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## About The Pull Request This PR introduces three new fish that can be caught from deep fryers. That's right, deep fryers are also fishing spots now. Is it silly? Yeah, but this is more or less the reason I made a whole PR to make fish edible. They've two gimmicks: one is that they're already fried, and neither raw nor gorey and can be cut into nuggets. The other is that they can evolve into the next type just by growing, no need of pairing them with each other, starting from the 'fryish', then the 'fritterish' (and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the english food company) and finally the 'nessie-fish' which is very rare and big and you'd probably get 20 nuggets by cutting it alone. Other than that, this PR adds a simple growth mechanic to fish, where they get a bit larger each time they're fed. The gained size and weight depends on several factors like hunger, their current size and weight and how much until they hit the maximum cap of twice the initial size and weight. This means bigger fish grow slowier, and it's better to feed them once in a while but not every other second. Obviously size and weight influence a lot of fish mechanics, so it's good to have a way to increase these values outside of breeding RNG (which is very shallow). TL;DR: Feed the fish once their hunger reaches 50% circa for maximum growth. Included in the PR are a few tidbits, like fixing a little mistake around the 'picky eater' fish trait, more readable code around the fish_growth component (unrelated to the aforementioned growth mechanic) and hunger or adding the fish evolution datum for armored pikes (normal pikes plus stinger trait, which I basically forgot to), and adjusting how weight and size of offsprings is calculated. ## Why It's Good For The Game First and foremost, a brand new on-station fishing spot that is not the fishing portal, toilets (or the rare moisture traps in maint). Second, a fish growth mechanic through which weight and size can be increased. Third, a few code things. Four, little bugs, now fixed. Fifth, have a screenshot of me fucking around to find out how many bites it takes to eat all of the deepfried gargantuan nessie (53, and I had to spawn another 10 humans to finish it):  ## Changelog 🆑 add: You can now fish new, tasty treats by the station deep fryers. add: You can now grow fish inside an aquarium by feeding them regularly (at 50% hunger for maximum growth). add: Added the evolution for pikes to armored pikes. /🆑
492 lines
25 KiB
Plaintext
492 lines
25 KiB
Plaintext
#define TRAIT_FISH_TESTING "made_you_read_this"
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#define FISH_REAGENT_AMOUNT (10 * FISH_WEIGHT_GRIND_TO_BITE_MULT)
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///Ensures that all fish have an aquarium icon state and that sprite_width and sprite_height have been set.
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/datum/unit_test/fish_aquarium_icons
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/datum/unit_test/fish_aquarium_icons/Run()
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for(var/obj/item/fish/fish as anything in subtypesof(/obj/item/fish))
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if(ispath(fish, /obj/item/fish/testdummy)) //We don't care about unit test fish.
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continue
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var/init_icon = fish::dedicated_in_aquarium_icon
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var/init_icon_state = fish::dedicated_in_aquarium_icon_state || "[fish::icon_state]_small"
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if(!icon_exists(init_icon, init_icon_state))
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TEST_FAIL("[fish] with doesn't have a \"[init_icon_state]\" aquarium icon state in [init_icon]. Please make one.")
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if(!fish::sprite_width)
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TEST_FAIL("[fish] doesn't have a set sprite_width.")
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if(!fish::sprite_height)
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TEST_FAIL("[fish] doesn't have a set sprite_height.")
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///Checks that things associated with fish size and weight work correctly.
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/datum/unit_test/fish_size_weight
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/datum/unit_test/fish_size_weight/Run()
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var/obj/structure/table/table = allocate(/obj/structure/table)
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var/obj/item/fish/testdummy/fish = new /obj/item/fish/testdummy (table.loc)
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allocated += fish
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var/datum/reagent/reagent = fish.reagents?.has_reagent(/datum/reagent/fishdummy)
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TEST_ASSERT(reagent, "the test fish doesn't have the test reagent.[fish.reagents ? "" : " It doesn't even have a reagent holder."]")
