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Bubberstation/code/modules/unit_tests/spawn_humans.dm
SkyratBot 2be811bfb2 [MIRROR] Calls Allocate on the spawn humans unit test humans [MDB IGNORE] (#25128)
* Calls Allocate on the spawn humans unit test humans (#79827)

## About The Pull Request

I have found a unit test that spawn instances of
`/mob/living/carbon/human/consistent`, without using `allocate`, so they
won't get into the list of things to be deleted when CI finishes
running. This PR ensures that they won't stick around after the unit
test has finished.

I kept them picking a random tile from the unit test room, instead of
going with `allocate`'s default of the test area's bottom left corner.
Could have maybe swapped it to pick_n_take so there is no chance of them
piling up, but that is not relevant to the CI issue.

## Why It's Good For The Game

Maybe this will stop the random CI failures where
`/mob/living/carbon/human/consistent` fails to be deleted.

## Changelog

Nothing player facing

* Calls Allocate on the spawn humans unit test humans

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-11-19 15:30:40 -05:00

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/datum/unit_test/spawn_humans/Run()
var/locs = block(run_loc_floor_bottom_left, run_loc_floor_top_right)
for(var/I in 1 to 5)
allocate(/mob/living/carbon/human/consistent, pick(locs))
sleep(5 SECONDS)
/// Tests [/mob/living/carbon/human/proc/setup_organless_effects], specifically that they aren't applied when init is done
/datum/unit_test/human_default_traits
/datum/unit_test/human_default_traits/Run()
var/mob/living/carbon/human/consistent/dummy = allocate(/mob/living/carbon/human/consistent)
TEST_ASSERT(!HAS_TRAIT_FROM(dummy, TRAIT_AGEUSIA, NO_TONGUE_TRAIT), "Dummy has ageusia on init, when it should've been removed by its default tongue.")
TEST_ASSERT(!dummy.is_blind_from(NO_EYES), "Dummy is blind on init, when it should've been removed by its default eyes.")