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* some modsuits now have some modules pinned by default (#72258) ## About The Pull Request cleans up some modsuit code i dont like about their modules removes mod theme blacklists, they are unused and weve not needed them at all so far adds support for premade suits to have modules they pin by default the default pins currently are: advanced suit: jetpack loader suit: clamp, magnet, hydraulic arms mining suit: sphere transformation safeguard suit: jetpack magnate suit: advanced jetpack traitor suit: armor booster, jetpack elite traitor suit: armor booster, advanced jetpack nukie suit: armor booster, advanced jetpack elite nukie suit: armor booster, advanced jetpack spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower prototype suit: tether, kinesis apocryphal suit: jetpack chrono suit: timestopper, rewinder, timeline jumper, kinesis plus, timeline eradication ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall, adrenaline boost, energy net ## Why It's Good For The Game quickens some stuff up ## Changelog 🆑 qol: some modsuits now have some modules pinned by default /🆑 * some modsuits now have some modules pinned by default * SR modsuits * word Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com>
26 lines
1.4 KiB
Plaintext
26 lines
1.4 KiB
Plaintext
/// Checks all pre-equipped MODsuit paths to see if they have something set wrong.
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/datum/unit_test/modsuit_checks
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/datum/unit_test/modsuit_checks/Run()
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var/list/paths = typesof(/obj/item/mod/control/pre_equipped)
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for(var/modpath in paths)
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var/obj/item/mod/control/pre_equipped/mod = new modpath()
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TEST_ASSERT(mod.theme, "[modpath] spawned without a theme.")
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TEST_ASSERT(mod.helmet, "[modpath] spawned without a helmet.")
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TEST_ASSERT(mod.chestplate, "[modpath] spawned without a chestplate.")
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TEST_ASSERT(mod.gauntlets, "[modpath] spawned without gauntlets.")
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TEST_ASSERT(mod.boots, "[modpath] spawned without boots.")
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var/list/modules = list()
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var/complexity_max = mod.complexity_max
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var/complexity = 0
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for(var/obj/item/mod/module/module as anything in mod.applied_modules + mod.theme.inbuilt_modules)
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module = new module()
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complexity += module.complexity
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TEST_ASSERT(complexity <= complexity_max, "[modpath] starting modules reach above max complexity.")
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for(var/obj/item/mod/module/module_to_check as anything in modules)
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TEST_ASSERT(!is_type_in_list(module, module_to_check.incompatible_modules), "[modpath] initial module [module.type] is incompatible with initial module [module_to_check.type]")
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TEST_ASSERT(!is_type_in_list(module_to_check, module.incompatible_modules), "[modpath] initial module [module.type] is incompatible with initial module [module_to_check.type]")
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modules += module
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