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var/expected_units = FISH_REAGENT_AMOUNT * fish.weight / FISH_WEIGHT_BITE_DIVISOR
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TEST_ASSERT_EQUAL(reagent.volume, expected_units, "the test fish has [reagent.volume] units of the test reagent when it should have [expected_units]")
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TEST_ASSERT_EQUAL(fish.w_class, WEIGHT_CLASS_BULKY, "the test fish has w_class of [fish.w_class] when it should have been [WEIGHT_CLASS_BULKY]")
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var/mob/living/carbon/human/consistent/chef = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/knife/kitchen/blade = allocate(/obj/item/knife/kitchen)
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var/fish_fillet_type = fish.fillet_type
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var/expected_num_fillets = fish.expected_num_fillets
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blade.melee_attack_chain(chef, fish)
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var/counted_fillets = 0
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for(var/atom/movable/content as anything in table.loc.contents)
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if(istype(content, fish_fillet_type))
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counted_fillets++
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allocated += content
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TEST_ASSERT_EQUAL(counted_fillets, expected_num_fillets, "the test fish yielded [counted_fillets] fillets when it should have been [expected_num_fillets]")
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///Checks that fish breeding works correctly.
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/datum/unit_test/fish_breeding
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/datum/unit_test/fish_breeding/Run()
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var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy)
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///Check if the fishes can generate offsprings at all.
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var/obj/item/fish/fish_two = allocate(/obj/item/fish/testdummy/two)
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var/obj/item/fish/new_fish = fish.create_offspring(fish_two.type, fish_two)
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TEST_ASSERT(new_fish, "the two test fishes couldn't generate an offspring")
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var/traits_len = length(new_fish.fish_traits)
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TEST_ASSERT_NOTEQUAL(traits_len, 2, "the offspring of the test fishes has both parents' traits, which are incompatible with each other")
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TEST_ASSERT_NOTEQUAL(traits_len, 0, "the offspring has neither of the parents' traits")
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TEST_ASSERT(HAS_TRAIT(new_fish, TRAIT_FISH_TESTING), "The offspring doesn't have the relative datum trait associated with its fish trait")
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///Check that crossbreeder, no-mating and self-reproductive fish traits work correctly.
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var/obj/structure/aquarium/traits/aquarium = allocate(/obj/structure/aquarium/traits)
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TEST_ASSERT(!aquarium.sterile.try_to_reproduce(), "The test aquarium's sterile fish managed to reproduce when it shouldn't have")
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var/obj/item/fish/crossbreeder_jr = aquarium.crossbreeder.try_to_reproduce()
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TEST_ASSERT(crossbreeder_jr, "The test aquarium's crossbreeder fish didn't manage to reproduce when it should have")
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TEST_ASSERT_EQUAL(crossbreeder_jr.type, aquarium.cloner.type, "The test aquarium's crossbreeder fish mated with the wrong type of fish")
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var/obj/item/fish/cloner_jr = aquarium.cloner.try_to_reproduce()
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TEST_ASSERT(cloner_jr, "The test aquarium's cloner fish didn't manage to reproduce when it should have")
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TEST_ASSERT_NOTEQUAL(cloner_jr.type, aquarium.sterile.type, "The test aquarium's cloner fish mated with the sterile fish")
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///Checks that fish evolutions work correctly.
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/datum/unit_test/fish_evolution
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/datum/unit_test/fish_evolution/Run()
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var/obj/structure/aquarium/evolution/aquarium = allocate(/obj/structure/aquarium/evolution)
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var/obj/item/fish/evolve_jr = aquarium.evolve.try_to_reproduce()
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TEST_ASSERT(evolve_jr, "The test aquarium's evolution fish didn't manage to reproduce when it should have")
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TEST_ASSERT_NOTEQUAL(evolve_jr.type, /obj/item/fish/goldfish, "The test aquarium's evolution fish managed to pass the conditions of an impossible evolution")
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TEST_ASSERT_EQUAL(evolve_jr.type, /obj/item/fish/clownfish, "The test aquarium's evolution fish's offspring isn't of the expected type")
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TEST_ASSERT(!(/datum/fish_trait/dummy in evolve_jr.fish_traits), "The test aquarium's evolution fish's offspring still has the old trait that ought to be removed by the evolution datum")
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TEST_ASSERT(/datum/fish_trait/dummy/two in evolve_jr.fish_traits, "The test aquarium's evolution fish's offspring doesn't have the evolution trait")
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/datum/unit_test/fish_scanning
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/datum/unit_test/fish_scanning/Run()
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var/scannable_fishes = 0
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for(var/obj/item/fish/fish_prototype as anything in subtypesof(/obj/item/fish))
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if(initial(fish_prototype.fish_flags) & FISH_FLAG_EXPERIMENT_SCANNABLE)
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scannable_fishes++
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for(var/datum/experiment/scanning/fish/fish_scan as anything in typesof(/datum/experiment/scanning/fish))
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fish_scan = new fish_scan
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var/scan_key = fish_scan.required_atoms[1]
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if(fish_scan.required_atoms[scan_key] > scannable_fishes)
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TEST_FAIL("[fish_scan.type] has requirements higher than the number of scannable fish types in the game: [scannable_fishes]")
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///dummy fish item used for the tests, as well with related subtypes and datums.
