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Bubberstation/code/modules/unit_tests/fish_unit_tests.dm
OrbisAnima 43dc718942 Fishing Fixes - Explosive and NPC fishing relegated to only Industrial fishing (#90990)
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## About The Pull Request

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Places a check to see if there is a fishing count regen list, and
creates a new one if there is not. Then apply a 30 minutes regen on
things that have no regen listed.

Removes explosions and NPC's from fishing both message in a bottle and
unique items.

Adjust the tables of Lavaland and Icemoon maps. Made sure both fishing
sources have skeleton keys, tendril chests and runite on both tables, to
equalize the fishing experience a bit.

Removes the failing conditions to the Unit Tests related to fishing, as
they depended on this base npc behaviour. I dont have the knowledge to
fix the UT beyond that.

## Why It's Good For The Game

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Fixes #90972 

Unique Stuff is good to spawn only for players, not for soulless npc's
and random explosions.

If the rounds extend, is good for content to still exist instead of
being lost forever. Gives the chance to players to persevere should the
round last that long.

We had a lot of duds on Lavaland compared to Icemoon, this just
equalizes it.

Adds Runite to fishing in Lavaland as its used to make Runite fishng
rods, which are good for fishing, it also doesnt alter the balance of
the game like adamantium does.

Tendril Crates on the Icemoon equalizes the loot pool, and makes for an
unique approach to artifacts, albeit slow and super rng based.

Having Skeleton keys appear along with the crates means not only miners
get some juice of the whole ordeal, which to be fair miners rarely sit
down and fish if they want a tendril chest, they just go and get it.

Tests:

Been a test merge since Feb 20 with no issues reported on downstream:
https://github.com/NovaSector/NovaSector/pull/4916

also local: 

![image](https://github.com/user-attachments/assets/daa5558e-cd26-4fdd-8aee-c597c79e9f29)


## Changelog

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🆑
add: To future proof and in case we get long rounds, all limited fishing
items regenerate after 30 minutes if they dont have a regeneration time.
add: Skeleton keys, Tendril chests, Runite can be found in Lava and
Plasma lakes now, although they are rare!
balance: Explosions and NPC's no longer nets you uniques from fishing...
Fish if you want them!
/🆑

