## About The Pull Request Fixes #73491 Every time I have used this ability lately it's been fucked. It would vanish from my actions at arbitrary moments, and also sometimes transform me into a horrible monkey-man thing instead of a monkey. This is a shame because being able to become a monkey can be pretty fun, even if it makes you very vulnerable to being butchered. Refactoring it into being one action instead of two actions which add and remove each other fixes the part where the action just disappears. It reliably sticks between transformations now, regardless of whether or not they were voluntary. I also noticed that when I was turning into a monkey it wasn't dropping the changeling "fake clothes" outfit pieces I had on as a human, leading to a really fucked up looking monkey. I fixed this by adding `force = TRUE` in the drop to ground proc in the check for if the equipment you have is still valid after your species changes. I don't _think_ this has any side effects but I never do and then someone finds some. For good measure I also made all of the changeling equipment abilities which don't work if you are a monkey detect if you become a monkey and retract themselves. I also noticed that for a long time Last Resort has been trying and failing to give you Lesser Form (well, Human Form rather) as a Headcrab, so I fixed that and now you actually get the ability. Finally I did a _little_ bit of housekeeping in general on the changeling actions, mostly balloon alerts. I think these definitely need more attention than I gave them though. I left a lot of the `to_chat`s in place because many of them give information you want to be a little sticky, or refer back to in order to double check what you just did. I also added a unit test which flips back and forth a few times to ensure the ability still works. This required adding an "instant" flag to the monkeyize/humanize procs to skip the timers, and idenitified a couple of weird issues. First point: Humanising a monkey would remove the monkey mutation and then call humanise again, which would not skip itself because it still regarded you as being a monkey. I changed the order of operations here slightly so that it will early return. Second point: Calling `domutcheck` on `human/consistent` would runtime because we skip the bit which sets up any mutations in their DNA. This is a part of changeling transformation, so I just made it return instantly. ## Why It's Good For The Game You can use this ability again without getting stuck permanently as a monkey, or it just deleting itself from your list of abilities for no reason. Turning into a monkey with fake outfit pieces on won't turn you into an abomination. ## Changelog 🆑 refactor: Changeling's Lesser Form is now one ability instead of two which keep swapping, which should consistently turn you back and forth without deleting itself from your action bar. fix: Hatching from an egg left by a Last Resort headcrab should correctly grant you Lesser Form in addition to your other abilities. fix: Turning into a monkey while using the Changeling space suit won't leave you as a monkey with a weird inflated head. qol: Using lesser form as a monkey with only one stored DNA profile will skip asking which profile you want and will simply transform you immediately into the only option. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Unit Tests
What is unit testing?
Unit tests are automated code to verify that parts of the game work exactly as they should. For example, a test to make sure that the amputation surgery actually amputates the limb. These are ran every time a PR is made, and thus are very helpful for preventing bugs from cropping up in your code that would've otherwise gone unnoticed. For example, would you have thought to check that beach boys would still work the same after editing pizza? If you value your time, probably not.
On their most basic level, when UNIT_TESTS is defined, all subtypes of /datum/unit_test will have their Run proc executed. From here, if Fail is called at any point, then the tests will report as failed.
How do I write one?
- Find a relevant file.
All unit test related code is in code/modules/unit_tests. If you are adding a new test for a surgery, for example, then you'd open surgeries.dm. If a relevant file does not exist, simply create one in this folder, then #include it in _unit_tests.dm.
- Create the unit test.
To make a new unit test, you simply need to define a /datum/unit_test.
For example, let's suppose that we are creating a test to make sure a proc square correctly raises inputs to the power of two. We'd start with first:
/datum/unit_test/square/Run()
This defines our new unit test, /datum/unit_test/square. Inside this function, we're then going to run through whatever we want to check. Tests provide a few assertion functions to make this easy. For now, we're going to use TEST_ASSERT_EQUAL.
/datum/unit_test/square/Run()
TEST_ASSERT_EQUAL(square(3), 9, "square(3) did not return 9")
TEST_ASSERT_EQUAL(square(4), 16, "square(4) did not return 16")
As you can hopefully tell, we're simply checking if the output of square matches the output we are expecting. If the test fails, it'll report the error message given as well as whatever the actual output was.
- Run the unit test
Open code/_compile_options.dm and uncomment the following line.
//#define UNIT_TESTS //If this is uncommented, we do a single run though of the game setup and tear down process with unit tests in between
Then, run tgstation.dmb in Dream Daemon. Don't bother trying to connect, you won't need to. You'll be able to see the outputs of all the tests. You'll get to see which tests failed and for what reason. If they all pass, you're set!
How to think about tests
Unit tests exist to prevent bugs that would happen in a real game. Thus, they should attempt to emulate the game world wherever possible. For example, the quick swap sanity test emulates a real scenario of the bug it fixed occurring by creating a character and giving it real items. The unrecommended alternative would be to create special test-only items. This isn't a hard rule, the reagent method exposure tests create a test-only reagent for example, but do keep it in mind.
Unit tests should also be just that--testing units of code. For example, instead of having one massive test for reagents, there are instead several smaller tests for testing exposure, metabolization, etc.
The unit testing API
You can find more information about all of these from their respective doc comments, but for a brief overview:
/datum/unit_test - The base for all tests to be ran. Subtypes must override Run(). New() and Destroy() can be used for setup and teardown. To fail, use TEST_FAIL(reason).
/datum/unit_test/proc/allocate(type, ...) - Allocates an instance of the provided type with the given arguments. Is automatically destroyed when the test is over. Commonly seen in the form of var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/consistent).
TEST_FAIL(reason) - Marks a failure at this location, but does not stop the test.
TEST_ASSERT(assertion, reason) - Stops the unit test and fails if the assertion is not met. For example: TEST_ASSERT(powered(), "Machine is not powered").
TEST_ASSERT_NOTNULL(a, message) - Same as TEST_ASSERT, but checks if !isnull(a). For example: TEST_ASSERT_NOTNULL(myatom, "My atom was never set!").
TEST_ASSERT_NULL(a, message) - Same as TEST_ASSERT, but checks if isnull(a). If not, gives a helpful message showing what a was. For example: TEST_ASSERT_NULL(delme, "Delme was never cleaned up!").
TEST_ASSERT_EQUAL(a, b, message) - Same as TEST_ASSERT, but checks if a == b. If not, gives a helpful message showing what both a and b were. For example: TEST_ASSERT_EQUAL(2 + 2, 4, "The universe is falling apart before our eyes!").
TEST_ASSERT_NOTEQUAL(a, b, message) - Same as TEST_ASSERT_EQUAL, but reversed.
TEST_FOCUS(test_path) - Only run the test provided within the parameters. Useful for reducing noise. For example, if we only want to run our example square test, we can add TEST_FOCUS(/datum/unit_test/square). Should never be pushed in a pull request--you will be laughed at.
Final Notes
- Writing tests before you attempt to fix the bug can actually speed up development a lot! It means you don't have to go in game and folllow the same exact steps manually every time. This process is known as "TDD" (test driven development). Write the test first, make sure it fails, then start work on the fix/feature, and you'll know you're done when your tests pass. If you do try this, do make sure to confirm in a non-testing environment just to double check.
- Make sure that your tests don't accidentally call RNG functions like
prob. Since RNG is seeded during tests, you may not realize you have until someone else makes a PR and the tests fail! - Do your best not to change the behavior of non-testing code during tests. While it may sometimes be necessary in the case of situations such as the above, it is still a slippery slope that can lead to the code you're testing being too different from the production environment to be useful.