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/obj/item/fish/testdummy
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grind_results = list()
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average_weight = FISH_GRIND_RESULTS_WEIGHT_DIVISOR * 2
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average_size = FISH_SIZE_BULKY_MAX
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num_fillets = 2
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fish_traits = list(/datum/fish_trait/dummy)
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stable_population = INFINITY
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breeding_timeout = 0
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fish_flags = parent_type::fish_flags & ~(FISH_FLAG_SHOW_IN_CATALOG|FISH_FLAG_EXPERIMENT_SCANNABLE)
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var/expected_num_fillets = 0 //used to know how many fillets should be gotten out of this fish
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/obj/item/fish/testdummy/add_fillet_type()
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expected_num_fillets = ..()
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return expected_num_fillets
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/obj/item/fish/testdummy/two
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fish_traits = list(/datum/fish_trait/dummy/two)
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/datum/fish_trait/dummy
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incompatible_traits = list(/datum/fish_trait/dummy/two)
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inheritability = 100
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diff_traits_inheritability = 100
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reagents_to_add = list(/datum/reagent/fishdummy = FISH_REAGENT_AMOUNT)
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/datum/fish_trait/dummy/apply_to_fish(obj/item/fish/fish)
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. = ..()
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ADD_TRAIT(fish, TRAIT_FISH_TESTING, FISH_TRAIT_DATUM)
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/datum/fish_trait/dummy/two
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incompatible_traits = list(/datum/fish_trait/dummy)
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/datum/reagent/fishdummy
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name = "fish test reagent"
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description = "It smells fishy."
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/obj/structure/aquarium/traits
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reproduction_and_growth = TRUE
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var/obj/item/fish/testdummy/crossbreeder/crossbreeder
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var/obj/item/fish/testdummy/cloner/cloner
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var/obj/item/fish/testdummy/sterile/sterile
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/obj/structure/aquarium/traits/Initialize(mapload)
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. = ..()
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crossbreeder = new(src)
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cloner = new(src)
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sterile = new(src)
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/obj/structure/aquarium/traits/Destroy()
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crossbreeder = null
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cloner = null
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sterile = null
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return ..()
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/obj/item/fish/testdummy/crossbreeder
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fish_traits = list(/datum/fish_trait/crossbreeder)
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/obj/item/fish/testdummy/cloner
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fish_traits = list(/datum/fish_trait/parthenogenesis)
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/obj/item/fish/testdummy/sterile
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fish_traits = list(/datum/fish_trait/no_mating)
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/obj/structure/aquarium/evolution
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reproduction_and_growth = TRUE
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var/obj/item/fish/testdummy/evolve/evolve
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var/obj/item/fish/testdummy/evolve_two/evolve_two
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/obj/structure/aquarium/evolution/Initialize(mapload)
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. = ..()
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evolve = new(src)
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evolve_two = new(src)
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/obj/structure/aquarium/evolution/Destroy()
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evolve = null
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evolve_two = null
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return ..()
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/obj/item/fish/testdummy/evolve
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compatible_types = list(/obj/item/fish/testdummy/evolve_two)
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evolution_types = list(/datum/fish_evolution/dummy)
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/obj/item/fish/testdummy/evolve_two
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compatible_types = list(/obj/item/fish/testdummy/evolve)
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evolution_types = list(/datum/fish_evolution/dummy/two)
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/datum/fish_evolution/dummy
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probability = 200 //Guaranteed chance even if halved.