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2025-05-22 21:33:28 -04:00

547 lines
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#define TRAIT_FISH_TESTING "made_you_read_this"
#define FISH_REAGENT_AMOUNT (10 * FISH_WEIGHT_GRIND_TO_BITE_MULT)
///Ensures that all fish have an aquarium icon state and that sprite_width and sprite_height have been set.
/datum/unit_test/fish_aquarium_icons
/datum/unit_test/fish_aquarium_icons/Run()
for(var/obj/item/fish/fish as anything in subtypesof(/obj/item/fish))
if(ispath(fish, /obj/item/fish/testdummy)) //We don't care about unit test fish.
continue
var/init_icon = fish::dedicated_in_aquarium_icon
var/init_icon_state = fish::dedicated_in_aquarium_icon_state || "[fish::icon_state]_small"
if(!icon_exists(init_icon, init_icon_state))
TEST_FAIL("[fish] with doesn't have a \"[init_icon_state]\" aquarium icon state in [init_icon]. Please make one.")
if(!fish::sprite_width)
TEST_FAIL("[fish] doesn't have a set sprite_width.")
if(!fish::sprite_height)
TEST_FAIL("[fish] doesn't have a set sprite_height.")
///Checks that things associated with fish size and weight work correctly.
/datum/unit_test/fish_size_weight
/datum/unit_test/fish_size_weight/Run()
var/obj/structure/table/table = allocate(/obj/structure/table)
var/obj/item/fish/testdummy/fish = allocate(__IMPLIED_TYPE__, table.loc)
var/datum/reagent/reagent = fish.reagents?.has_reagent(/datum/reagent/fishdummy)
TEST_ASSERT(reagent, "the test fish doesn't have the test reagent.[fish.reagents ? "" : " It doesn't even have a reagent holder."]")
var/expected_units = FISH_REAGENT_AMOUNT * fish.weight / FISH_WEIGHT_BITE_DIVISOR
TEST_ASSERT_EQUAL(reagent.volume, expected_units, "the test fish has [reagent.volume] units of the test reagent when it should have [expected_units]")
TEST_ASSERT_EQUAL(fish.w_class, WEIGHT_CLASS_BULKY, "the test fish has w_class of [fish.w_class] when it should have been [WEIGHT_CLASS_BULKY]")
var/mob/living/carbon/human/consistent/chef = allocate(/mob/living/carbon/human/consistent)
var/obj/item/knife/kitchen/blade = allocate(/obj/item/knife/kitchen)
var/fish_fillet_type = fish.fillet_type
var/expected_num_fillets = fish.expected_num_fillets
blade.melee_attack_chain(chef, fish)
var/counted_fillets = 0
for(var/atom/movable/content as anything in table.loc.contents)
if(istype(content, fish_fillet_type))
counted_fillets++
allocated += content
TEST_ASSERT_EQUAL(counted_fillets, expected_num_fillets, "the test fish yielded [counted_fillets] fillets when it should have been [expected_num_fillets]")
/// Make sure fish don't stay hungry after being fed
/datum/unit_test/fish_feeding
/datum/unit_test/fish_feeding/Run()
var/obj/item/fish/testdummy/hungry = allocate(__IMPLIED_TYPE__)
hungry.last_feeding = 0 //the fish should be hungry.
TEST_ASSERT(hungry.get_hunger(), "the fish doesn't seem to be hungry in the slightest")
var/obj/item/reagent_containers/cup/fish_feed/yummy = allocate(__IMPLIED_TYPE__)
hungry.feed(yummy.reagents)
TEST_ASSERT(!hungry.get_hunger(), "the fish is still hungry despite having been just fed")
///Try feeding it again, but this time with the right hunger so they actually grow
hungry.last_feeding = world.time - (hungry.feeding_frequency * FISH_GROWTH_PEAK)
var/old_size = hungry.size
var/old_weight = hungry.weight
hungry.feed(yummy.reagents)
TEST_ASSERT(hungry.size > old_size, "the fish size didn't increase after being properly fed")
TEST_ASSERT(hungry.weight > old_weight, "the fish weight didn't increase after being properly fed")
///Checks that fish breeding works correctly.
/datum/unit_test/fish_breeding
/datum/unit_test/fish_breeding/Run()
var/obj/item/fish_tank/reproduction/fish_tank = allocate(__IMPLIED_TYPE__)
///Check if the fishes can generate offsprings at all.
var/obj/item/fish/new_fish = fish_tank.fish.try_to_reproduce()
TEST_ASSERT(new_fish, "the two test fishes couldn't generate an offspring")
var/traits_len = length(new_fish.fish_traits)
