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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
100 lines
3.9 KiB
Plaintext
100 lines
3.9 KiB
Plaintext
#define CHECK_OUTFIT_SLOT(outfit_key, slot_name) if (outfit.##outfit_key) { \
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H.equip_to_slot_or_del(new outfit.##outfit_key(H), ##slot_name, TRUE); \
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/* We don't check the result of equip_to_slot_or_del because it returns false for random jumpsuits, as they delete themselves on init */ \
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var/obj/item/outfit_item = H.get_item_by_slot(##slot_name); \
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if (!outfit_item) { \
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TEST_FAIL("[outfit.name]'s [#outfit_key] is invalid! Could not equip a [outfit.##outfit_key] into that slot."); \
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} \
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else { \
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outfit_item.on_outfit_equip(H, FALSE, ##slot_name); \
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} \
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}
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/// See #66313 and #60901. outfit_sanity used to runtime whenever you had two mergable sheets in either hand. Previously, this only had a 3% chance of occuring. Now 100%.
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/datum/outfit/stacks_in_hands
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name = "Mr. Runtime"
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uniform = /obj/item/clothing/under/suit/tuxedo
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glasses = /obj/item/clothing/glasses/sunglasses
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mask = /obj/item/cigarette/cigar/havana
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shoes = /obj/item/clothing/shoes/laceup
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l_hand = /obj/item/stack/spacecash/c1000
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r_hand = /obj/item/stack/spacecash/c1000
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/// outfit_sanity needs to cover insertions into duffelbags
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/datum/outfit/duffel_user
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name = "Mr. Runtime"
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back = /obj/item/storage/backpack/duffelbag
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backpack_contents = list(/obj/item/cigarette/cigar/havana)
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/// Satchels too
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/datum/outfit/stachel_user
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name = "Mr. Runtime"
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back = /obj/item/storage/backpack/satchel
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backpack_contents = list(/obj/item/cigarette/cigar/havana)
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/// And just in case we'll check backpacks
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/datum/outfit/backpack_user
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name = "Mr. Runtime"
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back = /obj/item/storage/backpack
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backpack_contents = list(/obj/item/cigarette/cigar/havana)
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/datum/unit_test/outfit_sanity/Run()
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var/datum/outfit/prototype_outfit = /datum/outfit
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var/prototype_name = initial(prototype_outfit.name)
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var/mob/living/carbon/human/H = allocate(/mob/living/carbon/human/consistent)
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var/list/outfits_to_check = subtypesof(/datum/outfit)
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outfits_to_check -= typesof(/datum/outfit/deathmatch_loadout)
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for (var/outfit_type in outfits_to_check)
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// Only make one human and keep undressing it because it's much faster
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for (var/obj/item/I in H.get_equipped_items(INCLUDE_POCKETS))
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qdel(I)
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var/datum/outfit/outfit = new outfit_type
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if(outfit.name == prototype_name)
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TEST_FAIL("[outfit.type]'s name is invalid! Uses default outfit name!")
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outfit.pre_equip(H, TRUE)
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CHECK_OUTFIT_SLOT(uniform, ITEM_SLOT_ICLOTHING)
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CHECK_OUTFIT_SLOT(suit, ITEM_SLOT_OCLOTHING)
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CHECK_OUTFIT_SLOT(belt, ITEM_SLOT_BELT)
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CHECK_OUTFIT_SLOT(gloves, ITEM_SLOT_GLOVES)
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CHECK_OUTFIT_SLOT(shoes, ITEM_SLOT_FEET)
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CHECK_OUTFIT_SLOT(head, ITEM_SLOT_HEAD)
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CHECK_OUTFIT_SLOT(mask, ITEM_SLOT_MASK)
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CHECK_OUTFIT_SLOT(neck, ITEM_SLOT_NECK)
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CHECK_OUTFIT_SLOT(ears, ITEM_SLOT_EARS)
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CHECK_OUTFIT_SLOT(glasses, ITEM_SLOT_EYES)
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CHECK_OUTFIT_SLOT(back, ITEM_SLOT_BACK)
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CHECK_OUTFIT_SLOT(id, ITEM_SLOT_ID)
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CHECK_OUTFIT_SLOT(l_pocket, ITEM_SLOT_LPOCKET)
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CHECK_OUTFIT_SLOT(r_pocket, ITEM_SLOT_RPOCKET)
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CHECK_OUTFIT_SLOT(suit_store, ITEM_SLOT_SUITSTORE)
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if (outfit.backpack_contents || outfit.box)
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var/list/backpack_contents = outfit.backpack_contents?.Copy()
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if (outfit.box)
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if (!backpack_contents)
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backpack_contents = list()
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backpack_contents.Insert(1, outfit.box)
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backpack_contents[outfit.box] = 1
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for (var/path in backpack_contents)
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var/number = backpack_contents[path] || 1
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for (var/_ in 1 to number)
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if (!H.equip_to_slot_or_del(new path(H), ITEM_SLOT_BACKPACK, TRUE, indirect_action = TRUE))
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TEST_FAIL("[outfit.name]'s backpack_contents are invalid! Couldn't add [path] to backpack.")
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if (outfit.belt_contents)
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var/list/belt_contents = outfit.belt_contents?.Copy()
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for (var/path in belt_contents)
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var/number = belt_contents[path] || 1
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for (var/_ in 1 to number)
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if (!H.equip_to_slot_or_del(new path(H), ITEM_SLOT_BELTPACK, TRUE, indirect_action = TRUE))
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TEST_FAIL("[outfit.name]'s belt_contents are invalid! Couldn't add [path] to backpack.")
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#undef CHECK_OUTFIT_SLOT
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