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## About The Pull Request Refactors body markings (lizard and moths) into the bodypart overlays system I've also renamed the icon states for lizard bodymarkings (downstreams with lots of lizard body markings might have problems with this) ## Why It's Good For The Game Gives us better controle over /human appearances. I didn't add any means of actually changing them on the person (aside from genetics. how would that even work? with a waterproof marker?), but makes it easy for when/if I do. Also unloads mutant_bodyparts more, moving is yet closer to full species dedatumization ## Changelog 🆑 refactor: Lizard and moth markings now use the bodypart overlay system /🆑
100 lines
5.0 KiB
Plaintext
100 lines
5.0 KiB
Plaintext
/// Tests transformation sting goes back and forth correctly
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/datum/unit_test/transformation_sting
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var/ling_name = "Is-A-Changeling"
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var/base_victim_name
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var/last_frame = 1
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var/icon/final_icon
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/datum/unit_test/transformation_sting/Run()
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var/mob/living/carbon/human/ling = setup_ling()
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var/mob/living/carbon/human/victim = setup_victim()
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var/datum/antagonist/changeling/ling_datum = IS_CHANGELING(ling)
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// Get the ability we're testing
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ling_datum.purchase_power(/datum/action/changeling/sting/transformation)
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var/datum/action/changeling/sting/transformation/sting_action = locate() in ling.actions
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sting_action.selected_dna = ling_datum.current_profile
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sting_action.sting_duration = 0.5 SECONDS // just makes sure everything settles.
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// Check that they look different before stinging
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add_to_screenshot(ling, victim, both_species = TRUE)
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// Do the sting, make the transformation
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sting_action.sting_action(ling, victim)
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// Check their name and species align
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TEST_ASSERT(victim.has_status_effect(/datum/status_effect/temporary_transformation), "Victim did not get temporary transformation status effect on being transformation stung.")
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TEST_ASSERT_EQUAL(victim.real_name, ling_name, "Victim real name did not change on being transformation stung.")
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TEST_ASSERT_EQUAL(victim.name, ling_name, "Victim name did not change on being transformation stung.")
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TEST_ASSERT_EQUAL(victim.dna.species.type, ling.dna.species.type, "Victim species did not change on being transformation stung.")
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TEST_ASSERT_EQUAL(victim.dna.features["mcolor"], ling.dna.features["mcolor"], "Victim mcolor did not change on being transformation stung.")
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// Check they actually look the same
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add_to_screenshot(ling, victim)
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// Make sure we give it enough time such that the status effect process ticks over and finishes
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sleep(sting_action.sting_duration + 0.5 SECONDS)
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// Check their name and species reset correctly
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TEST_ASSERT_EQUAL(victim.name, base_victim_name, "Victim name did not change back after transformation sting expired.")
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TEST_ASSERT_EQUAL(victim.real_name, base_victim_name, "Victim real name did not change back after transformation sting expired.")
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TEST_ASSERT_NOTEQUAL(victim.dna.species.type, ling.dna.species.type, "Victim species did not change back after transformation sting expired.")
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TEST_ASSERT_NOTEQUAL(victim.dna.features["mcolor"], ling.dna.features["mcolor"], "Victim mcolor did not reset after transformation sting expired.")
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// Check they actually look different again
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add_to_screenshot(ling, victim, both_species = TRUE)
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test_screenshot("appearances", final_icon)
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/// Adds both mobs to the screenshot test, if both_species is TRUE, it also adds the victim in lizard form
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/datum/unit_test/transformation_sting/proc/add_to_screenshot(mob/living/carbon/human/ling, mob/living/carbon/human/victim, both_species = FALSE)
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if(isnull(final_icon))
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final_icon = icon('icons/effects/effects.dmi', "nothing")
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// If we have a lot of dna features with a lot of parts (icons)
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// This'll eventually runtime into a bad icon operation
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// So we're recaching the icons here to prevent it from failing
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final_icon = icon(final_icon)
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final_icon.Insert(getFlatIcon(ling, no_anim = TRUE), dir = SOUTH, frame = last_frame)
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final_icon.Insert(getFlatIcon(victim, no_anim = TRUE), dir = NORTH, frame = last_frame)
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if(both_species)
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var/prior_species = victim.dna.species.type
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victim.set_species(/datum/species/lizard)
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final_icon.Insert(getFlatIcon(victim, no_anim = TRUE), dir = EAST, frame = last_frame)
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victim.set_species(prior_species)
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last_frame += 1
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/datum/unit_test/transformation_sting/proc/setup_victim()
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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base_victim_name = victim.real_name
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victim.mind_initialize()
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return victim
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/datum/unit_test/transformation_sting/proc/setup_ling()
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var/mob/living/carbon/human/ling = allocate(/mob/living/carbon/human/consistent)
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// Because we use two consistent humans, we need to change some of the features to know they're actually updating to new values.
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// The more DNA features and random things we change, the more likely we are to catch something not updating correctly.
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// Yeah guess who/what this is, I dare you.
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ling.dna.features["mcolor"] = "#886600"
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ling.dna.features["tail_lizard"] = "Smooth"
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ling.dna.features["snout"] = "Sharp + Light"
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ling.dna.features["horns"] = "Curled"
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ling.dna.features["frills"] = "Short"
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ling.dna.features["spines"] = "Long + Membrane"
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ling.dna.features["lizard_markings"] = "Light Belly"
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ling.dna.features["legs"] = DIGITIGRADE_LEGS
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ling.eye_color_left = COLOR_WHITE
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ling.eye_color_right = COLOR_WHITE
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ling.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
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ling.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
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ling.set_species(/datum/species/lizard)
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ling.real_name = ling_name
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ling.dna.real_name = ling_name
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ling.name = ling_name
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ling.dna.initialize_dna(create_mutation_blocks = FALSE, randomize_features = FALSE)
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ling.mind_initialize()
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ling.mind.add_antag_datum(/datum/antagonist/changeling)
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return ling
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