TEST_ASSERT_NOTEQUAL(traits_len, 2, "the offspring of the test fishes has both parents' traits, which are incompatible with each other")
TEST_ASSERT_NOTEQUAL(traits_len, 0, "the offspring has neither of the parents' traits")
TEST_ASSERT(HAS_TRAIT(new_fish, TRAIT_FISH_TESTING), "The offspring doesn't have the relative datum trait associated with its fish trait")
///Check that crossbreeder, no-mating and self-reproductive fish traits work correctly.
var/obj/structure/aquarium/traits/aquarium = allocate(/obj/structure/aquarium/traits)
TEST_ASSERT(!aquarium.sterile.try_to_reproduce(), "The test aquarium's sterile fish managed to reproduce when it shouldn't have")
var/obj/item/fish/crossbreeder_jr = aquarium.crossbreeder.try_to_reproduce()
TEST_ASSERT(crossbreeder_jr, "The test aquarium's crossbreeder fish didn't manage to reproduce when it should have")
TEST_ASSERT_EQUAL(crossbreeder_jr.type, aquarium.cloner.type, "The test aquarium's crossbreeder fish mated with the wrong type of fish")
var/obj/item/fish/cloner_jr = aquarium.cloner.try_to_reproduce()
TEST_ASSERT(cloner_jr, "The test aquarium's cloner fish didn't manage to reproduce when it should have")
TEST_ASSERT_NOTEQUAL(cloner_jr.type, aquarium.sterile.type, "The test aquarium's cloner fish mated with the sterile fish")
/obj/item/fish_tank/reproduction
var/obj/item/fish/testdummy/small/fish
var/obj/item/fish/testdummy/small/partner
/obj/item/fish_tank/reproduction/Initialize(mapload)
. = ..()
fish = new(src)
partner = new(src)
/obj/item/fish_tank/reproduction/Destroy()
fish = null
partner = null
return ..()
///Checks that fish evolutions work correctly.
/datum/unit_test/fish_evolution
/datum/unit_test/fish_evolution/Run()
var/obj/structure/aquarium/evolution/aquarium = allocate(/obj/structure/aquarium/evolution)
var/obj/item/fish/evolve_jr = aquarium.evolve.try_to_reproduce()
TEST_ASSERT(evolve_jr, "The test aquarium's evolution fish didn't manage to reproduce when it should have")
TEST_ASSERT_NOTEQUAL(evolve_jr.type, /obj/item/fish/goldfish, "The test aquarium's evolution fish managed to pass the conditions of an impossible evolution")
TEST_ASSERT_EQUAL(evolve_jr.type, /obj/item/fish/clownfish, "The test aquarium's evolution fish's offspring isn't of the expected type")
TEST_ASSERT(!(/datum/fish_trait/dummy in evolve_jr.fish_traits), "The test aquarium's evolution fish's offspring still has the old trait that ought to be removed by the evolution datum")
TEST_ASSERT(/datum/fish_trait/dummy/two in evolve_jr.fish_traits, "The test aquarium's evolution fish's offspring doesn't have the evolution trait")
/datum/unit_test/fish_scanning
/datum/unit_test/fish_scanning/Run()
var/scannable_fishes = 0
for(var/obj/item/fish/fish_prototype as anything in subtypesof(/obj/item/fish))
if(initial(fish_prototype.fish_flags) & FISH_FLAG_EXPERIMENT_SCANNABLE)
scannable_fishes++
for(var/datum/experiment/scanning/fish/fish_scan as anything in typesof(/datum/experiment/scanning/fish))
fish_scan = new fish_scan
var/scan_key = fish_scan.required_atoms[1]
if(fish_scan.required_atoms[scan_key] > scannable_fishes)
TEST_FAIL("[fish_scan.type] has requirements higher than the number of scannable fish types in the game: [scannable_fishes]")
///dummy fish item used for the tests, as well with related subtypes and datums.
/obj/item/fish/testdummy
grind_results = list()
average_weight = FISH_GRIND_RESULTS_WEIGHT_DIVISOR * 2
average_size = FISH_SIZE_BULKY_MAX
num_fillets = 2
fish_traits = list(/datum/fish_trait/dummy)
stable_population = INFINITY
breeding_timeout = 0
fish_flags = parent_type::fish_flags & ~(FISH_FLAG_SHOW_IN_CATALOG|FISH_FLAG_EXPERIMENT_SCANNABLE)
fish_id_redirect_path = /obj/item/fish/goldfish //Stops SSfishing from complaining
var/expected_num_fillets = 0 //used to know how many fillets should be gotten out of this fish
/obj/item/fish/testdummy/small
// The parent type is too big to reproduce inside the more compact fish tank
average_size = /obj/item/fish_tank::max_total_size * 0.2
/obj/item/fish/testdummy/add_fillet_type()
