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* Speeds up the preference menu, significantly. Adds object pooling, other stuff too * First fixes * Feex * Quick fix for the unit test to shut up * Fixing the runtime with randomly-colored jumpsuits * Fixes that one hard del Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
26 lines
1.2 KiB
Plaintext
26 lines
1.2 KiB
Plaintext
///This set of tests is focused on ensuring the stability of preference dummies
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///And by extension the hacks built to make them fast
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///Organ consistency, object pooling via the wardrobe ss, etc
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//Test spawning one of every species
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/datum/unit_test/dummy_spawn_species
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/datum/unit_test/dummy_spawn_species/Run()
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var/mob/living/carbon/human/dummy/lad = allocate(/mob/living/carbon/human/dummy)
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for(var/datum/species/testing_testing as anything in subtypesof(/datum/species))
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lad.set_species(testing_testing, icon_update = FALSE, pref_load = TRUE) //I wonder if I should somehow hook into the species pref here
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///Equips and devests our dummy of one of every job outfit
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/datum/unit_test/dummy_spawn_outfit
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/datum/unit_test/dummy_spawn_outfit/Run()
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var/mob/living/carbon/human/dummy/lad = allocate(/mob/living/carbon/human/dummy)
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for(var/datum/job/one_two_three as anything in subtypesof(/datum/job))
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var/datum/job/can_you_hear_this = SSjob.GetJobType(one_two_three)
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if(!can_you_hear_this)
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log_world("Job type [one_two_three] could not be retrieved from SSjob")
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continue
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lad.job = can_you_hear_this
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lad.dress_up_as_job(can_you_hear_this, TRUE)
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lad.wipe_state() //Nuke it all
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