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new_fish_type = /obj/item/fish/clownfish
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new_traits = list(/datum/fish_trait/dummy/two)
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removed_traits = list(/datum/fish_trait/dummy)
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show_on_wiki = FALSE
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///This is used by both fish_evolution and fish_growth unit tests.
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/datum/fish_evolution/dummy/two
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new_fish_type = /obj/item/fish/goldfish
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/datum/fish_evolution/dummy/two/New()
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. = ..()
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probability = 0 //works around the global list initialization skipping abstract/impossible evolutions.
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///During the fish_growth unit test, we spawn a fish outside of the aquarium and check that this actually stops it from growing
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/datum/fish_evolution/dummy/two/growth_checks(obj/item/fish/source, seconds_per_tick, growth)
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. = ..()
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if(!isaquarium(source.loc))
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return COMPONENT_DONT_GROW
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///A test that checks that fishing portals can be linked and function as expected
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/datum/unit_test/fish_portal_gen_linking
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/datum/unit_test/fish_portal_gen_linking/Run()
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var/mob/living/carbon/human/consistent/user = allocate(/mob/living/carbon/human/consistent)
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var/obj/machinery/fishing_portal_generator/portal = allocate(/obj/machinery/fishing_portal_generator/no_power)
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var/obj/structure/toilet/unit_test/fishing_spot = new(get_turf(user)) //This is deleted during the test
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var/obj/structure/moisture_trap/extra_spot = allocate(/obj/structure/moisture_trap)
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var/obj/machinery/hydroponics/constructable/inaccessible = allocate(/obj/machinery/hydroponics/constructable)
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ADD_TRAIT(inaccessible, TRAIT_UNLINKABLE_FISHING_SPOT, INNATE_TRAIT)
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var/obj/item/multitool/tool = allocate(/obj/item/multitool)
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var/datum/fish_source/toilet/fish_source = GLOB.preset_fish_sources[/datum/fish_source/toilet]
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portal.max_fishing_spots = 1 //We've no scrying orb to know if it'll be buffed or nerfed this in the future. We only have space for one here.
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portal.activate(fish_source, user)
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TEST_ASSERT(!portal.active, "[portal] was activated with a fish source from an unlinked fishing spot")
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portal.multitool_act(user, tool)
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TEST_ASSERT_EQUAL(tool.buffer, portal, "[portal] wasn't set as buffer for [tool]")
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tool.melee_attack_chain(user, fishing_spot)
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TEST_ASSERT_EQUAL(LAZYACCESS(portal.linked_fishing_spots, fishing_spot), fish_source, "We tried linking [portal] to the fishing spot but didn't succeed.")
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portal.activate(fish_source, user)
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TEST_ASSERT(portal.active?.fish_source == fish_source, "[portal] can't acces a fish source from a linked fishing spot")
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//Let's move the fishing spot away. This is fine as long as the portal moves to another z level, away from the toilet
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var/turf/other_z_turf = pick(GLOB.newplayer_start)
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portal.forceMove(other_z_turf)
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TEST_ASSERT(!portal.active, "[portal] (not upgraded) is still active though the fishing spot is on another z-level.[portal.z == fishing_spot.z ? " Actually they're still on the same level!" : ""]")
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portal.long_range_link = TRUE
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portal.activate(fish_source, user)
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TEST_ASSERT(portal.active?.fish_source == fish_source, "[portal] can't acces a fish source from a linked fishing spot on a different z-level despite being upgraded")
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fishing_spot.forceMove(other_z_turf)
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portal.forceMove(get_turf(user))
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TEST_ASSERT(portal.active?.fish_source == fish_source, "[portal] (upgraded) deactivated while changing z-level")
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tool.melee_attack_chain(user, extra_spot)
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TEST_ASSERT_EQUAL(length(portal.linked_fishing_spots), 1, "We managed to link to another fishing spot when there's only space for one")
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TEST_ASSERT_EQUAL(LAZYACCESS(portal.linked_fishing_spots, fishing_spot), fish_source, "linking to another fishing spot fouled up the other linked spots")
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QDEL_NULL(fishing_spot)
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TEST_ASSERT(!portal.active, "[portal] is still linked to the fish source of the deleted fishing spot it's associated to")
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tool.melee_attack_chain(user, inaccessible)
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TEST_ASSERT(!length(portal.linked_fishing_spots), "We managed to link to an unlinkable fishing spot")
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/obj/machinery/fishing_portal_generator/no_power
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use_power = NO_POWER_USE
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/obj/structure/toilet/unit_test/Initialize(mapload)
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. = ..()
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if(!HAS_TRAIT(src, TRAIT_FISHING_SPOT)) //Ensure this toilet has a fishing spot because only maploaded ones have it.