expected_num_fillets = ..()
return expected_num_fillets
/obj/item/fish/testdummy/two
fish_traits = list(/datum/fish_trait/dummy/two)
/datum/fish_trait/dummy
incompatible_traits = list(/datum/fish_trait/dummy/two)
inheritability = 100
reagents_to_add = list(/datum/reagent/fishdummy = FISH_REAGENT_AMOUNT)
/datum/fish_trait/dummy/apply_to_fish(obj/item/fish/fish)
. = ..()
ADD_TRAIT(fish, TRAIT_FISH_TESTING, FISH_TRAIT_DATUM)
/datum/fish_trait/dummy/two
incompatible_traits = list(/datum/fish_trait/dummy)
/datum/reagent/fishdummy
name = "fish test reagent"
description = "It smells fishy."
/obj/structure/aquarium/traits
var/obj/item/fish/testdummy/crossbreeder/crossbreeder
var/obj/item/fish/testdummy/cloner/cloner
var/obj/item/fish/testdummy/sterile/sterile
/obj/structure/aquarium/traits/Initialize(mapload)
. = ..()
crossbreeder = new(src)
cloner = new(src)
sterile = new(src)
/obj/structure/aquarium/traits/Destroy()
crossbreeder = null
cloner = null
sterile = null
return ..()
/obj/item/fish/testdummy/crossbreeder
fish_traits = list(/datum/fish_trait/crossbreeder)
/obj/item/fish/testdummy/cloner
fish_traits = list(/datum/fish_trait/parthenogenesis)
/obj/item/fish/testdummy/sterile
fish_traits = list(/datum/fish_trait/no_mating)
/obj/structure/aquarium/evolution
var/obj/item/fish/testdummy/evolve/evolve
var/obj/item/fish/testdummy/evolve_two/evolve_two
/obj/structure/aquarium/evolution/Initialize(mapload)
. = ..()
evolve = new(src)
evolve_two = new(src)
/obj/structure/aquarium/evolution/Destroy()
evolve = null
evolve_two = null
return ..()
/obj/item/fish/testdummy/evolve
compatible_types = list(/obj/item/fish/testdummy/evolve_two)
evolution_types = list(/datum/fish_evolution/dummy)
/obj/item/fish/testdummy/evolve_two
compatible_types = list(/obj/item/fish/testdummy/evolve)
evolution_types = list(/datum/fish_evolution/dummy/two)
/datum/fish_evolution/dummy
probability = 200 //Guaranteed chance even if halved.
new_fish_type = /obj/item/fish/clownfish
new_traits = list(/datum/fish_trait/dummy/two)
removed_traits = list(/datum/fish_trait/dummy)
show_on_wiki = FALSE
///This is used by both fish_evolution and fish_growth unit tests.
/datum/fish_evolution/dummy/two
new_fish_type = /obj/item/fish/goldfish
/datum/fish_evolution/dummy/two/New()
. = ..()
probability = 0 //works around the global list initialization skipping abstract/impossible evolutions.
///During the fish_growth unit test, we spawn a fish outside of the aquarium and check that this actually stops it from growing
/datum/fish_evolution/dummy/two/growth_checks(obj/item/fish/source, seconds_per_tick, growth)
. = ..()
if(!source.loc || !HAS_TRAIT(source.loc, TRAIT_IS_AQUARIUM))
return COMPONENT_DONT_GROW
///A test that checks that fishing portals can be linked and function as expected
/datum/unit_test/fish_portal_gen_linking
/datum/unit_test/fish_portal_gen_linking/Run()
var/mob/living/carbon/human/consistent/user = allocate(__IMPLIED_TYPE__)
var/obj/machinery/fishing_portal_generator/portal = allocate(__IMPLIED_TYPE__)
var/obj/structure/toilet/unit_test/fishing_spot = new(get_turf(user)) //This is deleted during the test
var/obj/structure/moisture_trap/extra_spot = allocate(/obj/structure/moisture_trap)
var/obj/machinery/hydroponics/constructable/inaccessible = allocate(__IMPLIED_TYPE__)
ADD_TRAIT(inaccessible, TRAIT_UNLINKABLE_FISHING_SPOT, INNATE_TRAIT)
var/obj/item/multitool/tool = allocate(__IMPLIED_TYPE__)
var/datum/fish_source/toilet/fish_source = GLOB.preset_fish_sources[/datum/fish_source/toilet]
portal.max_fishing_spots = 1 //We've no scrying orb to know if it'll be buffed or nerfed this in the future. We only have space for one here.
portal.activate(fish_source, user)
TEST_ASSERT(!portal.active, "[portal] was activated with a fish source from an unlinked fishing spot")
portal.multitool_act(user, tool)
TEST_ASSERT_EQUAL(tool.buffer, portal, "[portal] wasn't set as buffer for [tool]")
tool.melee_attack_chain(user, fishing_spot)
