Files
Bubberstation/code/modules/unit_tests/screenshots
Ghom ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
..

This folder contains the results for screenshot tests. Screenshot tests make sure an icon looks the same as it did before a change to prevent regressions.

You can create one by simply using the test_screenshot proc.

This example test screenshots a red image and keeps it.

/// This is an example for screenshot tests, and a meta-test to make sure they work in the success case.
/// It creates a picture that is red on the left side, green on the other.
/datum/unit_test/screenshot_basic

/datum/unit_test/screenshot_basic/Run()
	var/icon/red = icon('icons/blanks/32x32.dmi', "nothing")
	red.Blend(COLOR_RED, ICON_OVERLAY)
	test_screenshot("red", red)

Unfortunately, screenshot tests are sanest to test through a pull request directly, due to limitations with both DM and GitHub.