpack_contents?.Copy()
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if (outfit.box)
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if (!backpack_contents)
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backpack_contents = list()
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backpack_contents.Insert(1, outfit.box)
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backpack_contents[outfit.box] = 1
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for (var/path in backpack_contents)
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var/number = backpack_contents[path] || 1
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for (var/_ in 1 to number)
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if (!H.equip_to_slot_or_del(new path(H), ITEM_SLOT_BACKPACK, TRUE))
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Fail("[outfit.name]'s backpack_contents are invalid! Couldn't add [path] to backpack.")
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#undef CHECK_OUTFIT_SLOT
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#define CHECK_OUTFIT_SLOT(outfit_key, slot_name) if (outfit.##outfit_key) { \
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H.equip_to_slot_or_del(new outfit.##outfit_key(H), ##slot_name, TRUE); \
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/* We don't check the result of equip_to_slot_or_del because it returns false for random jumpsuits, as they delete themselves on init */ \
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if (!H.get_item_by_slot(##slot_name)) { \
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Fail("[outfit.name]'s [#outfit_key] is invalid!"); \
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} \
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}
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/datum/unit_test/outfit_sanity/Run()
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var/mob/living/carbon/human/H = allocate(/mob/living/carbon/human)
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for (var/outfit_type in subtypesof(/datum/outfit))
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// Only make one human and keep undressing it because it's much faster
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for (var/obj/item/I in H.get_equipped_items(include_pockets = TRUE))
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qdel(I)
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var/datum/outfit/outfit = new outfit_type
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outfit.pre_equip(H, TRUE)
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CHECK_OUTFIT_SLOT(uniform, ITEM_SLOT_ICLOTHING)
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CHECK_OUTFIT_SLOT(suit, ITEM_SLOT_OCLOTHING)
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CHECK_OUTFIT_SLOT(back, ITEM_SLOT_BACK)
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CHECK_OUTFIT_SLOT(belt, ITEM_SLOT_BELT)
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CHECK_OUTFIT_SLOT(gloves, ITEM_SLOT_GLOVES)
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CHECK_OUTFIT_SLOT(shoes, ITEM_SLOT_FEET)
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CHECK_OUTFIT_SLOT(head, ITEM_SLOT_HEAD)
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CHECK_OUTFIT_SLOT(mask, ITEM_SLOT_MASK)
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CHECK_OUTFIT_SLOT(neck, ITEM_SLOT_NECK)
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CHECK_OUTFIT_SLOT(ears, ITEM_SLOT_EARS)
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CHECK_OUTFIT_SLOT(glasses, ITEM_SLOT_EYES)
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CHECK_OUTFIT_SLOT(id, ITEM_SLOT_ID)
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CHECK_OUTFIT_SLOT(suit_store, ITEM_SLOT_SUITSTORE)
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CHECK_OUTFIT_SLOT(l_pocket, ITEM_SLOT_LPOCKET)
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CHECK_OUTFIT_SLOT(r_pocket, ITEM_SLOT_RPOCKET)
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if (outfit.backpack_contents || outfit.box)
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var/list/backpack_contents = outfit.backpack_contents?.Copy()
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if (outfit.box)
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if (!backpack_contents)
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backpack_contents = list()
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backpack_contents.Insert(1, outfit.box)
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backpack_contents[outfit.box] = 1
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for (var/path in backpack_contents)
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var/number = backpack_contents[path] || 1
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for (var/_ in 1 to number)
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if (!H.equip_to_slot_or_del(new path(H), ITEM_SLOT_BACKPACK, TRUE))
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Fail("[outfit.name]'s backpack_contents are invalid! Couldn't add [path] to backpack.")
