Files
Bubberstation/code/modules/unit_tests/medical_wounds.dm
SkyratBot 9f3be12c19 [MIRROR] [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support [MDB IGNORE] (#23601)
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support

* Wound refactor two compatability (#23618)

* Delam emergency procedure moth (#23483)

* safety moff

* delta/whitespace/examine

* icebox

* moff poster

* moff poster

* Update DelamProcedure.tsx

* Update scram.dm

* sound plays during warning

* remove nightshift, theres already a global proc

* scrubber hint

* missed that define

* Apply suggestions from code review

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* covered by ui_interact

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Automatic changelog for PR #23483 [ci skip]

* Automatic changelog compile [ci skip]

* [non modular] disables TG "hold up" for the foreseeable future (#23607)

Update gun.dm

* Automatic changelog for PR #23607 [ci skip]

* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)

* Desouls Hivelord (#78213)

## About The Pull Request

![dreammaker_RJz4brjobM](https://github.com/tgstation/tgstation/assets/7483112/e5e4a3e9-ea6b-47f9-887c-3339d24d3fa8)

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.

In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.

Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A

## Why It's Good For The Game

Looks nicer.

## Changelog

🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑

* Desouls Hivelord

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* Automatic changelog for PR #23609 [ci skip]

* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)

* Updates chem factory tank sprites (#78209)

Updates chem factory tank sprites.

* Updates chem factory tank sprites

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>

* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)

* Rice Dough can be made in a beaker (#78062)

## About The Pull Request

Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game

Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes #77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑

* Rice Dough can be made in a beaker

---------

Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

* Automatic changelog for PR #23608 [ci skip]

* Automatic changelog for PR #23611 [ci skip]

* f

* awda

* unused type!!!

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* oh hey unused defines! bye

