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## About The Pull Request Sets up moveloops to better catch issues with duplicated loops Letting people modify the timer var AND have it track what bucket we're in was a bad idea. So instead let's store the queued time separate. Also makes allowed_to_move return true/false instead of flags This fixed? the null loop issue locally, I honestly have no damn idea why. I'm gonna be working on the rest of ci here, left trackers so if it pops up between now and merge I'll know what the issue is. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
160 lines
6.4 KiB
Plaintext
160 lines
6.4 KiB
Plaintext
/// Checks to ensure strange reagent works as expected
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/datum/unit_test/strange_reagent
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priority = TEST_LONGER
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var/datum/reagent/medicine/strange_reagent/instant/strange_reagent
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var/target_max_health
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var/amount_needed_to_full_heal
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var/amount_needed_to_revive
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/datum/unit_test/strange_reagent/Run()
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strange_reagent = new
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var/list/types_to_check = typecacheof(list(
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/mob/living/carbon/human/consistent,
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/mob/living/simple_animal,
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/mob/living/basic,
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))
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types_to_check -= /mob/living/simple_animal/pet/gondola/gondolapod // need a pod, which we don't have
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types_to_check -= typesof(/mob/living/simple_animal/hostile/megafauna) // no
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types_to_check -= typesof(/mob/living/basic/mouse) // qdel themselves on death; why dont they use DEL_ON_DEATH you might ask. I-unno
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types_to_check -= typesof(/mob/living/simple_animal/slime) // if they roll the 50% chance to spawn as an adult, they can just at random split and qdel themselves
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for(var/mob/living/type as anything in types_to_check)
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var/mob/living/target = allocate_new_target(type)
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var/is_basic = istype(target, /mob/living/basic)
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var/is_simple = istype(target, /mob/living/simple_animal)
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// check some basic stuff
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if(target.status_flags & GODMODE)
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continue
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if(!(target.mob_biotypes & MOB_ORGANIC))
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continue
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if(is_simple)
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var/mob/living/simple_animal/simple_animal = target
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if(simple_animal.del_on_death)
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continue
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simple_animal.loot?.Cut()
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if(is_basic)
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var/mob/living/basic/basic = target
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if(basic.basic_mob_flags & DEL_ON_DEATH)
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continue
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test_damage_but_no_death(type)
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test_death_no_damage(type)
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test_death_with_damage(type)
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test_death_with_damage_but_not_enough_reagent(type)
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if(!is_basic && !is_simple) // simple/basic mobs cannot have negative health
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test_death_with_full_heal(type)
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test_death_from_damage(type)
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test_death_from_too_much_damage(type)
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// cleanup our vars
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QDEL_NULL(strange_reagent)
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allocate_new_target(null)
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/datum/unit_test/strange_reagent/proc/allocate_new_target(type)
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// cache the last one created so that we don't create N instances of the exact same mob
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var/static/mob/living/pre_allocated
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if(!type)
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pre_allocated = null
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return
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if(pre_allocated?.type == type)
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pre_allocated.revive(ALL) // for some reason HEAL_ADMIN doesn't work?
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return pre_allocated
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pre_allocated = allocate(type)
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target_max_health = pre_allocated.getMaxHealth()
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update_amounts(pre_allocated)
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return pre_allocated
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/datum/unit_test/strange_reagent/proc/update_amounts(mob/living/target)
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amount_needed_to_full_heal = strange_reagent.calculate_amount_needed_to_full_heal(target)
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amount_needed_to_revive = strange_reagent.calculate_amount_needed_to_revive(target)
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/datum/unit_test/strange_reagent/proc/damage_target_to_percentage(mob/living/target, percent)
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var/damage = target_max_health * percent * 0.5
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target.setBruteLoss(damage, updating_health=FALSE) // no point running health update logic here
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target.setFireLoss(damage, updating_health=TRUE) // since we do it here
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update_amounts(target)
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if(percent >= 1)
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target.death()
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return TRUE
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/datum/unit_test/strange_reagent/proc/get_target_organic_health_manual(mob/living/target)
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return target.getMaxHealth() - (target.getBruteLoss() + target.getFireLoss())
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/datum/unit_test/strange_reagent/proc/test_damage_but_no_death(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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if(!damage_target_to_percentage(target, 0.8))
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return
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var/health = get_target_organic_health_manual(target)
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strange_reagent.expose_mob(target, INGEST, 20)
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TEST_ASSERT_EQUAL(health, get_target_organic_health_manual(target), "Strange Reagent healed a target type [target.type] that was not dead.")
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/datum/unit_test/strange_reagent/proc/test_death_no_damage(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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target.death()
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if(QDELETED(target))
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return
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update_amounts(target)
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strange_reagent.expose_mob(target, INGEST, amount_needed_to_revive)
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TEST_ASSERT_NOTEQUAL(target.stat, DEAD, "Strange Reagent did not revive a dead target type [target.type].")
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/datum/unit_test/strange_reagent/proc/test_death_with_damage(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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if(!damage_target_to_percentage(target, 0.8))
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return
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target.death()
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if(QDELETED(target))
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return
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update_amounts(target)
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strange_reagent.expose_mob(target, INGEST, amount_needed_to_revive)
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TEST_ASSERT_NOTEQUAL(target.stat, DEAD, "Strange Reagent did not revive a dead target type [target.type].")
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/datum/unit_test/strange_reagent/proc/test_death_with_damage_but_not_enough_reagent(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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if(!damage_target_to_percentage(target, 1.2))
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return
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update_amounts(target)
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strange_reagent.expose_mob(target, INGEST, amount_needed_to_revive - 1)
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TEST_ASSERT_EQUAL(target.stat, DEAD, "Strange Reagent revived a dead target type [target.type] without enough reagent.")
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/datum/unit_test/strange_reagent/proc/test_death_with_full_heal(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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if(!damage_target_to_percentage(target, 0.8))
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return
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target.death()
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if(QDELETED(target))
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return
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update_amounts(target)
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strange_reagent.expose_mob(target, INGEST, amount_needed_to_full_heal)
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TEST_ASSERT_EQUAL(target_max_health, get_target_organic_health_manual(target), "Strange Reagent did not fully heal a dead target type [target.type] with the expected amount.")
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/datum/unit_test/strange_reagent/proc/test_death_from_damage(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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if(!damage_target_to_percentage(target, strange_reagent.max_revive_damage_ratio * 0.9)) // 10% under the damage cap
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return
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if(QDELETED(target))
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return
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update_amounts(target)
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strange_reagent.expose_mob(target, INGEST, amount_needed_to_revive)
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TEST_ASSERT_NOTEQUAL(target.stat, DEAD, "Strange Reagent did not revive a target type [target.type] who died from damage.")
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/datum/unit_test/strange_reagent/proc/test_death_from_too_much_damage(target_type)
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var/mob/living/target = allocate_new_target(target_type)
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if(!damage_target_to_percentage(target, strange_reagent.max_revive_damage_ratio * 1.1)) // 10% over the damage cap
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return
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if(QDELETED(target))
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return
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update_amounts(target)
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strange_reagent.expose_mob(target, INGEST, amount_needed_to_revive)
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TEST_ASSERT_EQUAL(target.stat, DEAD, "Strange Reagent revived a target type [target.type] with more than double their max health in damage.")
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