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fixing runtime errors when removing a brain with skillchips. (#88178)
## About The Pull Request The organs code changes bundled with the organ fishing PR have broken a few things, while unveiling a bunch of other problems that flew under the radar. This concern the first category actually. Anyway, I've also included a unit test to ensure this won't be an inssue in the future. ## Why It's Good For The Game Fixing some errors.
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@@ -98,3 +98,23 @@
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TEST_ASSERT_EQUAL(dummy.get_organ_loss(slot_to_use), test_organ.maxHealth, \
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"Mob level \"apply organ damage\" can exceed the [slot_to_use] organ's damage cap with a large maximum supplied.")
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dummy.fully_heal(HEAL_ORGANS)
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///Allocate a human mob, give 'em a skillchip and a generic trauma, then see if it throws any error when the brain is removed.
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/datum/unit_test/chipped_traumatized_brain_removal
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/datum/unit_test/chipped_traumatized_brain_removal/Run()
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var/mob/living/carbon/human/dummy/dummy = allocate(__IMPLIED_TYPE__)
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//add the chip and activate it
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var/obj/item/skillchip/basketweaving/chip = new(dummy.loc)
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dummy.implant_skillchip(chip, force = TRUE)
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TEST_ASSERT(chip.holding_brain, "Skillchip couldn't be implanted successfully, 'holding_brain' is null")
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chip.try_activate_skillchip(force = TRUE)
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TEST_ASSERT(chip.active, "Skillchip couldn't be activated")
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//add a trauma
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dummy.gain_trauma_type(BRAIN_TRAUMA_MILD)
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var/obj/item/organ/brain = locate() in dummy.organs
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brain.forceMove(dummy.loc)
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allocated += brain
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