TEST_ASSERT_EQUAL(LAZYACCESS(portal.linked_fishing_spots, fishing_spot), fish_source, "We tried linking [portal] to the fishing spot but didn't succeed.")
portal.activate(fish_source, user)
TEST_ASSERT(portal.active?.fish_source == fish_source, "[portal] can't acces a fish source from a linked fishing spot")
//Let's move the fishing spot away. This is fine as long as the portal moves to another z level, away from the toilet
var/turf/other_z_turf = pick(GLOB.newplayer_start)
portal.forceMove(other_z_turf)
TEST_ASSERT(!portal.active, "[portal] (not upgraded) is still active though the fishing spot is on another z-level.[portal.z == fishing_spot.z ? " Actually they're still on the same level!" : ""]")
portal.long_range_link = TRUE
portal.activate(fish_source, user)
TEST_ASSERT(portal.active?.fish_source == fish_source, "[portal] can't acces a fish source from a linked fishing spot on a different z-level despite being upgraded")
fishing_spot.forceMove(other_z_turf)
portal.forceMove(get_turf(user))
TEST_ASSERT(portal.active?.fish_source == fish_source, "[portal] (upgraded) deactivated while changing z-level")
tool.melee_attack_chain(user, extra_spot)
TEST_ASSERT_EQUAL(length(portal.linked_fishing_spots), 1, "We managed to link to another fishing spot when there's only space for one")
TEST_ASSERT_EQUAL(LAZYACCESS(portal.linked_fishing_spots, fishing_spot), fish_source, "linking to another fishing spot fouled up the other linked spots")
QDEL_NULL(fishing_spot)
TEST_ASSERT(!portal.active, "[portal] is still linked to the fish source of the deleted fishing spot it's associated to")
tool.melee_attack_chain(user, inaccessible)
TEST_ASSERT(!length(portal.linked_fishing_spots), "We managed to link to an unlinkable fishing spot")
/obj/structure/toilet/unit_test/Initialize(mapload)
. = ..()
if(!HAS_TRAIT(src, TRAIT_FISHING_SPOT)) //Ensure this toilet has a fishing spot because only maploaded ones have it.
AddComponent(/datum/component/fishing_spot, GLOB.preset_fish_sources[/datum/fish_source/toilet])
// we want no default spawns in this unit test
/datum/chasm_detritus/restricted/bodies/no_defaults
default_contents_chance = 0
/// Checks that we are able to fish people out of chasms with priority and that they end up in the right location
/datum/unit_test/fish_rescue_hook
priority = TEST_LONGER
var/original_turf_type
var/original_turf_baseturfs
var/list/mobs_spawned
/datum/unit_test/fish_rescue_hook/Run()
// create our human dummies to be dropped into the chasm
var/mob/living/carbon/human/consistent/get_in_the_hole = allocate(/mob/living/carbon/human/consistent)
var/mob/living/basic/mining/lobstrosity/you_too = allocate(/mob/living/basic/mining/lobstrosity)
var/mob/living/carbon/human/consistent/mindless = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/consistent/no_brain = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/consistent/empty = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/consistent/dummy = allocate(/mob/living/carbon/human/consistent)
mobs_spawned = list(
get_in_the_hole,
you_too,
mindless,
no_brain,
empty,
dummy,
)
// create our chasm and remember the previous turf so we can change it back once we're done
original_turf_type = run_loc_floor_bottom_left.type
original_turf_baseturfs = islist(run_loc_floor_bottom_left.baseturfs) ? run_loc_floor_bottom_left.baseturfs.Copy() : run_loc_floor_bottom_left.baseturfs
run_loc_floor_bottom_left.ChangeTurf(/turf/open/chasm)
var/turf/open/chasm/the_hole = run_loc_floor_bottom_left
// into the hole they go
for(var/mob/mob_spawned in mobs_spawned)
the_hole.drop(mob_spawned)
sleep(0.2 SECONDS) // we have to WAIT because the drop() proc sleeps.
// our 'fisherman' where we expect the item to be moved to after fishing it up
var/mob/living/carbon/human/consistent/a_fisherman = allocate(/mob/living/carbon/human/consistent, run_loc_floor_top_right)
// pretend like this mob has a mind. they should be fished up first
no_brain.mind_initialize()
