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## About The Pull Request Moves all the dna block handling onto singleton datums initialized inside global lists, to make the handling dna less of a copy-paste mess and make adding new blocks significantly easier. There is still some work to be done in the copypaste department but ultimately that falls under its own PR scope after the core refactor goes through. (Ill probably do those but it will also be easier for everyone else as the code is now significantly less of an eyesore) Both features and identities have been tested through and through, and seem to be working fine. Also removed the reliance on weird hardcoded lookup tables for length, and other similar things that just didn't make sense when I was passing through DNA code. There's a lot more that fall out of scope for this exact PR's goal however ## Why It's Good For The Game I've been told the maintainers will love me for doing this ## Changelog 🆑 code: feature keys are no longer magical strings floating around the codebase and use proper defines refactor: DNA blocks are now handled with singleton datums. /🆑
55 lines
2.7 KiB
Plaintext
55 lines
2.7 KiB
Plaintext
/// A screenshot test for every humanoid species with a handful of jobs.
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/datum/unit_test/screenshot_humanoids
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/datum/unit_test/screenshot_humanoids/Run()
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var/list/testable_species = subtypesof(/datum/species)
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// Test lizards as their own thing so we can get more coverage on their features
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var/mob/living/carbon/human/lizard = allocate(/mob/living/carbon/human/dummy/consistent)
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lizard.dna.features[FEATURE_MUTANT_COLOR] = "#099"
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lizard.dna.features[FEATURE_TAIL_LIZARD] = "Light Tiger"
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lizard.dna.features[FEATURE_SNOUT] = "Sharp + Light"
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lizard.dna.features[FEATURE_HORNS] = "Simple"
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lizard.dna.features[FEATURE_FRILLS] = "Aquatic"
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lizard.dna.features[FEATURE_LEGS] = "Normal Legs"
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lizard.set_species(/datum/species/lizard)
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lizard.equipOutfit(/datum/outfit/job/engineer)
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test_screenshot("[/datum/species/lizard]", get_flat_icon_for_all_directions(lizard))
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testable_species -= /datum/species/lizard
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// Test humans as naked so we can catch issues with bodypart layering
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/dummy/consistent)
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test_screenshot("[/datum/species/human]", get_flat_icon_for_all_directions(human))
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testable_species -= /datum/species/human
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// let me have this
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var/mob/living/carbon/human/moth = allocate(/mob/living/carbon/human/dummy/consistent)
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moth.dna.features[FEATURE_MOTH_ANTENNAE] = "Firewatch"
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moth.dna.features[FEATURE_MOTH_MARKINGS] = "None"
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moth.dna.features[FEATURE_MOTH_WINGS] = "Firewatch"
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moth.set_species(/datum/species/moth)
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moth.equipOutfit(/datum/outfit/job/cmo, visuals_only = TRUE)
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test_screenshot("[/datum/species/moth]", get_flat_icon_for_all_directions(moth))
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testable_species -= /datum/species/moth
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// More in depth test for slimes since they have a lot going on
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for (var/datum/species/slime_type as anything in typesof(/datum/species/jelly))
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var/mob/living/carbon/human/slime = allocate(/mob/living/carbon/human/dummy/consistent)
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slime.dna.features[FEATURE_MUTANT_COLOR] = COLOR_PINK
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slime.hairstyle = "Bob Hair 2"
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slime.hair_color = COLOR_RED // Should be forced to pink
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slime.set_species(slime_type)
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slime.equipOutfit(/datum/outfit/job/scientist/consistent)
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test_screenshot("[slime_type]", get_flat_icon_for_all_directions(slime))
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testable_species -= slime_type
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// The rest of the species
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for (var/datum/species/species_type as anything in testable_species)
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test_screenshot("[species_type]", get_flat_icon_for_all_directions(make_dummy(species_type, /datum/outfit/job/assistant/consistent)))
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/datum/unit_test/screenshot_humanoids/proc/make_dummy(species, job_outfit)
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var/mob/living/carbon/human/dummy/consistent/dummy = allocate(/mob/living/carbon/human/dummy/consistent)
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dummy.set_species(species)
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dummy.equipOutfit(job_outfit, visuals_only = TRUE)
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return dummy
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