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AddElement(/datum/element/lazy_fishing_spot, /datum/fish_source/toilet)
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// we want no default spawns in this unit test
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/datum/chasm_detritus/restricted/bodies/no_defaults
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default_contents_chance = 0
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/// Checks that we are able to fish people out of chasms with priority and that they end up in the right location
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/datum/unit_test/fish_rescue_hook
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priority = TEST_LONGER
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var/original_turf_type
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var/original_turf_baseturfs
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var/list/mobs_spawned
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/datum/unit_test/fish_rescue_hook/Run()
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// create our human dummies to be dropped into the chasm
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var/mob/living/carbon/human/consistent/get_in_the_hole = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/basic/mining/lobstrosity/you_too = allocate(/mob/living/basic/mining/lobstrosity)
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var/mob/living/carbon/human/consistent/mindless = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/consistent/no_brain = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/consistent/empty = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/consistent/dummy = allocate(/mob/living/carbon/human/consistent)
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mobs_spawned = list(
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get_in_the_hole,
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you_too,
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mindless,
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no_brain,
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empty,
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dummy,
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)
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// create our chasm and remember the previous turf so we can change it back once we're done
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original_turf_type = run_loc_floor_bottom_left.type
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original_turf_baseturfs = islist(run_loc_floor_bottom_left.baseturfs) ? run_loc_floor_bottom_left.baseturfs.Copy() : run_loc_floor_bottom_left.baseturfs
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run_loc_floor_bottom_left.ChangeTurf(/turf/open/chasm)
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var/turf/open/chasm/the_hole = run_loc_floor_bottom_left
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// into the hole they go
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for(var/mob/mob_spawned in mobs_spawned)
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the_hole.drop(mob_spawned)
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sleep(0.2 SECONDS) // we have to WAIT because the drop() proc sleeps.
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// our 'fisherman' where we expect the item to be moved to after fishing it up
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var/mob/living/carbon/human/consistent/a_fisherman = allocate(/mob/living/carbon/human/consistent, run_loc_floor_top_right)
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// pretend like this mob has a mind. they should be fished up first
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no_brain.mind_initialize()
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SEND_SIGNAL(the_hole, COMSIG_PRE_FISHING) // we need to do this for the fishing spot component to be attached
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var/datum/component/fishing_spot/the_hole_fishing_spot = the_hole.GetComponent(/datum/component/fishing_spot)
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var/datum/fish_source/fishing_source = the_hole_fishing_spot.fish_source
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var/obj/item/fishing_hook/rescue/the_hook = allocate(/obj/item/fishing_hook/rescue, run_loc_floor_top_right)
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the_hook.chasm_detritus_type = /datum/chasm_detritus/restricted/bodies/no_defaults
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// try to fish up our minded victim
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var/atom/movable/reward = fishing_source.dispense_reward(the_hook.chasm_detritus_type, a_fisherman, the_hole)
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// mobs with minds (aka players) should have precedence over any other mobs that are in the chasm
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TEST_ASSERT_EQUAL(reward, no_brain, "Fished up [reward] ([REF(reward)]) with a rescue hook; expected to fish up [no_brain]([REF(no_brain)])")
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// it should end up on the same turf as the fisherman
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TEST_ASSERT_EQUAL(get_turf(reward), get_turf(a_fisherman), "[reward] was fished up with the rescue hook and ended up at [get_turf(reward)]; expected to be at [get_turf(a_fisherman)]")
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// let's further test that by giving a second mob a mind. they should be fished up immediately..
