[MIRROR] Refactors operating tables to be event driven + QoL + Unit Test [MDB IGNORE] (#15572)

* Refactors operating tables to be event driven + QoL + Unit Test (#69015)

* Event driven table

* Operating computer fix + loosening of check

* Unit testing

* IT NEEDS TO BE FORCE MOVE YOU GOTTA CLIMB TABLES AAAAH

* Migrated patient to carbon instead of human
Has no real bearing on the experiments tbh

* DNAs can be null apparently

* Simplify replacement code

* Move comments

* Refactors operating tables to be event driven + QoL + Unit Test

* Refactors operating tables to be event driven + QoL + Unit Test

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-08-17 17:41:01 +01:00
committed by GitHub
co-authored by vincentiusvin Tom
parent 89f64af148
commit ea67bfb4d4
6 changed files with 84 additions and 37 deletions
+4 -4
View File
@@ -91,10 +91,10 @@
return data
data["table"] = table
if(!table.check_eligible_patient())
return data
data["patient"] = list()
var/mob/living/carbon/human/patient = table.patient
if(!table.patient)
return data
var/mob/living/carbon/patient = table.patient
switch(patient.stat)
if(CONSCIOUS)
@@ -110,7 +110,7 @@
data["patient"]["stat"] = "Dead"
data["patient"]["statstate"] = "bad"
data["patient"]["health"] = patient.health
data["patient"]["blood_type"] = patient.dna.blood_type
data["patient"]["blood_type"] = patient.dna?.blood_type
data["patient"]["maxHealth"] = patient.maxHealth
data["patient"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["patient"]["bruteLoss"] = patient.getBruteLoss()
+40 -27
View File
@@ -687,7 +687,7 @@
buckle_lying = 90 // SKYRAT EDIT old: NO_BUCKLE_LYING
buckle_requires_restraints = FALSE // SKYRAT EDIT old: TRUE
custom_materials = list(/datum/material/silver = 2000)
var/mob/living/carbon/human/patient = null
var/mob/living/carbon/patient = null
var/obj/machinery/computer/operating/computer = null
/obj/structure/table/optable/Initialize(mapload)
@@ -697,44 +697,57 @@
if(computer)
computer.table = src
break
RegisterSignal(loc, COMSIG_ATOM_ENTERED, .proc/mark_patient)
RegisterSignal(loc, COMSIG_ATOM_EXITED, .proc/unmark_patient)
/obj/structure/table/optable/Destroy()
. = ..()
if(computer && computer.table == src)
computer.table = null
patient = null
UnregisterSignal(loc, COMSIG_ATOM_ENTERED)
UnregisterSignal(loc, COMSIG_ATOM_EXITED)
return ..()
/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
visible_message(span_notice("[user] lays [pushed_mob] on [src]."))
get_patient()
/obj/structure/table/optable/proc/get_patient()
var/mob/living/carbon/M = locate(/mob/living/carbon) in loc
if(M)
if(M.resting)
set_patient(M)
else
set_patient(null)
/obj/structure/table/optable/proc/set_patient(new_patient)
if(patient)
UnregisterSignal(patient, COMSIG_PARENT_QDELETING)
patient = new_patient
if(patient)
RegisterSignal(patient, COMSIG_PARENT_QDELETING, .proc/patient_deleted)
/obj/structure/table/optable/proc/patient_deleted(datum/source)
/// Any mob that enters our tile will be marked as a potential patient. They will be turned into a patient if they lie down.
/obj/structure/table/optable/proc/mark_patient(datum/source, mob/living/carbon/potential_patient)
SIGNAL_HANDLER
set_patient(null)
if(!istype(potential_patient))
return
RegisterSignal(potential_patient, COMSIG_LIVING_SET_BODY_POSITION, .proc/recheck_patient)
recheck_patient(potential_patient) // In case the mob is already lying down before they entered.
/obj/structure/table/optable/proc/check_eligible_patient()
get_patient()
if(!patient)
return FALSE
if(ishuman(patient))
return TRUE
return FALSE
/// Unmark the potential patient.
/obj/structure/table/optable/proc/unmark_patient(datum/source, mob/living/carbon/potential_patient)
SIGNAL_HANDLER
if(!istype(potential_patient))
return
if(potential_patient == patient)
recheck_patient(patient) // Can just set patient to null, but doing the recheck lets us find a replacement patient.
