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## About The Pull Request The organs code changes bundled with the organ fishing PR have broken a few things, while unveiling a bunch of other problems that flew under the radar. This concern the first category actually. Anyway, I've also included a unit test to ensure this won't be an inssue in the future. ## Why It's Good For The Game Fixing some errors.
121 lines
7.2 KiB
Plaintext
121 lines
7.2 KiB
Plaintext
#define TEST_ORGAN_INSERT_MESSAGE(test_organ, message) "`[test_organ.type]/Insert()` [message]"
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#define TEST_ORGAN_REMOVE_MESSAGE(test_organ, message) "`[test_organ.type]/Remove()` [message]"
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/// Check organ insertion and removal, for all organ subtypes usable in-game.
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/// Ensures algorithmic correctness of the "Insert()" and "Remove()" procs.
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/// This test is especially useful because developers frequently override those.
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/datum/unit_test/organ_sanity
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// List of organ typepaths which cause species change.
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// Species change swaps out all the organs, making test_organ un-usable after insertion.
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var/static/list/species_changing_organs = typecacheof(list(
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/obj/item/organ/brain/shadow/nightmare,
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))
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/datum/unit_test/organ_sanity/Run()
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for(var/obj/item/organ/organ_type as anything in subtypesof(/obj/item/organ) - GLOB.prototype_organs)
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organ_test_insert(organ_type)
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/datum/unit_test/organ_sanity/proc/organ_test_insert(obj/item/organ/organ_type)
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// Appropriate mob (Human) which will receive organ.
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var/mob/living/carbon/human/lab_rat = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/organ/test_organ = new organ_type()
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// Inappropriate mob (Dog) which will hopefully reject organ.
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var/mob/living/basic/pet/dog/lab_dog = allocate(/mob/living/basic/pet/dog/corgi)
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var/obj/item/organ/reject_organ = new organ_type()
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TEST_ASSERT(test_organ.Insert(lab_rat, special = TRUE, movement_flags = DELETE_IF_REPLACED), TEST_ORGAN_INSERT_MESSAGE(test_organ, "should return TRUE to indicate success."))
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TEST_ASSERT(!reject_organ.Insert(lab_dog, special = TRUE, movement_flags = DELETE_IF_REPLACED), TEST_ORGAN_INSERT_MESSAGE(test_organ, "shouldn't return TRUE when inserting into a basic mob (Corgi)."))
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// Species change swaps out all the organs, making test_organ un-usable by this point.
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if(species_changing_organs[test_organ.type])
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return
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TEST_ASSERT(test_organ.owner == lab_rat, TEST_ORGAN_INSERT_MESSAGE(test_organ, "should assign the human to the organ's `owner` var."))
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TEST_ASSERT(test_organ in lab_rat.organs, TEST_ORGAN_INSERT_MESSAGE(test_organ, "should insert the organ into the human's `internal_organs` list."))
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if(test_organ.slot)
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TEST_ASSERT(lab_rat.organs_slot[test_organ.slot] == test_organ, TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add the organ to the human's `internal_organs_slot` list."))
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TEST_ASSERT(lab_rat.get_organ_slot(test_organ.slot) == test_organ, TEST_ORGAN_INSERT_MESSAGE(test_organ, "should make the organ available via human's `get_organ_slot()` proc."))
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if(LAZYLEN(test_organ.organ_traits))
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TEST_ASSERT(LAZYLEN(lab_rat._status_traits), TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add Traits to lazylist `human._status_traits`."))
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for(var/test_trait in test_organ.organ_traits)
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TEST_ASSERT(HAS_TRAIT(lab_rat, test_trait), TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add Trait `[test_trait]` to lazylist `human._status_traits`"))
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if(LAZYLEN(test_organ.actions))
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TEST_ASSERT(LAZYLEN(lab_rat.actions), TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add Actions to lazylist `human.actions`."))
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for(var/datum/action/test_action as anything in test_organ.actions)
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TEST_ASSERT(test_action in lab_rat.actions, TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add Action `[test_action]` to lazylist `human.actions`."))
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if(LAZYLEN(test_organ.organ_effects))
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TEST_ASSERT(LAZYLEN(lab_rat.status_effects), TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add Status Effects to lazylist `human.status_effects`."))
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for(var/datum/status_effect/test_status as anything in test_organ.organ_effects)
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TEST_ASSERT(test_status in lab_rat.status_effects, TEST_ORGAN_INSERT_MESSAGE(test_organ, "should add Status Effect `[test_status]` to lazylist `human.status_effects`."))