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#undef CHECK_OUTFIT_SLOT
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@@ -1,7 +1,7 @@
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/datum/unit_test/spawn_humans/Run()
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var/locs = block(run_loc_bottom_left, run_loc_top_right)
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for(var/I in 1 to 5)
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new /mob/living/carbon/human(pick(locs))
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sleep(50)
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/datum/unit_test/spawn_humans/Run()
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var/locs = block(run_loc_bottom_left, run_loc_top_right)
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for(var/I in 1 to 5)
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new /mob/living/carbon/human(pick(locs))
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sleep(50)
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@@ -1,79 +1,79 @@
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/datum/unit_test/amputation/Run()
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var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human)
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var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
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TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 0, "Patient is somehow missing limbs before surgery")
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var/datum/surgery/amputation/surgery = new(patient, BODY_ZONE_R_ARM, patient.get_bodypart(BODY_ZONE_R_ARM))
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var/datum/surgery_step/sever_limb/sever_limb = new
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sever_limb.success(user, patient, BODY_ZONE_R_ARM, null, surgery)
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TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 1, "Patient did not lose any limbs")
|
||||
TEST_ASSERT_EQUAL(patient.get_missing_limbs()[1], BODY_ZONE_R_ARM, "Patient is missing a limb that isn't the one we operated on")
|
||||
|
||||
/datum/unit_test/brain_surgery/Run()
|
||||
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human)
|
||||
patient.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
|
||||
patient.setOrganLoss(ORGAN_SLOT_BRAIN, 20)
|
||||
|
||||
TEST_ASSERT(patient.has_trauma_type(), "Patient does not have any traumas, despite being given one")
|
||||
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
|
||||
var/datum/surgery_step/fix_brain/fix_brain = new
|
||||
fix_brain.success(user, patient)
|
||||
|
||||
TEST_ASSERT(!patient.has_trauma_type(), "Patient kept their brain trauma after brain surgery")
|
||||
TEST_ASSERT(patient.getOrganLoss(ORGAN_SLOT_BRAIN) < 20, "Patient did not heal their brain damage after brain surgery")
|
||||
|
||||
/datum/unit_test/multiple_surgeries/Run()
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/patient_zero = allocate(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/patient_one = allocate(/mob/living/carbon/human)
|
||||
|
||||
var/obj/item/scalpel/scalpel = allocate(/obj/item/scalpel)
|
||||
|
||||
var/datum/surgery_step/incise/surgery_step = new
|
||||
var/datum/surgery/organ_manipulation/surgery_for_zero = new
|
||||
|
||||
INVOKE_ASYNC(surgery_step, /datum/surgery_step/proc/initiate, user, patient_zero, BODY_ZONE_CHEST, scalpel, surgery_for_zero)
|
||||
TEST_ASSERT(surgery_for_zero.step_in_progress, "Surgery on patient zero was not initiated")
|
||||
|
||||
var/datum/surgery/organ_manipulation/surgery_for_one = new
|
||||
|
||||
// Without waiting for the incision to complete, try to start a new surgery
|
||||
TEST_ASSERT(!surgery_step.initiate(user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one), "Was allowed to start a second surgery without the rod of asclepius")
|
||||
TEST_ASSERT(!surgery_for_one.step_in_progress, "Surgery for patient one is somehow in progress, despite not initiating")
