Files
Bubberstation/code/modules/unit_tests/fish_unit_tests.dm
Ghom 36ca9a8559 Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#85346)
## About The Pull Request
I've componentized part of the code that manages raising lobstrosities
from chrabs so that it can be added to other fish too. As proof of
concept, I've added tadpoles. Tadpoles are not fished like the rest,
instead you merely right-click a puddle and after 5 seconds you'll get
one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce,
require lukewarm freshwater, need to be feed frequently, and become
frogs after about 3 minutes.

## Why It's Good For The Game
A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.

## Changelog

🆑
add: Added tadpoles, which can be scooped from puddles with right-click.
Functionally they're like most fish, which require an aquarium to
survive, and also need to be fed fairly frequently, however they quickly
become frogs after about 3 minutes of care.
add: Every station now has a couple puddles. One at the public garden
and the other in prison.
qol: Changed the name of an aquarium UI button from "Reproduction
Prevention" to "Reproduction and Growth", as it controls both fish
breeding and growth.
/🆑
2024-07-31 15:18:23 +01:00

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#define TRAIT_FISH_TESTING "made_you_read_this"
///Checks that things associated with fish size and weight work correctly.
/datum/unit_test/fish_size_weight
/datum/unit_test/fish_size_weight/Run()
var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy)
TEST_ASSERT_EQUAL(fish.grind_results[/datum/reagent], 20, "the test fish has [fish.grind_results[/datum/reagent]] units of reagent when it should have 20")
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]")
var/expected_num_fillets = round(FISH_SIZE_BULKY_MAX / FISH_FILLET_NUMBER_SIZE_DIVISOR * 2, 1)
TEST_ASSERT_EQUAL(fish.num_fillets, expected_num_fillets, "the test fish has [fish.num_fillets] number of fillets when it should have [expected_num_fillets]")
///Checks that fish breeding works correctly.
/datum/unit_test/fish_breeding
/datum/unit_test/fish_breeding/Run()
var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy)
///Check if the fishes can generate offsprings at all.
var/obj/item/fish/fish_two = allocate(/obj/item/fish/testdummy/two)
var/obj/item/fish/new_fish = fish.create_offspring(fish_two.type, fish_two)
TEST_ASSERT(new_fish, "the two test fishes couldn't generate an offspring")
var/traits_len = length(new_fish.fish_traits)
TEST_ASSERT_NOTEQUAL(traits_len, 2, "the offspring of the test fishes has both parents' traits, which are incompatible with each other")
TEST_ASSERT_NOTEQUAL(traits_len, 0, "the offspring has neither of the parents' traits")
TEST_ASSERT(HAS_TRAIT(new_fish, TRAIT_FISH_TESTING), "The offspring doesn't have the relative datum trait associated with its fish trait")
///Check that crossbreeder, no-mating and self-reproductive fish traits work correctly.
var/obj/structure/aquarium/traits/aquarium = allocate(/obj/structure/aquarium/traits)
TEST_ASSERT(!aquarium.sterile.try_to_reproduce(), "The test aquarium's sterile fish managed to reproduce when it shouldn't have")
var/obj/item/fish/crossbreeder_jr = aquarium.crossbreeder.try_to_reproduce()
TEST_ASSERT(crossbreeder_jr, "The test aquarium's crossbreeder fish didn't manage to reproduce when it should have")
TEST_ASSERT_EQUAL(crossbreeder_jr.type, aquarium.cloner.type, "The test aquarium's crossbreeder fish mated with the wrong type of fish")
var/obj/item/fish/cloner_jr = aquarium.cloner.try_to_reproduce()
TEST_ASSERT(cloner_jr, "The test aquarium's cloner fish didn't manage to reproduce when it should have")
TEST_ASSERT_NOTEQUAL(cloner_jr.type, aquarium.sterile.type, "The test aquarium's cloner fish mated with the sterile fish")
///Checks that fish evolutions work correctly.
/datum/unit_test/fish_evolution
/datum/unit_test/fish_evolution/Run()
var/obj/structure/aquarium/evolution/aquarium = allocate(/obj/structure/aquarium/evolution)
var/obj/item/fish/evolve_jr = aquarium.evolve.try_to_reproduce()
TEST_ASSERT(evolve_jr, "The test aquarium's evolution fish didn't manage to reproduce when it should have")
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")
TEST_ASSERT_EQUAL(evolve_jr.type, /obj/item/fish/clownfish, "The test aquarium's evolution fish's offspring isn't of the expected type")
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")
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")
/datum/unit_test/fish_scanning
/datum/unit_test/fish_scanning/Run()
var/scannable_fishes = 0
for(var/obj/item/fish/fish_prototype as anything in subtypesof(/obj/item/fish))
if(initial(fish_prototype.experisci_scannable))
scannable_fishes++
for(var/datum/experiment/scanning/fish/fish_scan as anything in typesof(/datum/experiment/scanning/fish))
