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Bubberstation/code/modules/unit_tests/changeling.dm
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SmArtKarandGitHub 64cf28cc4f Adds bodypart visuals for different implants, improves eye color/blinking handling (#90010)
## About The Pull Request

Added visual overlays for all arm implants, HUD implants (not the
headrev one), internal thrusters, breathing tube, nutriment pumps and
reviver implant.


![dreamseeker_wd79oYLszL](https://github.com/user-attachments/assets/76582c23-8639-4261-8414-622a0419dc5b)

![dreamseeker_MnlpCHD0nQ](https://github.com/user-attachments/assets/c4692105-0435-401b-aa30-66a33a813fc4)

![dreamseeker_nLJrSPGC63](https://github.com/user-attachments/assets/5b43a1a6-45d6-454e-9348-c119db3cfb43)

Additionally, added a wrapper for eye color setting which solves the
issue where non-pref sourced eyecolors got reset after changing them,
and changed how blinking works so now update_body calls don't force you
to blink.

## Why It's Good For The Game

Gives you incredible drip (which makes augments feel more impactful) and
allows others to see if you have certain important augments (reviver)
that could matter.
As for technical changes, both were required for this to HUDs to work
nicely and fix some bugs as a side effect.

## Changelog
🆑
add: Certain implants now have visuals when implanted
fix: You no longer blink when you adjust your clothing
fix: Fixed an issue where some NPC/midround humans would not get their
eye color set correctly
/🆑
2025-03-17 19:09:55 +01:00

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/// Tests transformation sting goes back and forth correctly
/datum/unit_test/transformation_sting
var/ling_name = "Is-A-Changeling"
var/base_victim_name
var/last_frame = 1
var/icon/final_icon
/datum/unit_test/transformation_sting/Run()
var/mob/living/carbon/human/ling = setup_ling()
var/mob/living/carbon/human/victim = setup_victim()
var/datum/antagonist/changeling/ling_datum = IS_CHANGELING(ling)
// Get the ability we're testing
ling_datum.purchase_power(/datum/action/changeling/sting/transformation)
var/datum/action/changeling/sting/transformation/sting_action = locate() in ling.actions
sting_action.selected_dna = ling_datum.current_profile
sting_action.sting_duration = 0.5 SECONDS // just makes sure everything settles.
// Check that they look different before stinging
add_to_screenshot(ling, victim, both_species = TRUE)
// Do the sting, make the transformation
sting_action.sting_action(ling, victim)
// Check their name and species align
TEST_ASSERT(victim.has_status_effect(/datum/status_effect/temporary_transformation), "Victim did not get temporary transformation status effect on being transformation stung.")
TEST_ASSERT_EQUAL(victim.real_name, ling_name, "Victim real name did not change on being transformation stung.")
TEST_ASSERT_EQUAL(victim.name, ling_name, "Victim name did not change on being transformation stung.")
TEST_ASSERT_EQUAL(victim.dna.species.type, ling.dna.species.type, "Victim species did not change on being transformation stung.")
TEST_ASSERT_EQUAL(victim.dna.features["mcolor"], ling.dna.features["mcolor"], "Victim mcolor did not change on being transformation stung.")
// Check they actually look the same
add_to_screenshot(ling, victim)
// Make sure we give it enough time such that the status effect process ticks over and finishes
sleep(sting_action.sting_duration + 0.5 SECONDS)
// Check their name and species reset correctly
TEST_ASSERT_EQUAL(victim.name, base_victim_name, "Victim name did not change back after transformation sting expired.")
TEST_ASSERT_EQUAL(victim.real_name, base_victim_name, "Victim real name did not change back after transformation sting expired.")
TEST_ASSERT_NOTEQUAL(victim.dna.species.type, ling.dna.species.type, "Victim species did not change back after transformation sting expired.")
TEST_ASSERT_NOTEQUAL(victim.dna.features["mcolor"], ling.dna.features["mcolor"], "Victim mcolor did not reset after transformation sting expired.")
// Check they actually look different again
add_to_screenshot(ling, victim, both_species = TRUE)
test_screenshot("appearances", final_icon)
/// Adds both mobs to the screenshot test, if both_species is TRUE, it also adds the victim in lizard form
/datum/unit_test/transformation_sting/proc/add_to_screenshot(mob/living/carbon/human/ling, mob/living/carbon/human/victim, both_species = FALSE)
if(isnull(final_icon))
final_icon = icon('icons/effects/effects.dmi', "nothing")
// If we have a lot of dna features with a lot of parts (icons)
// This'll eventually runtime into a bad icon operation
// So we're recaching the icons here to prevent it from failing
final_icon = icon(final_icon)
final_icon.Insert(getFlatIcon(ling, no_anim = TRUE), dir = SOUTH, frame = last_frame)
final_icon.Insert(getFlatIcon(victim, no_anim = TRUE), dir = NORTH, frame = last_frame)
if(both_species)
var/prior_species = victim.dna.species.type
victim.set_species(/datum/species/lizard)
final_icon.Insert(getFlatIcon(victim, no_anim = TRUE), dir = EAST, frame = last_frame)
victim.set_species(prior_species)
last_frame += 1
/datum/unit_test/transformation_sting/proc/setup_victim()
var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
base_victim_name = victim.real_name
victim.mind_initialize()
return victim
/datum/unit_test/transformation_sting/proc/setup_ling()
var/mob/living/carbon/human/ling = allocate(/mob/living/carbon/human/consistent)
// Because we use two consistent humans, we need to change some of the features to know they're actually updating to new values.
// The more DNA features and random things we change, the more likely we are to catch something not updating correctly.
// Yeah guess who/what this is, I dare you.
ling.dna.features["mcolor"] = "#886600"
ling.dna.features["tail_lizard"] = "Smooth"
ling.dna.features["snout"] = "Sharp + Light"
ling.dna.features["horns"] = "Curled"
ling.dna.features["frills"] = "Short"
ling.dna.features["spines"] = "Long + Membrane"
ling.dna.features["lizard_markings"] = "Light Belly"
ling.dna.features["legs"] = DIGITIGRADE_LEGS
ling.set_eye_color(COLOR_WHITE)
ling.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
ling.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
ling.set_species(/datum/species/lizard)
ling.real_name = ling_name
ling.dna.real_name = ling_name
ling.name = ling_name
ling.dna.initialize_dna(create_mutation_blocks = FALSE, randomize_features = FALSE)
ling.mind_initialize()
ling.mind.add_antag_datum(/datum/antagonist/changeling)
return ling