var/datum/component/fishing_spot/the_hole_fishing_spot = the_hole.GetComponent(/datum/component/fishing_spot)
var/datum/fish_source/fishing_source = the_hole_fishing_spot.fish_source
var/obj/item/fishing_hook/rescue/the_hook = allocate(/obj/item/fishing_hook/rescue, run_loc_floor_top_right)
the_hook.chasm_detritus_type = /datum/chasm_detritus/restricted/bodies/no_defaults
// try to fish up our minded victim
var/atom/movable/reward = fishing_source.dispense_reward(the_hook.chasm_detritus_type, a_fisherman, the_hole)
// mobs with minds (aka players) should have precedence over any other mobs that are in the chasm
TEST_ASSERT_EQUAL(reward, no_brain, "Fished up [reward] ([REF(reward)]) with a rescue hook; expected to fish up [no_brain]([REF(no_brain)])")
// it should end up on the same turf as the fisherman
TEST_ASSERT_EQUAL(get_turf(reward), get_turf(a_fisherman), "[reward] was fished up with the rescue hook and ended up at [get_turf(reward)]; expected to be at [get_turf(a_fisherman)]")
// let's further test that by giving a second mob a mind. they should be fished up immediately..
empty.mind_initialize()
reward = fishing_source.dispense_reward(the_hook.chasm_detritus_type, a_fisherman, the_hole)
TEST_ASSERT_EQUAL(reward, empty, "Fished up [reward]([REF(reward)]) with a rescue hook; expected to fish up [empty]([REF(empty)])")
TEST_ASSERT_EQUAL(get_turf(reward), get_turf(a_fisherman), "[reward] was fished up with the rescue hook and ended up at [get_turf(reward)]; expected to be at [get_turf(a_fisherman)]")
// clean up so we don't mess up subsequent tests
/datum/unit_test/fish_rescue_hook/Destroy()
QDEL_LIST(mobs_spawned)
run_loc_floor_bottom_left.ChangeTurf(original_turf_type, original_turf_baseturfs)
return ..()
///Check that the fish growth component works.
/datum/unit_test/fish_growth
/datum/unit_test/fish_growth/Run()
var/obj/structure/aquarium/crab/aquarium = allocate(/obj/structure/aquarium/crab)
var/list/growth_comps = aquarium.crabbie.GetComponents(/datum/component/fish_growth) //Can't use GetComponent() without s because the comp is dupe-selective
var/datum/component/fish_growth/crab_growth = growth_comps[1]
crab_growth.on_fish_life(aquarium.crabbie, seconds_per_tick = 1) //give the fish growth component a small push.
var/mob/living/basic/mining/lobstrosity/juvenile/lobster = locate() in aquarium.loc
TEST_ASSERT(lobster, "The lobstrosity didn't spawn at all. chasm crab maturation: [crab_growth.maturation]%.")
TEST_ASSERT_EQUAL(lobster.loc, get_turf(aquarium), "The lobstrosity didn't spawn on the aquarium's turf")
TEST_ASSERT(QDELETED(aquarium.crabbie), "The test aquarium's chasm crab didn't delete itself.")
TEST_ASSERT_EQUAL(lobster.name, "Crabbie", "The lobstrosity didn't inherit the aquarium chasm crab's custom name")
allocated |= lobster //make sure it's allocated and thus properly deleted when the test is over
//While ideally impossible to have all traits because of incompatible ones, I want to be sure they don't error out.
for(var/trait_type in GLOB.fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[trait_type]
trait.apply_to_mob(lobster)
var/obj/item/fish/testdummy/dummy = allocate(/obj/item/fish/testdummy)
var/datum/component/fish_growth/dummy_growth = dummy.AddComponent(/datum/component/fish_growth, /datum/fish_evolution/dummy/two, 1 SECONDS, use_drop_loc = FALSE)
dummy.last_feeding = world.time
dummy_growth.on_fish_life(dummy, seconds_per_tick = 1)
TEST_ASSERT(!QDELETED(dummy), "The fish has grown when it shouldn't have")
dummy.forceMove(aquarium)
dummy_growth.on_fish_life(dummy, seconds_per_tick = 1)
var/obj/item/fish/dummy_boogaloo = locate(/datum/fish_evolution/dummy/two::new_fish_type) in aquarium
TEST_ASSERT(dummy_boogaloo, "The new fish type cannot be found inside the aquarium")
/obj/structure/aquarium/crab
///Our test subject
var/obj/item/fish/chasm_crab/instant_growth/crabbie
/obj/structure/aquarium/crab/Initialize(mapload)
. = ..()
crabbie = new(src)
crabbie.AddComponent(/datum/component/rename, "Crabbie", crabbie.desc)