|
||||
|
||||
user.apply_status_effect(STATUS_EFFECT_HIPPOCRATIC_OATH)
|
||||
INVOKE_ASYNC(surgery_step, /datum/surgery_step/proc/initiate, user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one)
|
||||
TEST_ASSERT(surgery_for_one.step_in_progress, "Surgery on patient one was not initiated, despite having rod of asclepius")
|
||||
|
||||
/datum/unit_test/tend_wounds/Run()
|
||||
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human)
|
||||
patient.take_overall_damage(100, 100)
|
||||
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
|
||||
// Test that tending wounds actually lowers damage
|
||||
var/datum/surgery_step/heal/brute/basic/basic_brute_heal = new
|
||||
basic_brute_heal.success(user, patient, BODY_ZONE_CHEST)
|
||||
TEST_ASSERT(patient.getBruteLoss() < 100, "Tending brute wounds didn't lower brute damage ([patient.getBruteLoss()])")
|
||||
|
||||
var/datum/surgery_step/heal/burn/basic/basic_burn_heal = new
|
||||
basic_burn_heal.success(user, patient, BODY_ZONE_CHEST)
|
||||
TEST_ASSERT(patient.getFireLoss() < 100, "Tending burn wounds didn't lower burn damage ([patient.getFireLoss()])")
|
||||
|
||||
// Test that wearing clothing lowers heal amount
|
||||
var/mob/living/carbon/human/naked_patient = allocate(/mob/living/carbon/human)
|
||||
naked_patient.take_overall_damage(100)
|
||||
|
||||
var/mob/living/carbon/human/clothed_patient = allocate(/mob/living/carbon/human)
|
||||
clothed_patient.equipOutfit(/datum/outfit/job/doctor, TRUE)
|
||||
clothed_patient.take_overall_damage(100)
|
||||
|
||||
basic_brute_heal.success(user, naked_patient, BODY_ZONE_CHEST)
|
||||
basic_brute_heal.success(user, clothed_patient, BODY_ZONE_CHEST)
|
||||
|
||||
TEST_ASSERT(naked_patient.getBruteLoss() < clothed_patient.getBruteLoss(), "Naked patient did not heal more from wounds tending than a clothed patient")
|
||||
/datum/unit_test/amputation/Run()
|
||||
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
|
||||
TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 0, "Patient is somehow missing limbs before surgery")
|
||||
|
||||
var/datum/surgery/amputation/surgery = new(patient, BODY_ZONE_R_ARM, patient.get_bodypart(BODY_ZONE_R_ARM))
|
||||
|
||||
var/datum/surgery_step/sever_limb/sever_limb = new
|
||||
sever_limb.success(user, patient, BODY_ZONE_R_ARM, null, surgery)
|
||||
|
||||
TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 1, "Patient did not lose any limbs")
|
||||
TEST_ASSERT_EQUAL(patient.get_missing_limbs()[1], BODY_ZONE_R_ARM, "Patient is missing a limb that isn't the one we operated on")
|
||||
|
||||
/datum/unit_test/brain_surgery/Run()
|
||||
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human)
|
||||
patient.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
|
||||
patient.setOrganLoss(ORGAN_SLOT_BRAIN, 20)
|
||||
|
||||
TEST_ASSERT(patient.has_trauma_type(), "Patient does not have any traumas, despite being given one")
|
||||
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
|
||||
var/datum/surgery_step/fix_brain/fix_brain = new
|
||||
fix_brain.success(user, patient)
|
||||
|
||||
TEST_ASSERT(!patient.has_trauma_type(), "Patient kept their brain trauma after brain surgery")
|
||||
TEST_ASSERT(patient.getOrganLoss(ORGAN_SLOT_BRAIN) < 20, "Patient did not heal their brain damage after brain surgery")
|
||||
|
||||
/datum/unit_test/multiple_surgeries/Run()
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/patient_zero = allocate(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/patient_one = allocate(/mob/living/carbon/human)
|
||||
|
||||
var/obj/item/scalpel/scalpel = allocate(/obj/item/scalpel)
|
||||
|
||||
var/datum/surgery_step/incise/surgery_step = new
|
||||
var/datum/surgery/organ_manipulation/surgery_for_zero = new
|
||||
|
||||
INVOKE_ASYNC(surgery_step, /datum/surgery_step/proc/initiate, user, patient_zero, BODY_ZONE_CHEST, scalpel, surgery_for_zero)
|
||||
TEST_ASSERT(surgery_for_zero.step_in_progress, "Surgery on patient zero was not initiated")
|
||||
|
||||
