* Fixes all antag datum moodlets being removed when any single antag datum is removed (#73305)
## About The Pull Request
All antag datums operated under the `antag_moodlet` mood category, which
is clearly an issue when you can (and commonly) have multiple antag
datums of different types on your mob.
New antag datums of different type will now no longer override older
antag datum moodlets, now they will stack. This means traitor
revolutionaries are the most zealous folk on the station.
This has a few potential oversights down the line:
- Someone adds an antag datum players can have duplicates of, and also
has a moodlet associated
- Re-used moodlets in antag datums that can easily be stacked will be
noticed
- Most solo antags used `focused` right now, but none can stack outside
of admemes
But I don't think it's an issue for now.
## Why It's Good For The Game
Prevents a quick revolution from stripping you of your joy.
Fixes#67313
## Changelog
🆑 Melbert
fix: Revolutionary Heretics and Cultists Traitors no longer lose all of
their joy in life after being de-converted from their respective causes.
/🆑
* Fixes all antag datum moodlets being removed when any single antag datum is removed
* fix
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* 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>
* Fixes an issue with nightmare revival, Unit tests some fully heal stuff
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Optimize cardboard cutouts saving 1.5s+ on init times (#73404)
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @ Fikou
- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
* Optimize cardboard cutouts saving 1.5s+ on init times
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix underlying armor logic and fix bug with constructed ripleys having zero armor (#73319)
## About The Pull Request
See title
## Why It's Good For The Game
Messed up one of the armor procs; it changed the given values but never
carried over existing values.
So you would end up with an armor of that one specific value and nothing
else.
This wasn't actually used anywhere other than mecha, lava burning, and
sentient viruses, so the issue isn't that bad.
It's still an issue however.
## Changelog
🆑
fix: Mechs no longer have zero armor when built.
/🆑
* Fix underlying armor logic and fix bug with constructed ripleys having zero armor
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind
* Fixes the conflicts and makes shit compile!
* Fixes other things that didn't show up because I hadn't updated
* Fixes the lints.
* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Water will now make you wet (#72844)
Water, when exposed to a mob either via `TOUCH` or `VAPOR` application,
will now apply wet stacks to said mob according to the amount of water
used. For touch application, the ratio is 0.5 wet stack per unit of
water, whereas for vapor application (so for foam and sprays), that
ratio is lowered to 0.1 wet stack per unit of water. Yes, that would
mean that you could now put someone out by spraying enough water at them
with a spray bottle (usually around 50-150u), and I think that is quite
simply hilarious.
I also updated the unit test of water's `expose_mob()` proc, to check
that wet stacks were being applied properly, hopefully making sure that
there's no regression on that part in the future.
Fixes strange geyser and geyser regen (#72221)
Called the random reagent code after it was initialized
Registered the reagent del/remove signal on the geyser, not the reagent
datum of the geyser
Closes#72037🆑
fix: Strange geysers have random reagents again
fix: Geysers regen reagents again
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117)
Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.
Adds tests for the existing procs of baseturfs.
I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* [ready] unit tests all worn icons (#72370)
Fixes#71692🆑 ShizCalev
code: Added a unit test for ALL worn icons.
fix: Fixed a bunch of broken worn icons!
/🆑
* [ready] unit tests all worn icons
* Should have fixed most of the failures now
* Here, hopefully that should fix what was left
* Okay maybe it just hadn't been fixed yet
* I can be a bit dumb sometimes
* Okay, now it's going to work, I promise
* I'm so tired of this
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Reworks how legs are rendered yet again because it was very convaluted i hated it
* merge conflicts
* correct comment
* Fixes husk appearances not working, adds a screenshot test for it (#72190)
## About The Pull Request
Fixes#72159
Before this proc used to early return when the limb was husked
The leg refactor changed it to no longer early return and as a result it
overrided the generated husk icon with a normal limb icon
So I just wrapped even more of the proc in `!is_husked`, since like most
of it is not supposed to run
Screenshot tests husks too
## Why It's Good For The Game
Husks are good(?)
## Changelog
🆑 Melbert
fix: Husked bodies look husked again
/🆑
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Unit Tests Door/Airlock Access Working (#72461)
I screwed up with my access changes (on my local, I made sure I could
still open doors rather than be kept out of places), and #72458 fixes
that. However, let's also add a unit test to prevent that regression
again. We just do five different access "checks", and see if all five
different scenarios should work as intended.