crabbie.last_feeding = world.time
crabbie.AddComponent(/datum/component/fish_growth, crabbie.lob_type, 1 SECONDS)
/obj/structure/aquarium/crab/Exited(atom/movable/gone)
. = ..()
if(gone == crabbie) //the fish item is deleted once it grows up
crabbie = null
/obj/item/fish/chasm_crab/instant_growth
fish_traits = list() //We don't want to end up applying traits twice on the resulting lobstrosity
fish_id_redirect_path = /obj/item/fish/chasm_crab
/datum/unit_test/fish_sources
/datum/unit_test/fish_sources/Run()
var/datum/fish_source/source = GLOB.preset_fish_sources[/datum/fish_source/unit_test_explosive]
source.spawn_reward_from_explosion(run_loc_floor_bottom_left, 1)
///From here, we check that the profound_fisher as well as fish source procs for rolling rewards don't fail.
source = GLOB.preset_fish_sources[/datum/fish_source/unit_test_profound_fisher]
run_loc_floor_bottom_left.AddComponent(/datum/component/fishing_spot, source)
var/mob/living/basic/fisher = allocate(/mob/living/basic)
fisher.AddComponent(/datum/component/profound_fisher)
fisher.set_combat_mode(FALSE)
fisher.melee_attack(run_loc_floor_bottom_left, ignore_cooldown = TRUE)
///For good measure, let's try it again, but with the component this time, and a human mob and gloves
qdel(run_loc_floor_bottom_left.GetComponent(/datum/component/fishing_spot))
var/datum/component/comp = run_loc_floor_bottom_left.AddComponent(/datum/component/fishing_spot, source)
var/mob/living/carbon/human/consistent/angler = allocate(/mob/living/carbon/human/consistent)
var/obj/item/clothing/gloves/noodling = allocate(/obj/item/clothing/gloves)
noodling.AddComponent(/datum/component/profound_fisher)
angler.equip_to_slot(noodling, ITEM_SLOT_GLOVES)
angler.UnarmedAttack(run_loc_floor_bottom_left, proximity_flag = TRUE)
qdel(comp)
///As a final test, let's see how it goes with a fish source containing every single fish subtype.
comp = run_loc_floor_bottom_left.AddComponent(/datum/component/fishing_spot, GLOB.preset_fish_sources[/datum/fish_source/unit_test_all_fish])
fisher.melee_attack(run_loc_floor_bottom_left, ignore_cooldown = TRUE)
qdel(comp)
/datum/fish_source/unit_test_explosive
fish_table = list(
/obj/item/wrench = 1,
/obj/item/screwdriver = INFINITY, //infinite weight, so if fish counts doesn't work as intended, this'll be always picked.
)
fish_counts = list(
/obj/item/wrench = 1,
/obj/item/screwdriver = 0, //this should never be picked.
)
/datum/fish_source/unit_test_profound_fisher
fish_table = list(/obj/item/fish/testdummy = 1)
fish_counts = list(/obj/item/fish/testdummy = 2)
/datum/fish_source/unit_test_all_fish
/datum/fish_source/unit_test_all_fish/New()
for(var/fish_type as anything in subtypesof(/obj/item/fish))
fish_table[fish_type] = 10
return ..()
/datum/unit_test/edible_fish
/datum/unit_test/edible_fish/Run()
var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy/food)
var/datum/component/edible/edible = fish.GetComponent(/datum/component/edible)
TEST_ASSERT(edible, "Fish is not edible")
edible.eat_time = 0
TEST_ASSERT(fish.GetComponent(/datum/component/infective), "Fish doesn't have the infective component")
var/mob/living/carbon/human/consistent/gourmet = allocate(/mob/living/carbon/human/consistent)
var/food_quality = edible.get_perceived_food_quality(gourmet)
TEST_ASSERT(food_quality < 0, "Humans don't seem to dislike raw, unprocessed fish when they should")
ADD_TRAIT(gourmet, TRAIT_FISH_EATER, TRAIT_FISH_TESTING)
food_quality = edible.get_perceived_food_quality(gourmet)
TEST_ASSERT(food_quality >= LIKED_FOOD_QUALITY_CHANGE, "mobs with the TRAIT_FISH_EATER traits don't seem to like fish when they should")
REMOVE_TRAIT(gourmet, TRAIT_FISH_EATER, TRAIT_FISH_TESTING)
fish.attack(gourmet, gourmet)
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/consumable/nutriment/protein), "Human doesn't have ingested protein after eating fish")
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/blood), "Human doesn't have ingested blood after eating fish")