var/datum/surgery/organ_manipulation/surgery_for_one = new
|
||||
|
||||
// Without waiting for the incision to complete, try to start a new surgery
|
||||
TEST_ASSERT(!surgery_step.initiate(user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one), "Was allowed to start a second surgery without the rod of asclepius")
|
||||
TEST_ASSERT(!surgery_for_one.step_in_progress, "Surgery for patient one is somehow in progress, despite not initiating")
|
||||
|
||||
user.apply_status_effect(STATUS_EFFECT_HIPPOCRATIC_OATH)
|
||||
INVOKE_ASYNC(surgery_step, /datum/surgery_step/proc/initiate, user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one)
|
||||
TEST_ASSERT(surgery_for_one.step_in_progress, "Surgery on patient one was not initiated, despite having rod of asclepius")
|
||||
|
||||
/datum/unit_test/tend_wounds/Run()
|
||||
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human)
|
||||
patient.take_overall_damage(100, 100)
|
||||
|
||||
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human)
|
||||
|
||||
// Test that tending wounds actually lowers damage
|
||||
var/datum/surgery_step/heal/brute/basic/basic_brute_heal = new
|
||||
basic_brute_heal.success(user, patient, BODY_ZONE_CHEST)
|
||||
TEST_ASSERT(patient.getBruteLoss() < 100, "Tending brute wounds didn't lower brute damage ([patient.getBruteLoss()])")
|
||||
|
||||
var/datum/surgery_step/heal/burn/basic/basic_burn_heal = new
|
||||
basic_burn_heal.success(user, patient, BODY_ZONE_CHEST)
|
||||
TEST_ASSERT(patient.getFireLoss() < 100, "Tending burn wounds didn't lower burn damage ([patient.getFireLoss()])")
|
||||
|
||||
// Test that wearing clothing lowers heal amount
|
||||
var/mob/living/carbon/human/naked_patient = allocate(/mob/living/carbon/human)
|
||||
naked_patient.take_overall_damage(100)
|
||||
|
||||
var/mob/living/carbon/human/clothed_patient = allocate(/mob/living/carbon/human)
|
||||
clothed_patient.equipOutfit(/datum/outfit/job/doctor, TRUE)
|
||||
clothed_patient.take_overall_damage(100)
|
||||
|
||||
basic_brute_heal.success(user, naked_patient, BODY_ZONE_CHEST)
|
||||
basic_brute_heal.success(user, clothed_patient, BODY_ZONE_CHEST)
|
||||
|
||||
TEST_ASSERT(naked_patient.getBruteLoss() < clothed_patient.getBruteLoss(), "Naked patient did not heal more from wounds tending than a clothed patient")
|
||||
|
||||
@@ -1,92 +1,92 @@
|
||||
/*
|
||||
|
||||
Usage:
|
||||
Override /Run() to run your test code
|
||||
|
||||
Call Fail() to fail the test (You should specify a reason)
|
||||
|
||||
You may use /New() and /Destroy() for setup/teardown respectively
|
||||
|
||||
You can use the run_loc_bottom_left and run_loc_top_right to get turfs for testing
|
||||
|
||||
*/
|
||||
|
||||
GLOBAL_DATUM(current_test, /datum/unit_test)
|
||||
GLOBAL_VAR_INIT(failed_any_test, FALSE)
|
||||
GLOBAL_VAR(test_log)
|
||||
|
||||
/datum/unit_test
|
||||
//Bit of metadata for the future maybe
|
||||
var/list/procs_tested
|
||||
|
||||
//usable vars
|
||||
var/turf/run_loc_bottom_left
|
||||
var/turf/run_loc_top_right
|
||||
|
||||
//internal shit
|
||||
var/succeeded = TRUE
|
||||
var/list/allocated
|
||||
var/list/fail_reasons
|
||||
|
||||
/datum/unit_test/New()
|
||||
allocated = new
|
||||
run_loc_bottom_left = locate(1, 1, 1)
|
||||
run_loc_top_right = locate(5, 5, 1)
|
||||
|
||||
/datum/unit_test/Destroy()
|
||||
//clear the test area
|
||||
for(var/atom/movable/AM in block(run_loc_bottom_left, run_loc_top_right))
|
||||
qdel(AM)
|
||||
QDEL_LIST(allocated)
|
||||
return ..()
|
||||
|
||||
/datum/unit_test/proc/Run()
|
||||
Fail("Run() called parent or not implemented")
|
||||
|
||||
/datum/unit_test/proc/Fail(reason = "No reason")
|
||||
succeeded = FALSE
|
||||
|
||||
if(!istext(reason))
|
||||
reason = "FORMATTED: [reason != null ? reason : "NULL"]"
|
||||
|
||||
LAZYADD(fail_reasons, reason)
|
||||
|
||||
/// Allocates an instance of the provided type, and places it somewhere in an available loc
|
||||
/// Instances allocated through this proc will be destroyed when the test is over
|
||||
/datum/unit_test/proc/allocate(type, ...)
