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## 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.    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 /🆑
99 lines
4.9 KiB
Plaintext
99 lines
4.9 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.set_eye_color(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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