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/fishdummy), "Human doesn't have the reagent from /datum/fish_trait/dummy after eating fish")
TEST_ASSERT_EQUAL(fish.status, FISH_DEAD, "The fish is not dead, despite having sustained enough damage that it should. health: [fish.health]")
var/obj/item/organ/stomach/belly = gourmet.get_organ_slot(ORGAN_SLOT_STOMACH)
belly.reagents.clear_reagents()
fish.set_status(FISH_ALIVE)
TEST_ASSERT(!fish.bites_amount, "bites_amount wasn't reset after the fish revived")
fish.update_size_and_weight(fish.size, FISH_WEIGHT_BITE_DIVISOR)
var/bite_size = edible.bite_consumption
fish.AddElement(/datum/element/fried_item, FISH_SAFE_COOKING_DURATION)
TEST_ASSERT_EQUAL(fish.status, FISH_DEAD, "The fish didn't die after being cooked")
TEST_ASSERT(bite_size < edible.bite_consumption, "The bite_consumption value hasn't increased after being cooked (it removes blood but doubles protein). Old: [bite_size]. New: [edible.bite_consumption]")
TEST_ASSERT(!(edible.foodtypes & (RAW|GORE)), "Fish still has the GORE and/or RAW foodtypes flags after being cooked")
TEST_ASSERT(!fish.GetComponent(/datum/component/infective), "Fish still has the infective component after being cooked for long enough")
food_quality = edible.get_perceived_food_quality(gourmet)
TEST_ASSERT(food_quality >= 0, "Humans still dislike fish, even when it's cooked")
fish.attack(gourmet, gourmet)
TEST_ASSERT(!gourmet.has_reagent(/datum/reagent/blood), "Human has ingested blood from eating a fish when it shouldn't since the fish has been cooked")
TEST_ASSERT(QDELETED(fish), "The fish is not being deleted, despite having sustained enough bites. Reagents volume left: [fish.reagents.total_volume]")
/obj/item/fish/testdummy/food
average_weight = FISH_WEIGHT_BITE_DIVISOR * 2 //One bite, it's death; the other, it's gone.
///Check that nothing wrong happens when randomizing size and weight of a fish
/datum/unit_test/fish_randomize_size_weight
/datum/unit_test/fish_randomize_size_weight/Run()
for(var/fish_type in subtypesof(/obj/item/fish))
var/obj/item/fish/fish = allocate(fish_type)
fish.randomize_size_and_weight()
/datum/unit_test/aquarium_upgrade
/datum/unit_test/aquarium_upgrade/Run()
var/mob/living/carbon/human/dummy/user = allocate(__IMPLIED_TYPE__)
var/obj/item/aquarium_upgrade/bioelec_gen/upgrade = allocate(__IMPLIED_TYPE__)
var/obj/structure/aquarium/aquarium = allocate(upgrade::upgrade_from_type)
var/datum/component/aquarium/comp = aquarium.GetComponent(__IMPLIED_TYPE__)
TEST_ASSERT(comp, "[aquarium.type] doesn't have an aquarium component")
comp.set_fluid_type(AQUARIUM_FLUID_AIR)
comp.fluid_temp = MAX_AQUARIUM_TEMP
aquarium.add_traits(list(TRAIT_AQUARIUM_PANEL_OPEN, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH), AQUARIUM_TRAIT)
var/type_to_check = upgrade::upgrade_to_type
var/turf/aquarium_loc = aquarium.loc
user.put_in_hands(upgrade)
upgrade.melee_attack_chain(user, aquarium)
TEST_ASSERT(QDELETED(aquarium), "Old [aquarium.type] was not deleted after upgrade")
var/obj/structure/aquarium/upgraded_aquarium = locate(type_to_check) in aquarium_loc
TEST_ASSERT(upgraded_aquarium, "New [upgraded_aquarium.type] was not spawned after upgrade")
comp = upgraded_aquarium.GetComponent(/datum/component/aquarium)
TEST_ASSERT(comp, "New [upgraded_aquarium.type] doesn't have an aquarium component")
TEST_ASSERT_EQUAL(comp.fluid_type, AQUARIUM_FLUID_AIR, "Inherited aquarium fluid type should be [AQUARIUM_FLUID_AIR]")
TEST_ASSERT_EQUAL(comp.fluid_temp, MAX_AQUARIUM_TEMP, "Inherited aquarium fluid temperature should be [MAX_AQUARIUM_TEMP]")
TEST_ASSERT(HAS_TRAIT(upgraded_aquarium, TRAIT_AQUARIUM_PANEL_OPEN), "The new aquarium should have its panel open")
TEST_ASSERT(HAS_TRAIT(upgraded_aquarium, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH), "The 'growth and reproduction' setting for this aquarium should be disabled")
TEST_ASSERT(QDELETED(upgrade), "Aquarium upgrade wasn't deleted afterward")
#undef FISH_REAGENT_AMOUNT
#undef TRAIT_FISH_TESTING