As you can see, this PR will not pass unit tests. This is supposed to
happen, because at the time of this PR is opened, we will be in a
regression state that the aforementioned PR fixes. When the
aforementioned PR is merged, it should clear CI without any difficulties
(I know this because I ran the unit test myself)
* Unit Tests Door/Airlock Access Working
Co-authored-by: san7890 <the@san7890.com>
* Refactors bar drink icons into datum singletons / unit tests them (#71810)
- Refactors bar drink icons.
- Juice boxes no longer have a hard-coded list of a bunch of reagent
types in their update state, and use a system similar to bar drinks.
- Glass and shot glass icon information are no longer stored on the
drink. Instead, they are now stored in glass style datums. These datums
store name, description, icon, and icon state of a certain container +
reagent type.
- Glass styles are applied via the `takes_reagent_appearance` component.
Glasses, shot glasses, and juice boxes have this component.
- This comes with support for being able to have drink icons from
different files, rather than requiring the drinks DMI.
- The britmug is now a subtype of mug.
- 1 new icon: britmug filled.
- Various small code clean-up around drink reagents.
- Unit tests icon state setups for glass styles as well as all `/drink`
reagent container subtypes.
- Splits up the massive `drinks.dmi` into separate files.
*Disclaimer: Much of the drinking glass datums were written via script
automatically, so there may be errors present.*
- Much easier to add new drink styles, much more modular.
- It is no longer necessary for new drinks to be added to the massive
`drinks.dmi`. People working with drinks in the future can simply add
their glass style datum and point it to their file wherever it may be.
- Expandable system. Adding a new type of reagent container that works
similarly to bar drinks but for different types of icons is a breeze.
- Ensures going forward no bar drinks have invisible sprites.
🆑 Melbert
refactor: Refactored how bar drinks set their icons. Juice boxes now use
the same system.
/🆑
* Well that's all of them, unit tests prove me wrong
* now its a mapping pr lmao
* SHUT THE FUCK UP
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes cursed duffelbag's permanent curse (again), unit tests it. (#71969)
## About The Pull Request
Curse of hunger did some funky stuff by checking for
`slot_equipment_priority` (which ONLY BUCKETS use) and registering
certain signals based on that
The signals they were using instead didn't pass the unequipper, so the
curse never got removed on unequip.
Replaced them with just equip and drop, as equipped and dropped work
just fine for it.
Unit tests this.
## Why It's Good For The Game
Infinite curse of clumsy and pacifism is kinda bad
## Changelog
🆑 Melbert
fix: Dufflebag Curse no longer lasts forever after the bag is destroyed.
fix: Dufflebag Cursing someone already afflicted properly doesn't try to
add the curse again
/🆑
* Fixes cursed duffelbag's permanent curse (again), unit tests it.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Allows for offloaded tests to be focused (#71719)
Focusing a test through TEST_FOCUS allows you to only run that one test.
It's very useful for developing. However, we have a bunch of offloaded
tests in `#ifdef UNIT_TESTS` that would not be focused. This changes it
so that those tests will now only run if either no test is focused, or
if their specific "focus only" test is focused.
This is done through a `PERFORM_ALL_TESTS` macro that replaces the
`#ifdef UNIT_TESTS`. This is completely free because `if (FALSE)`
constant folds.
Hide whitespace mode recommended.
* Allows for offloaded tests to be focused
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* New Station Trait: Cybernetic Revolution + Body Purist Quirk
* Mirror!
* A hidden lint!
* Properly fixes this, and ensures that it has no impact on the game should it ever be bussed in for whatever reason
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes dragons not dropping their consumed mobs on despawn (#71537)
## About The Pull Request
This was fixed a while back, but was accidentally reverted / regressed
due to a refactor
Basically, the dragon needs to be killed before being deleted, being
killed will drop all of their stuff and handle "dragon is dead" events,
then it can be fully deleted and removed as expected
Unit tests it, since this is a regression
Fixes#71536
## Why It's Good For The Game
Having a lot of mobs deleted is kinda really bad
## Changelog
🆑 Melbert
fix: Fixes dragon despawn deleting all the people they consumed
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes dragons not dropping their consumed mobs on despawn
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Revert "Unit tests radio, saymode, and language prefix keys" (#71474)
Reverts tgstation/tgstation#71328 (@ Zonespace27 )
Departmental shorthand (.h/:h) is a convenience alias that should apply
to all jobs and all race types and all classifications. ITS SUPPOSE TO
FUCKING CONFLICT.
if you are ai and not in a holopad, it should go to binary.
if you are ai and in a holopad, it should go to the holopad.
if you are borg it should go to binary
if you are xeno it should go to alien
Removing it from the AI over a stupid need to made universal broad
reaching rules that can be declared upon the code was stupid.