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empty.mind_initialize()
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reward = fishing_source.dispense_reward(the_hook.chasm_detritus_type, a_fisherman, the_hole)
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TEST_ASSERT_EQUAL(reward, empty, "Fished up [reward]([REF(reward)]) with a rescue hook; expected to fish up [empty]([REF(empty)])")
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TEST_ASSERT_EQUAL(get_turf(reward), get_turf(a_fisherman), "[reward] was fished up with the rescue hook and ended up at [get_turf(reward)]; expected to be at [get_turf(a_fisherman)]")
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|
|
|
// clean up so we don't mess up subsequent tests
|
|
/datum/unit_test/fish_rescue_hook/Destroy()
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|
QDEL_LIST(mobs_spawned)
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|
run_loc_floor_bottom_left.ChangeTurf(original_turf_type, original_turf_baseturfs)
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|
return ..()
|
|
|
|
///Check that the fish growth component works.
|
|
/datum/unit_test/fish_growth
|
|
|
|
/datum/unit_test/fish_growth/Run()
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var/obj/structure/aquarium/crab/aquarium = allocate(/obj/structure/aquarium/crab)
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var/list/growth_comps = aquarium.crabbie.GetComponents(/datum/component/fish_growth) //Can't use GetComponent() without s because the comp is dupe-selective
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var/datum/component/fish_growth/crab_growth = growth_comps[1]
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|
|
|
crab_growth.on_fish_life(aquarium.crabbie, seconds_per_tick = 1) //give the fish growth component a small push.
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|
|
|
var/mob/living/basic/mining/lobstrosity/juvenile/lobster = locate() in aquarium.loc
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TEST_ASSERT(lobster, "The lobstrosity didn't spawn at all. chasm crab maturation: [crab_growth.maturation]%.")
|
|
TEST_ASSERT_EQUAL(lobster.loc, get_turf(aquarium), "The lobstrosity didn't spawn on the aquarium's turf")
|
|
TEST_ASSERT(QDELETED(aquarium.crabbie), "The test aquarium's chasm crab didn't delete itself.")
|
|
TEST_ASSERT_EQUAL(lobster.name, "Crabbie", "The lobstrosity didn't inherit the aquarium chasm crab's custom name")
|
|
allocated |= lobster //make sure it's allocated and thus properly deleted when the test is over
|
|
|
|
//While ideally impossible to have all traits because of incompatible ones, I want to be sure they don't error out.
|
|
for(var/trait_type in GLOB.fish_traits)
|
|
var/datum/fish_trait/trait = GLOB.fish_traits[trait_type]
|
|
trait.apply_to_mob(lobster)
|
|
|
|
var/obj/item/fish/testdummy/dummy = allocate(/obj/item/fish/testdummy)
|
|
var/datum/component/fish_growth/dummy_growth = dummy.AddComponent(/datum/component/fish_growth, /datum/fish_evolution/dummy/two, 1 SECONDS, use_drop_loc = FALSE)
|
|
dummy.last_feeding = world.time
|
|
dummy_growth.on_fish_life(dummy, seconds_per_tick = 1)
|
|
TEST_ASSERT(!QDELETED(dummy), "The fish has grown when it shouldn't have")
|
|
dummy.forceMove(aquarium)
|
|
dummy_growth.on_fish_life(dummy, seconds_per_tick = 1)
|
|
var/obj/item/fish/dummy_boogaloo = locate(/datum/fish_evolution/dummy/two::new_fish_type) in aquarium
|
|
TEST_ASSERT(dummy_boogaloo, "The new fish type cannot be found inside the aquarium")
|
|
|
|
/obj/structure/aquarium/crab
|
|
reproduction_and_growth = TRUE //needed for growing up
|
|
///Our test subject
|
|
var/obj/item/fish/chasm_crab/instant_growth/crabbie
|
|
|
|
/obj/structure/aquarium/crab/Initialize(mapload)
|
|
. = ..()
|
|
crabbie = new(src)
|
|
crabbie.name = "Crabbie"
|
|
crabbie.last_feeding = world.time
|
|
crabbie.AddComponent(/datum/component/fish_growth, crabbie.lob_type, 1 SECONDS)
|
|
|
|
/obj/structure/aquarium/crab/Exited(atom/movable/gone)
|
|
. = ..()
|
|
if(gone == crabbie) //the fish item is deleted once it grows up
|
|
crabbie = null
|
|
|
|
/obj/item/fish/chasm_crab/instant_growth
|
|
fish_traits = list() //We don't want to end up applying traits twice on the resulting lobstrosity
|
|
|
|
/datum/unit_test/fish_sources
|
|
|
|
/datum/unit_test/fish_sources/Run()
|
|
var/datum/fish_source/source = GLOB.preset_fish_sources[/datum/fish_source/unit_test_explosive]
|
|
source.spawn_reward_from_explosion(run_loc_floor_bottom_left, 1)
|
|
if(source.fish_counts[/obj/item/wrench])
|
|
TEST_FAIL("The unit test item wasn't removed/spawned from fish_table during 'spawn_reward_from_explosion'.")
