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Bubberstation/code/modules/unit_tests/full_heal.dm
SkyratBot fce25b931a [MIRROR] Fixes an issue with nightmare revival, Unit tests some fully heal stuff [MDB IGNORE] (#19599)
* 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.
/🆑

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Co-authored-by: san7890 <the@ san7890.com>

* Fixes an issue with nightmare revival, Unit tests some fully heal stuff

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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-01 01:15:12 -08:00

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/// Tests the fully heal flag [HEAL_ORGANS].
/datum/unit_test/full_heal_heals_organs
/datum/unit_test/full_heal_heals_organs/Run()
var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
for(var/obj/item/organ/internal/organ in dummy.internal_organs)
organ.applyOrganDamage(50)
dummy.fully_heal(HEAL_ORGANS)
for(var/obj/item/organ/internal/organ in dummy.internal_organs)
if(organ.damage <= 0)
continue
TEST_FAIL("Organ [organ] did not get healed by fullyheal flag HEAL_ORGANS.")
/// Tests the fully heal flag [HEAL_REFRESH_ORGANS].
/datum/unit_test/full_heal_regenerates_organs
/datum/unit_test/full_heal_regenerates_organs/Run()
var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
var/list/we_started_with = list()
for(var/obj/item/organ/internal/organ in dummy.internal_organs)
if(organ.organ_flags & ORGAN_VITAL) // leave this for now
continue
we_started_with += organ.type
qdel(organ)
TEST_ASSERT(length(we_started_with), "Dummy didn't spawn with any organs to regenerate.")
dummy.fully_heal(HEAL_REFRESH_ORGANS)
for(var/obj/item/organ/organ_type as anything in we_started_with)
if(dummy.getorgan(organ_type))
continue
TEST_FAIL("Organ [initial(organ_type.name)] didn't regenerate in the dummy after fullyheal flag HEAL_REFRESH_ORGANS.")
/// Tests the fully heal combination flag [HEAL_DAMAGE].
/datum/unit_test/full_heal_damage_types
/datum/unit_test/full_heal_damage_types/Run()
var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
dummy.apply_damages(brute = 10, burn = 10, tox = 10, oxy = 10, clone = 10, stamina = 10)
dummy.fully_heal(HEAL_DAMAGE)
if(dummy.getBruteLoss())
TEST_FAIL("The dummy still had brute damage after a fully heal!")
if(dummy.getFireLoss())
TEST_FAIL("The dummy still had burn damage after a fully heal!")
if(dummy.getToxLoss())
TEST_FAIL("The dummy still had toxins damage after a fully heal!")
if(dummy.getOxyLoss())
TEST_FAIL("The dummy still had oxy damage after a fully heal!")
if(dummy.getCloneLoss())
TEST_FAIL("The dummy still had clone damage after a fully heal!")
if(dummy.getStaminaLoss())
TEST_FAIL("The dummy still had stamina damage after a fully heal!")