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* Does it work? Who knows. * Mirror of tgstation/tgstation/#81492 * hmmm * is this it? * Oh, also synth stuff * Catching up with some disarm refactors. * tg's #81400 * Oh right, this * This should cut it --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
103 lines
3.1 KiB
Plaintext
103 lines
3.1 KiB
Plaintext
/// Tests to make sure tail wagging behaves as expected
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/datum/unit_test/tail_wag
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// used by the stop_after test
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var/timer_finished = FALSE
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/datum/unit_test/tail_wag/Run()
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/organ/external/tail/cat/dummy_tail = allocate(/obj/item/organ/external/tail/cat)
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dummy_tail.Insert(dummy, special = TRUE, movement_flags = DELETE_IF_REPLACED)
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// SANITY TEST
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// start wagging
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dummy.wag_tail()
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if(!(dummy_tail.wag_flags & WAG_WAGGING))
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TEST_FAIL("Tail did not start wagging when it should have!")
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// stop wagging
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dummy.unwag_tail()
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("Tail did not stop wagging when it should have!")
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// TESTING WAG EMOTE
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// start wagging
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dummy.emote("wag")
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if(!(dummy_tail.wag_flags & WAG_WAGGING))
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TEST_FAIL("Tail did not start wagging after using the *wag emote!")
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// stop wagging
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dummy.emote("wag")
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("Tail did not stop wagging after using the *wag emote!")
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// TESTING WAG_ABLE FLAG
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// flip the wag flag to unwaggable
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dummy_tail.wag_flags &= ~WAG_ABLE
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// try to wag it again
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dummy.wag_tail()
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("Tail should not have the ability to wag, yet it did!")
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// flip the wag flag to waggable again
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dummy_tail.wag_flags |= WAG_ABLE
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// start wagging again
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dummy.wag_tail()
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if(!(dummy_tail.wag_flags & WAG_WAGGING))
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TEST_FAIL("Tail did not start wagging when it should have!")
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// TESTING STOP_AFTER
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// stop wagging
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dummy.unwag_tail()
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("Tail did not stop wagging when it should have!")
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// start wagging, stop after 0.1 seconds
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dummy.wag_tail(0.1 SECONDS)
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// because timers are a pain
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addtimer(VARSET_CALLBACK(src, timer_finished, TRUE), 0.2 SECONDS)
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if(!(dummy_tail.wag_flags & WAG_WAGGING))
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TEST_FAIL("Tail did not start wagging when it should have!")
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UNTIL(timer_finished) // wait a little bit
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("Tail was supposed to stop wagging on its own after 0.1 seconds but it did not!")
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// TESTING TAIL REMOVAL
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// remove the tail
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dummy_tail.Remove(dummy, special = TRUE)
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// check if tail is still wagging after being removed
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("Tail was still wagging after being removed!")
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// try to wag the removed tail
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dummy.wag_tail()
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("A disembodied tail was able to start wagging!")
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// TESTING MOB DEATH
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// put it back and start wagging again
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dummy_tail.Insert(dummy, special = TRUE, movement_flags = DELETE_IF_REPLACED)
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dummy.wag_tail()
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if(!(dummy_tail.wag_flags & WAG_WAGGING))
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TEST_FAIL("Tail did not start wagging when it should have!")
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// kill the mob, see if it stops wagging
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dummy.adjustBruteLoss(9001)
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("A mob's tail was still wagging after being killed!")
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// check if we are still able to wag the tail after death
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dummy.wag_tail()
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if(dummy_tail.wag_flags & WAG_WAGGING)
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TEST_FAIL("A dead mob was able to wag their tail!")
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