|
|
|
|
///From here, we check that the profound_fisher as well as fish source procs for rolling rewards don't fail.
|
|
source = GLOB.preset_fish_sources[/datum/fish_source/unit_test_profound_fisher]
|
|
run_loc_floor_bottom_left.AddElement(/datum/element/lazy_fishing_spot, /datum/fish_source/unit_test_profound_fisher)
|
|
var/mob/living/basic/fisher = allocate(/mob/living/basic)
|
|
fisher.AddComponent(/datum/component/profound_fisher)
|
|
fisher.set_combat_mode(FALSE)
|
|
fisher.melee_attack(run_loc_floor_bottom_left, ignore_cooldown = TRUE)
|
|
if(source.fish_counts[/obj/item/fish/testdummy] != 1)
|
|
TEST_FAIL("The unit test profound fisher didn't catch the test fish on a lazy fishing spot (element)")
|
|
|
|
///For good measure, let's try it again, but with the component this time, and a human mob and gloves
|
|
run_loc_floor_bottom_left.RemoveElement(/datum/element/lazy_fishing_spot, /datum/fish_source/unit_test_profound_fisher)
|
|
var/datum/component/comp = run_loc_floor_bottom_left.AddComponent(/datum/component/fishing_spot, source)
|
|
var/mob/living/carbon/human/consistent/angler = allocate(/mob/living/carbon/human/consistent)
|
|
var/obj/item/clothing/gloves/noodling = allocate(/obj/item/clothing/gloves)
|
|
noodling.AddComponent(/datum/component/profound_fisher)
|
|
angler.equip_to_slot(noodling, ITEM_SLOT_GLOVES)
|
|
|
|
angler.UnarmedAttack(run_loc_floor_bottom_left, proximity_flag = TRUE)
|
|
if(source.fish_counts[/obj/item/fish/testdummy])
|
|
TEST_FAIL("The unit test profound fisher didn't catch the test fish on a fishing spot (component)")
|
|
qdel(comp)
|
|
|
|
///As a final test, let's see how it goes with a fish source containing every single fish subtype.
|
|
comp = run_loc_floor_bottom_left.AddComponent(/datum/component/fishing_spot, GLOB.preset_fish_sources[/datum/fish_source/unit_test_all_fish])
|
|
fisher.melee_attack(run_loc_floor_bottom_left, ignore_cooldown = TRUE)
|
|
qdel(comp)
|
|
|
|
/datum/fish_source/unit_test_explosive
|
|
fish_table = list(
|
|
/obj/item/wrench = 1,
|
|
/obj/item/screwdriver = INFINITY, //infinite weight, so if fish counts doesn't work as intended, this'll be always picked.
|
|
)
|
|
fish_counts = list(
|
|
/obj/item/wrench = 1,
|
|
/obj/item/screwdriver = 0, //this should never be picked.