UnregisterSignal(potential_patient, COMSIG_LIVING_SET_BODY_POSITION)
/// Someone on our tile just lied down, got up, moved in, or moved out.
/// potential_patient is the mob that had one of those four things change.
/// The check is a bit broad so we can find a replacement patient.
/obj/structure/table/optable/proc/recheck_patient(mob/living/carbon/potential_patient)
SIGNAL_HANDLER
if(patient && patient != potential_patient)
return
if(potential_patient.body_position == LYING_DOWN && potential_patient.loc == loc)
patient = potential_patient
return
// Find another lying mob as a replacement.
for (var/mob/living/carbon/replacement_patient in loc.contents)
if(replacement_patient.body_position == LYING_DOWN)
patient = replacement_patient
return
patient = null
/*
* Racks
+1
View File
@@ -124,6 +124,7 @@
#include "ntnetwork_tests.dm"
#include "nuke_cinematic.dm"
#include "objectives.dm"
#include "operating_table.dm"
#include "outfit_sanity.dm"
#include "paintings.dm"
#include "pills.dm"
@@ -0,0 +1,32 @@
/// Make a mob hop on an optable, rest, get up, rest again, and then move to another tile.
/// While the mob is still an active patient, move another mob in too.
/// This is so the replacement code can kick in when the original mob is no longer valid.
/datum/unit_test/operating_table
/datum/unit_test/operating_table/Run()
var/obj/structure/table/optable/table = allocate(/obj/structure/table/optable)
var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human, get_step(table, NORTH))
var/mob/living/carbon/human/replacement_human = allocate(/mob/living/carbon/human, get_step(table, NORTH))
// Resting is a bit more high level than bodypos, gets us nicer coverage.
human.set_resting(new_resting = FALSE, instant = TRUE)
replacement_human.set_resting(new_resting = FALSE, instant = TRUE)
human.forceMove(get_turf(table))
TEST_ASSERT_NULL(table.patient, "Operating table is occupied by a non-resting patient.")
human.set_resting(new_resting = TRUE, instant = TRUE)
TEST_ASSERT_EQUAL(table.patient, human, "Operating table failed to update for a resting patient.")
human.set_resting(new_resting = FALSE, instant = TRUE)
TEST_ASSERT_NULL(table.patient, "Operating table is occupied by a non-resting patient.")
human.set_resting(new_resting = TRUE, instant = TRUE)
TEST_ASSERT_EQUAL(table.patient, human, "Operating table failed to update for a resting patient.")
replacement_human.forceMove(get_turf(table))
replacement_human.set_resting(new_resting = TRUE, instant = TRUE)
TEST_ASSERT_EQUAL(table.patient, human, "Operating table patient unset by another patient jumping in.")
human.forceMove(get_step(get_turf(table), NORTH))
TEST_ASSERT_EQUAL(table.patient, replacement_human, "Operating table failed to find a replacement patient.")
@@ -36,11 +36,11 @@
REMOVE_TRAIT(target, TRAIT_NUMBED, REF(src))
/obj/structure/table/optable/post_buckle_mob(mob/living/patient)
set_patient(patient)
mark_patient(potential_patient = patient)
if(numbing_capable)
chill_out(patient)
/obj/structure/table/optable/post_unbuckle_mob(mob/living/patient)
set_patient(null)
unmark_patient(potential_patient = patient)
if(numbing_capable)
thaw_them(patient)
@@ -55,13 +55,13 @@ const PatientStateView = (props, context) => {
return (
<>
<Section title="Patient State">
{(patient && (
{Object.keys(patient).length ? (
<LabeledList>
<LabeledList.Item label="State" color={patient.statstate}>
{patient.stat}
</LabeledList.Item>
<LabeledList.Item label="Blood Type">
{patient.blood_type}
{patient.blood_type || 'Unable to determine blood type'}
</LabeledList.Item>
<LabeledList.Item label="Health">
<ProgressBar
@@ -82,8 +82,9 @@ const PatientStateView = (props, context) => {
</LabeledList.Item>
))}
</LabeledList>
)) ||
'No Patient Detected'}
) : (
'No Patient Detected'
)}
</Section>
{procedures.length === 0 && <Section>No Active Procedures</Section>}
{procedures.map((procedure) => (