|
||||
var/list/arguments = args.Copy(2)
|
||||
if (!arguments.len)
|
||||
arguments = list(run_loc_bottom_left)
|
||||
else if (arguments[1] == null)
|
||||
arguments[1] = run_loc_bottom_left
|
||||
var/instance = new type(arglist(arguments))
|
||||
allocated += instance
|
||||
return instance
|
||||
|
||||
/proc/RunUnitTests()
|
||||
CHECK_TICK
|
||||
|
||||
for(var/I in subtypesof(/datum/unit_test))
|
||||
var/datum/unit_test/test = new I
|
||||
|
||||
GLOB.current_test = test
|
||||
var/duration = REALTIMEOFDAY
|
||||
|
||||
test.Run()
|
||||
|
||||
duration = REALTIMEOFDAY - duration
|
||||
GLOB.current_test = null
|
||||
GLOB.failed_any_test |= !test.succeeded
|
||||
|
||||
var/list/log_entry = list("[test.succeeded ? "PASS" : "FAIL"]: [I] [duration / 10]s")
|
||||
var/list/fail_reasons = test.fail_reasons
|
||||
|
||||
qdel(test)
|
||||
|
||||
for(var/J in 1 to LAZYLEN(fail_reasons))
|
||||
log_entry += "\tREASON #[J]: [fail_reasons[J]]"
|
||||
log_test(log_entry.Join("\n"))
|
||||
|
||||
CHECK_TICK
|
||||
|
||||
SSticker.force_ending = TRUE
|
||||
/*
|
||||
|
||||
Usage:
|
||||
Override /Run() to run your test code
|
||||
|
||||
Call Fail() to fail the test (You should specify a reason)
|
||||
|
||||
You may use /New() and /Destroy() for setup/teardown respectively
|
||||
|
||||
You can use the run_loc_bottom_left and run_loc_top_right to get turfs for testing
|
||||
|
||||
*/
|
||||
|
||||
GLOBAL_DATUM(current_test, /datum/unit_test)
|
||||
GLOBAL_VAR_INIT(failed_any_test, FALSE)
|
||||
GLOBAL_VAR(test_log)
|
||||
|
||||
/datum/unit_test
|
||||
//Bit of metadata for the future maybe
|
||||
var/list/procs_tested
|
||||
|
||||
//usable vars
|
||||
var/turf/run_loc_bottom_left
|
||||
var/turf/run_loc_top_right
|
||||
|
||||
//internal shit
|
||||
var/succeeded = TRUE
|
||||
var/list/allocated
|
||||
var/list/fail_reasons
|
||||
|
||||
/datum/unit_test/New()
|
||||
allocated = new
|
||||
run_loc_bottom_left = locate(1, 1, 1)
|
||||
run_loc_top_right = locate(5, 5, 1)
|
||||
|
||||
/datum/unit_test/Destroy()
|
||||
//clear the test area
|
||||
for(var/atom/movable/AM in block(run_loc_bottom_left, run_loc_top_right))
|
||||
qdel(AM)
|
||||
QDEL_LIST(allocated)
|
||||
return ..()
|
||||
|
||||
/datum/unit_test/proc/Run()
|
||||
Fail("Run() called parent or not implemented")
|
||||
|
||||
/datum/unit_test/proc/Fail(reason = "No reason")
|
||||
succeeded = FALSE
|
||||
|
||||
if(!istext(reason))
|
||||
reason = "FORMATTED: [reason != null ? reason : "NULL"]"
|
||||
|
||||
LAZYADD(fail_reasons, reason)
|
||||
|
||||
/// Allocates an instance of the provided type, and places it somewhere in an available loc
|
||||
/// Instances allocated through this proc will be destroyed when the test is over
|
||||
/datum/unit_test/proc/allocate(type, ...)
|
||||
var/list/arguments = args.Copy(2)
|
||||
if (!arguments.len)
|
||||
arguments = list(run_loc_bottom_left)
|
||||
else if (arguments[1] == null)
|
||||
arguments[1] = run_loc_bottom_left
|
||||
var/instance = new type(arglist(arguments))
|
||||
allocated += instance
|
||||
return instance
|
||||
|
||||
/proc/RunUnitTests()
|
||||
CHECK_TICK
|
||||
|
||||
for(var/I in subtypesof(/datum/unit_test))
|
||||
var/datum/unit_test/test = new I
|
||||
|
||||
GLOB.current_test = test
|
||||
var/duration = REALTIMEOFDAY
|
||||
|
||||
test.Run()
|
||||
|
||||
duration = REALTIMEOFDAY - duration
|
||||
GLOB.current_test = null
|
||||
GLOB.failed_any_test |= !test.succeeded
|
||||
|
||||
var/list/log_entry = list("[test.succeeded ? "PASS" : "FAIL"]: [I] [duration / 10]s")
|
||||
var/list/fail_reasons = test.fail_reasons
|
||||
|
||||
qdel(test)
|
||||
|
||||
for(var/J in 1 to LAZYLEN(fail_reasons))
|
||||
log_entry += "\tREASON #[J]: [fail_reasons[J]]"
|
||||
log_test(log_entry.Join("\n"))
|
||||
|
||||
CHECK_TICK
|
||||
|
||||
SSticker.force_ending = TRUE
|
||||
|
||||
Reference in New Issue
Block a user