|
|
)
|
|
|
|
/datum/fish_source/unit_test_profound_fisher
|
|
fish_table = list(/obj/item/fish/testdummy = 1)
|
|
fish_counts = list(/obj/item/fish/testdummy = 2)
|
|
|
|
/datum/fish_source/unit_test_all_fish
|
|
|
|
/datum/fish_source/unit_test_all_fish/New()
|
|
for(var/fish_type as anything in subtypesof(/obj/item/fish))
|
|
fish_table[fish_type] = 10
|
|
return ..()
|
|
|
|
/datum/unit_test/edible_fish
|
|
|
|
/datum/unit_test/edible_fish/Run()
|
|
var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy/food)
|
|
var/datum/component/edible/edible = fish.GetComponent(/datum/component/edible)
|
|
TEST_ASSERT(edible, "Fish is not edible")
|
|
edible.eat_time = 0
|
|
TEST_ASSERT(fish.GetComponent(/datum/component/infective), "Fish doesn't have the infective component")
|
|
var/bite_size = edible.bite_consumption
|
|
|
|
var/mob/living/carbon/human/consistent/gourmet = allocate(/mob/living/carbon/human/consistent)
|
|
|
|
var/food_quality = edible.get_perceived_food_quality(gourmet)
|
|
TEST_ASSERT(food_quality < 0, "Humans don't seem to dislike raw, unprocessed fish when they should")
|
|
ADD_TRAIT(gourmet, TRAIT_FISH_EATER, TRAIT_FISH_TESTING)
|
|
food_quality = edible.get_perceived_food_quality(gourmet)
|
|
TEST_ASSERT(food_quality >= LIKED_FOOD_QUALITY_CHANGE, "mobs with the TRAIT_FISH_EATER traits don't seem to like fish when they should")
|
|
REMOVE_TRAIT(gourmet, TRAIT_FISH_EATER, TRAIT_FISH_TESTING)
|
|
|
|
fish.attack(gourmet, gourmet)
|
|
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/consumable/nutriment/protein), "Human doesn't have ingested protein after eating fish")
|
|
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/blood), "Human doesn't have ingested blood after eating fish")
|
|
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/fishdummy), "Human doesn't have the reagent from /datum/fish_trait/dummy after eating fish")
|
|
|
|
TEST_ASSERT_EQUAL(fish.status, FISH_DEAD, "The fish is not dead, despite having sustained enough damage that it should. health: [fish.health]")
|
|
|
|
var/obj/item/organ/internal/stomach/belly = gourmet.get_organ_slot(ORGAN_SLOT_STOMACH)
|
|
belly.reagents.clear_reagents()
|
|
|
|
fish.set_status(FISH_ALIVE)
|
|
TEST_ASSERT(!fish.bites_amount, "bites_amount wasn't reset after the fish revived")
|
|
|
|
fish.update_size_and_weight(fish.size, FISH_WEIGHT_BITE_DIVISOR)
|
|
fish.AddElement(/datum/element/fried_item, FISH_SAFE_COOKING_DURATION)
|
|
TEST_ASSERT_EQUAL(fish.status, FISH_DEAD, "The fish didn't die after being cooked")
|
|
TEST_ASSERT(bite_size < edible.bite_consumption, "The bite_consumption value hasn't increased after being cooked (it removes blood but doubles protein). Value: [bite_size]")
|
|
TEST_ASSERT(!(edible.foodtypes & (RAW|GORE)), "Fish still has the GORE and/or RAW foodtypes flags after being cooked")
|
|
TEST_ASSERT(!fish.GetComponent(/datum/component/infective), "Fish still has the infective component after being cooked for long enough")
|
|
|
|
|
|
food_quality = edible.get_perceived_food_quality(gourmet)
|
|
TEST_ASSERT(food_quality >= 0, "Humans still dislike fish, even when it's cooked")
|
|
fish.attack(gourmet, gourmet)
|
|
TEST_ASSERT(!gourmet.has_reagent(/datum/reagent/blood), "Human has ingested blood from eating a fish when it shouldn't since the fish has been cooked")
|
|
|
|
TEST_ASSERT(QDELETED(fish), "The fish is not being deleted, despite having sustained enough bites. Reagents volume left: [fish.reagents.total_volume]")
|
|
|
|
/obj/item/fish/testdummy/food
|
|
average_weight = FISH_WEIGHT_BITE_DIVISOR * 2 //One bite, it's death; the other, it's gone.
|
|
|
|
///Check that nothing wrong happens when randomizing size and weight of a fish
|
|
/datum/unit_test/fish_randomize_size_weight
|
|
|
|
/datum/unit_test/fish_randomize_size_weight/Run()
|
|
var/obj/item/storage/box/fish_debug/box = allocate(/obj/item/storage/box/fish_debug)
|
|
for(var/obj/item/fish/fish as anything in box)
|
|
fish.randomize_size_and_weight()
|
|
|
|
#undef FISH_REAGENT_AMOUNT
|
|
#undef TRAIT_FISH_TESTING
|