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
2023-09-16 11:24:49 -04:00

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/// This test is used to make sure a flesh-and-bone base human can suffer all the types of wounds, and that suffering more severe wounds removes and replaces the lesser wound. Also tests that [/mob/living/carbon/proc/fully_heal] removes all wounds
/datum/unit_test/test_human_base/Run()
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
/// the limbs have no wound resistance like the chest and head do, so let's go with the r_arm
var/obj/item/bodypart/tested_part = victim.get_bodypart(BODY_ZONE_R_ARM)
/// In order of the wound types we're trying to inflict, what sharpness do we need to deal them?
var/list/sharps = list(NONE, SHARP_EDGED, SHARP_POINTY, NONE)
/// Since burn wounds need burn damage, duh
var/list/dam_types = list(BRUTE, BRUTE, BRUTE, BURN)
var/i = 1
var/list/iter_test_wound_list
for(iter_test_wound_list in list(list(/datum/wound/blunt/bone/moderate, /datum/wound/blunt/bone/severe, /datum/wound/blunt/bone/critical),\
list(/datum/wound/slash/flesh/moderate, /datum/wound/slash/flesh/severe, /datum/wound/slash/flesh/critical),\
list(/datum/wound/pierce/bleed/moderate, /datum/wound/pierce/bleed/severe, /datum/wound/pierce/bleed/critical),\
list(/datum/wound/burn/flesh/moderate, /datum/wound/burn/flesh/severe, /datum/wound/burn/flesh/critical)))
TEST_ASSERT_EQUAL(length(victim.all_wounds), 0, "Patient is somehow wounded before test")
var/datum/wound/iter_test_wound
var/datum/wound_pregen_data/iter_pregen_data = GLOB.all_wound_pregen_data[iter_test_wound]
var/threshold_penalty = 0
for(iter_test_wound in iter_test_wound_list)
var/threshold = iter_pregen_data.threshold_minimum - threshold_penalty // just enough to guarantee the next tier of wound, given the existing wound threshold penalty
if(dam_types[i] == BRUTE)
tested_part.receive_damage(WOUND_MINIMUM_DAMAGE, 0, wound_bonus = threshold, sharpness=sharps[i])
else if(dam_types[i] == BURN)
tested_part.receive_damage(0, WOUND_MINIMUM_DAMAGE, wound_bonus = threshold, sharpness=sharps[i])
TEST_ASSERT(length(victim.all_wounds), "Patient has no wounds when one wound is expected. Severity: [initial(iter_test_wound.severity)]")
TEST_ASSERT_EQUAL(length(victim.all_wounds), 1, "Patient has more than one wound when only one is expected. Severity: [initial(iter_test_wound.severity)]")
var/datum/wound/actual_wound = victim.all_wounds[1]
TEST_ASSERT_EQUAL(actual_wound.type, iter_test_wound, "Patient has wound of incorrect severity. Expected: [initial(iter_test_wound.name)] Got: [actual_wound]")
threshold_penalty = actual_wound.threshold_penalty
i++
victim.fully_heal(ADMIN_HEAL_ALL) // should clear all wounds between types
/// This test is used for making sure species with bones but no flesh (skeletons, plasmamen) can only suffer BONE_WOUNDS, and nothing tagged with FLESH_WOUND (it's possible to require both)
/datum/unit_test/test_human_bone/Run()
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
/// the limbs have no wound resistance like the chest and head do, so let's go with the r_arm
var/obj/item/bodypart/tested_part = victim.get_bodypart(BODY_ZONE_R_ARM)
/// In order of the wound types we're trying to inflict, what sharpness do we need to deal them?
var/list/sharps = list(NONE, SHARP_EDGED, SHARP_POINTY, NONE)
/// Since burn wounds need burn damage, duh
var/list/dam_types = list(BRUTE, BRUTE, BRUTE, BURN)
var/i = 1
var/list/iter_test_wound_list
tested_part.biological_state &= ~BIO_FLESH // take away the base limb's flesh (ouchie!) ((not actually ouchie, this just affects their wounds and dismemberment handling))
for(iter_test_wound_list in list(list(/datum/wound/blunt/bone/moderate, /datum/wound/blunt/bone/severe, /datum/wound/blunt/bone/critical),\
list(/datum/wound/slash/flesh/moderate, /datum/wound/slash/flesh/severe, /datum/wound/slash/flesh/critical),\
list(/datum/wound/pierce/bleed/moderate, /datum/wound/pierce/bleed/severe, /datum/wound/pierce/bleed/critical),\
list(/datum/wound/burn/flesh/moderate, /datum/wound/burn/flesh/severe, /datum/wound/burn/flesh/critical)))
TEST_ASSERT_EQUAL(length(victim.all_wounds), 0, "Patient is somehow wounded before test")
var/datum/wound/iter_test_wound
var/datum/wound_pregen_data/iter_pregen_data = GLOB.all_wound_pregen_data[iter_test_wound]
var/threshold_penalty = 0
for(iter_test_wound in iter_test_wound_list)
var/threshold = iter_pregen_data.threshold_minimum - threshold_penalty // just enough to guarantee the next tier of wound, given the existing wound threshold penalty
if(dam_types[i] == BRUTE)
tested_part.receive_damage(WOUND_MINIMUM_DAMAGE, 0, wound_bonus = threshold, sharpness=sharps[i])
else if(dam_types[i] == BURN)
tested_part.receive_damage(0, WOUND_MINIMUM_DAMAGE, wound_bonus = threshold, sharpness=sharps[i])
// so if we just tried to deal a flesh wound, make sure we didn't actually suffer it. We may have suffered a bone wound instead, but we just want to make sure we don't have a flesh wound
var/datum/wound_pregen_data/pregen_data = GLOB.all_wound_pregen_data[iter_test_wound]
if (pregen_data.required_limb_biostate & BIO_FLESH)
if(!length(victim.all_wounds)) // not having a wound is good news
continue
else // we have to check that it's actually a bone wound and not the intended wound type
TEST_ASSERT_EQUAL(length(victim.all_wounds), 1, "Patient has more than one wound when only one is expected. Severity: [initial(iter_test_wound.severity)]")
var/datum/wound/actual_wound = victim.all_wounds[1]
var/datum/wound_pregen_data/actual_pregen_data = GLOB.all_wound_pregen_data[actual_wound.type]
TEST_ASSERT((actual_pregen_data.required_limb_biostate & ~BIO_FLESH), "Limb has flesh wound despite no BIO_FLESH biological_state, expected either no wound or bone wound. Offending wound: [actual_wound]")
threshold_penalty = actual_wound.threshold_penalty
else // otherwise if it's a bone wound, check that we have it per usual
TEST_ASSERT(length(victim.all_wounds), "Patient has no wounds when one wound is expected. Severity: [initial(iter_test_wound.severity)]")
TEST_ASSERT_EQUAL(length(victim.all_wounds), 1, "Patient has more than one wound when only one is expected. Severity: [initial(iter_test_wound.severity)]")
var/datum/wound/actual_wound = victim.all_wounds[1]
TEST_ASSERT_EQUAL(actual_wound.type, iter_test_wound, "Patient has wound of incorrect severity. Expected: [initial(iter_test_wound.name)] Got: [actual_wound]")
threshold_penalty = actual_wound.threshold_penalty
i++
victim.fully_heal(ADMIN_HEAL_ALL) // should clear all wounds between types