This entire unittest is needlessly overboard and over generic putting
"rules" that are not backed up by logic on the codebase in a way that
hinders making good UX, not help.
The datumized saymode system not being able to handle this complexity
when the old hardcoded system could is a problem with the datumized
saymode system and not the fucking :h shortcut for holopad.
🆑 Common fucking sense
fix: The changes to Mafia and holopad say prefixes was reverted.
spellcheck: Mafia changeling say prefix has no longer been changed to
.1, and has been returned to .j
spellcheck: AI Holopad say has no longer been changed to .2, and has
been returned to .h
/🆑
* Revert "Unit tests radio, saymode, and language prefix keys"
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* [MDB Ignore] Unit Tests for Invalid Space Turfs (Area Bullshit Edition)
* should probably make tests pass
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* JSON Savefiles | Player Saves use JSON
* few fixups
* yeah this will need a migration in the future to use a different tree for skyrat stuff
* this can be null
* forgot to sanitize these ones
* TM st
* get it working
* Update code/modules/client/preferences_savefile.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Unit tests radio, saymode, and language prefix keys (#71328)
## About The Pull Request
This PR unit tests radio/saymode prefixes together, and language
prefixes on their own, for any possible overlaps and duplicates
Moved mafia saymode key to :1 and holopad key to :2, we're running out
of radio keys and i'm too afraid to move to 2-letter
## Why It's Good For The Game
1. Unit tests are good
2. https://github.com/tgstation/tgstation/pull/71326 this is bad
🆑
spellcheck: Mafia changeling say prefix is now :1, and holopad say is
now :2
/🆑
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Unit tests radio, saymode, and language prefix keys
* guild now uses :p
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Unit Tests Overstuffing Reagent Containers with more than their defined volume (#71327)
## About The Pull Request
Simple Unit Test that seeks to ensure that we don't put too much of a
reagent in a container when the container doesn't have enough volume to
accept all of it. Nothing bad would happen, but it's just silly really.
I also fixed all of the instances that this was broken in.
## Why It's Good For The Game
Prevents buggy regressions, such as those found in #71206.
```txt
[2022-11-18 03:32:30.736] FAILURE #1: Canned Laughter (/obj/item/reagent_containers/cup/soda_cans/canned_laughter) has 50 units of reagents, but only 30 units of space. at code/modules/unit_tests/container_sanity.dm:21
- FAILURE #2: T-Borg's tonic water (/obj/item/reagent_containers/cup/soda_cans/tonic) has 50 units of reagents, but only 30 units of space. at code/modules/unit_tests/container_sanity.dm:21
- FAILURE #3: The soda water (/obj/item/reagent_containers/cup/soda_cans/sodawater) has 50 units of reagents, but only 30 units of space. at code/modules/unit_tests/container_sanity.dm:21
```
## Changelog
🆑
fix: Canned Laughter, T-Borg's Tonic Water, and Soda Water cans should
all come with the expected marketed 50 units of goodness, rather than
cheaping out on materials for only 30 units of can volume.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Unit Tests Overstuffing Reagent Containers with more than their defined volume
* fix SR containers
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* /mob/living/simple_animal is now frozen. Add a unit test to block all new simple_animal subtypes. (#70669)
* Add a unit test to block all new simple_animal subtypes
* Remove TEST_FOCUS
* Just To Be Sure
* /mob/living/simple_animal is now frozen. Add a unit test to block all new simple_animal subtypes.
* Whitelist! Begin!
* Really
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* NtOS Emojipedia - PDA Emoji Messaging For All (#70829)
An Emojipedia app has been added to tablets, given to Mimes and Curators by default, allowing anyone to know all emojis. Additionally, emojis can be used in tablets by every job now.