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test_organ.Remove(lab_rat, special = TRUE)
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TEST_ASSERT(test_organ.owner == null, TEST_ORGAN_REMOVE_MESSAGE(test_organ, "should assign the organ's `owner` var to null."))
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TEST_ASSERT(!(test_organ in lab_rat.organs), TEST_ORGAN_REMOVE_MESSAGE(test_organ, "should remove the organ from the human's `internal_organs` list."))
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if(test_organ.slot)
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TEST_ASSERT(lab_rat.organs_slot[test_organ.slot] != test_organ, TEST_ORGAN_REMOVE_MESSAGE(test_organ, "should remove the organ from the human's `internal_organs_slot` list."))
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TEST_ASSERT(lab_rat.get_organ_slot(test_organ.slot) != test_organ, TEST_ORGAN_REMOVE_MESSAGE(test_organ, "should remove the organ from the human's `get_organ_slot()` proc."))
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return
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#undef TEST_ORGAN_INSERT_MESSAGE
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#undef TEST_ORGAN_REMOVE_MESSAGE
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/// Tests organ damage cap.
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/// Organ damage should never bypass the cap.
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/// Every internal organ is tested.
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/datum/unit_test/organ_damage
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/datum/unit_test/organ_damage/Run()
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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for(var/obj/item/organ/organ_to_test in dummy.organs)
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test_organ(dummy, organ_to_test)
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/datum/unit_test/organ_damage/proc/test_organ(mob/living/carbon/human/dummy, obj/item/organ/test_organ)
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var/slot_to_use = test_organ.slot
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// Tests [mob/living/proc/adjustOrganLoss]
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TEST_ASSERT_EQUAL(dummy.adjustOrganLoss(slot_to_use, test_organ.maxHealth * 10), -test_organ.maxHealth, \
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"Mob level \"apply organ damage\" returned the wrong value for [slot_to_use] organ with default arguments.")
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TEST_ASSERT_EQUAL(dummy.get_organ_loss(slot_to_use), test_organ.maxHealth, \
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"Mob level \"apply organ damage\" can exceed the [slot_to_use] organ's damage cap with default arguments.")
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dummy.fully_heal(HEAL_ORGANS)
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// Tests [mob/living/proc/set_organ_damage]
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TEST_ASSERT_EQUAL(dummy.setOrganLoss(slot_to_use, test_organ.maxHealth * 10), -test_organ.maxHealth, \
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"Mob level \"set organ damage\" returned the wrong value for [slot_to_use] organ with default arguments.")
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TEST_ASSERT_EQUAL(dummy.get_organ_loss(slot_to_use), test_organ.maxHealth, \
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"Mob level \"set organ damage\" can exceed the [slot_to_use] organ's damage cap with default arguments.")
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dummy.fully_heal(HEAL_ORGANS)
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// Tests [mob/living/proc/adjustOrganLoss] with a large max supplied
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TEST_ASSERT_EQUAL(dummy.adjustOrganLoss(slot_to_use, test_organ.maxHealth * 10, INFINITY), -test_organ.maxHealth, \
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"Mob level \"apply organ damage\" returned the wrong value for [slot_to_use] organ with a large maximum supplied.")
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TEST_ASSERT_EQUAL(dummy.get_organ_loss(slot_to_use), test_organ.maxHealth, \
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"Mob level \"apply organ damage\" can exceed the [slot_to_use] organ's damage cap with a large maximum supplied.")
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dummy.fully_heal(HEAL_ORGANS)
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///Allocate a human mob, give 'em a skillchip and a generic trauma, then see if it throws any error when the brain is removed.
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/datum/unit_test/chipped_traumatized_brain_removal
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/datum/unit_test/chipped_traumatized_brain_removal/Run()
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var/mob/living/carbon/human/dummy/dummy = allocate(__IMPLIED_TYPE__)
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//add the chip and activate it
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var/obj/item/skillchip/basketweaving/chip = new(dummy.loc)
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dummy.implant_skillchip(chip, force = TRUE)
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TEST_ASSERT(chip.holding_brain, "Skillchip couldn't be implanted successfully, 'holding_brain' is null")
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chip.try_activate_skillchip(force = TRUE)
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TEST_ASSERT(chip.active, "Skillchip couldn't be activated")
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//add a trauma
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dummy.gain_trauma_type(BRAIN_TRAUMA_MILD)
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var/obj/item/organ/brain = locate() in dummy.organs
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brain.forceMove(dummy.loc)
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allocated += brain
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