* NtOS Emojipedia - PDA Emoji Messaging For All
* update emoji list to be valid
* animated emojis
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Adds unit test for items that can be equipped to suit storage slots that are missing sprites (#70643)
* Adds unit test for items that can be equipped to suit storage slots that are missing sprites
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Changing species now maintains Brain traumas, Cybernetic implants, Liver traits, organ damage, and Heretic Living Heart (#70530)
About The Pull Request
Implements additional code in before_organ_replacement in additional places, to better maintain cohesion when species changes take place.
Brain traumas will now carry over on species change
Having synthetic / cybernetic organs will now carry over on species change
Liver job traits will also carry over on species change
Organ damage will, in most cases, carry over on species change (only if the new organ is identical to the old)
The heretic's Living Heart will attempt to carry over to species change, if it's valid
Some species will still not, as it will attempt to give heart -> liver or something and be invalid
Heretic Living Heart is now a cooldown action. Still not really content with the current state of it, it could use some improvements.
Fixes#42308Fixes#35539Fixes#69574
Why It's Good For The Game
Removes a lot of exploits involving using forced species change to get rid of stuff like quirks / permanent brain traumas and similar.
* Changing species now maintains Brain traumas, Cybernetic implants, Liver traits, organ damage, and Heretic Living Heart
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes Some Incredulously Fucked Up Recycler Behavior (#70638)
* test one
Hey there!
Did you know that if you toss someone into a recycled emagger, that we delete _all_ of that mob's contents? You probably didn't because this shit is broken broken. Like, ow.
That's because we manually moved an item to nullspace, which caused a _slew_ of odd behavior in the Destroy chain for `obj/item` since it moves it to nullspace at a very specific point in time and makes all of it's assumptions on when you move the thing to nullspace. If it's in nullspace before you call qdel, you would shit out the ass with hanging references stuck on the mob (like `w_uniform` pointing to something in nullspace, like the image above).
All fixed now, though.
* I FUCKING LOVE UNIT TESTS
THIS SHIT WILL NEVER BREAK AGAIN!!!
* i blanked
my guy hasn't moved for twenty minutes
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* wrong documentation
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes Some Incredulously Fucked Up Recycler Behavior
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube
Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order
* Adds documentation for offset spokesman and offset_const
* Better stack trace
* Removes some redundant uses of cached MAs
At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be
* ensures fullscreen objects START offset, so things are always proper
* ensures chatmessages always have the right offset
* fixes compile
* whoops, the above lighting plane should actually be ABOVE the lighting plane
* fixes compile, also cleans up the fire overlay a tad
* Adds a unit test for plane masters that are shrunk by multiz being double shrunk
This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage
* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense
* whoops
* oh
* adds datum support for allocate(), cleans up a harddel from testing
* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded
* fixes runtime in allocate
* Cleans up the fallout from plane cube
* liquid tweaks
* oop
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Adds unit test to check for spritesheet issues (#70351)
* Adds a new spritesheet unit test to catch edge-cases that caused problems in the past.
* Adds unit test to check for spritesheet issues
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Unit tests powernets to make sure the whole station is connected. (#70090)
* Unit tests powernets to make sure the whole station is connected.
* fixes cable tests for blueshift and raptor
* single cable misplacement
* hard map reset
* hec
* tramstation armory stray cable
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Micro-optimize GetIdFromArguments to be 48% faster, gaining 0.48s of init time on local (likely more in prod) (#69659)
About The Pull Request
Avoids stringifying key unless its necessary. This was done redundantly twice, but I locked it to just the isnum path, as REF will always return a string, and the other path passes istext.
Use sortTim directly instead of sort_list. sort_list is just sortTim but it copies the list, so it's just wasted cost.
I still would like the bespoke element key option, as that's the only way to drastically cut down costs on things like item descriptions and decals, but this is good for the general use case, and makes it marginally less pressing.
I also want to test if we'd be better off inserting into the list in sorted order rather than sorting it all in the end, but I suspect not.
* Micro-optimize GetIdFromArguments to be 48% faster, gaining 0.48s of init time on local (likely more in prod)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Unit tests range suck (#69352)
* Unit tests range suck
Ok so we currently rely on some undefined behavior in energy_ball code
Namely, the range() family will return turfs in least/greatest get_dist
This is VERY useful for optimizing the tesla, but it's also undefined,
and lummy could change it any day now.
So let's at least unit test it so if it breaks we can remove it
* Unit tests range suck
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>