fish_scan = new fish_scan
var/scan_key = fish_scan.required_atoms[1]
if(fish_scan.required_atoms[scan_key] > scannable_fishes)
TEST_FAIL("[fish_scan.type] has requirements higher than the number of scannable fish types in the game: [scannable_fishes]")
///dummy fish item used for the tests, as well with related subtypes and datums.
/obj/item/fish/testdummy
grind_results = list()
average_weight = FISH_GRIND_RESULTS_WEIGHT_DIVISOR * 2
average_size = FISH_SIZE_BULKY_MAX
num_fillets = 2
fish_traits = list(/datum/fish_trait/dummy)
stable_population = INFINITY
breeding_timeout = 0
/obj/item/fish/testdummy/two
fish_traits = list(/datum/fish_trait/dummy/two)
/datum/fish_trait/dummy
incompatible_traits = list(/datum/fish_trait/dummy/two)
inheritability = 100
diff_traits_inheritability = 100
/datum/fish_trait/dummy/apply_to_fish(obj/item/fish/fish)
ADD_TRAIT(fish, TRAIT_FISH_TESTING, FISH_TRAIT_DATUM)
fish.grind_results[/datum/reagent] = 10
/datum/fish_trait/dummy/two
incompatible_traits = list(/datum/fish_trait/dummy)
/obj/structure/aquarium/traits
allow_breeding = TRUE
var/obj/item/fish/testdummy/crossbreeder/crossbreeder
var/obj/item/fish/testdummy/cloner/cloner
var/obj/item/fish/testdummy/sterile/sterile
/obj/structure/aquarium/traits/Initialize(mapload)
. = ..()
crossbreeder = new(src)
cloner = new(src)
sterile = new(src)
/obj/structure/aquarium/traits/Destroy()
crossbreeder = null
cloner = null
sterile = null
return ..()
/obj/item/fish/testdummy/crossbreeder
fish_traits = list(/datum/fish_trait/crossbreeder)
/obj/item/fish/testdummy/cloner
fish_traits = list(/datum/fish_trait/parthenogenesis)
/obj/item/fish/testdummy/sterile
fish_traits = list(/datum/fish_trait/no_mating)
/obj/structure/aquarium/evolution
allow_breeding = TRUE
var/obj/item/fish/testdummy/evolve/evolve
var/obj/item/fish/testdummy/evolve_two/evolve_two
/obj/structure/aquarium/evolution/Initialize(mapload)
. = ..()
evolve = new(src)
evolve_two = new(src)
/obj/structure/aquarium/evolution/Destroy()
evolve = null
evolve_two = null
return ..()
/obj/item/fish/testdummy/evolve
compatible_types = list(/obj/item/fish/testdummy/evolve_two)
evolution_types = list(/datum/fish_evolution/dummy)
/obj/item/fish/testdummy/evolve_two
compatible_types = list(/obj/item/fish/testdummy/evolve)
evolution_types = list(/datum/fish_evolution/dummy/two)
/datum/fish_evolution/dummy
probability = 200 //Guaranteed chance even if halved.
new_fish_type = /obj/item/fish/clownfish
new_traits = list(/datum/fish_trait/dummy/two)
removed_traits = list(/datum/fish_trait/dummy)
/datum/fish_evolution/dummy/two
new_fish_type = /obj/item/fish/goldfish
/datum/fish_evolution/dummy/two/New()
. = ..()
probability = 0 //works around the global list initialization skipping abstract/impossible evolutions.
// we want no default spawns in this unit test
/datum/chasm_detritus/restricted/bodies/no_defaults
default_contents_chance = 0
/// Checks that we are able to fish people out of chasms with priority and that they end up in the right location
/datum/unit_test/fish_rescue_hook
priority = TEST_LONGER
var/original_turf_type
var/original_turf_baseturfs
var/list/mobs_spawned
/datum/unit_test/fish_rescue_hook/Run()
// create our human dummies to be dropped into the chasm
var/mob/living/carbon/human/consistent/get_in_the_hole = allocate(/mob/living/carbon/human/consistent)
var/mob/living/basic/mining/lobstrosity/you_too = allocate(/mob/living/basic/mining/lobstrosity)
var/mob/living/carbon/human/consistent/mindless = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/consistent/no_brain = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/consistent/empty = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/consistent/dummy = allocate(/mob/living/carbon/human/consistent)
mobs_spawned = list(
get_in_the_hole,
you_too,
mindless,
no_brain,
empty,
dummy,
)
// create our chasm and remember the previous turf so we can change it back once we're done
original_turf_type = run_loc_floor_bottom_left.type
original_turf_baseturfs = islist(run_loc_floor_bottom_left.baseturfs) ? run_loc_floor_bottom_left.baseturfs.Copy() : run_loc_floor_bottom_left.baseturfs
run_loc_floor_bottom_left.ChangeTurf(/turf/open/chasm)
var/turf/open/chasm/the_hole = run_loc_floor_bottom_left
// into the hole they go
for(var/mob/mob_spawned in mobs_spawned)
the_hole.drop(mob_spawned)
sleep(0.2 SECONDS) // we have to WAIT because the drop() proc sleeps.
// our 'fisherman' where we expect the item to be moved to after fishing it up
var/mob/living/carbon/human/consistent/a_fisherman = allocate(/mob/living/carbon/human/consistent, run_loc_floor_top_right)
// pretend like this mob has a mind. they should be fished up first
no_brain.mind_initialize()
SEND_SIGNAL(the_hole, COMSIG_PRE_FISHING) // we need to do this for the fishing spot component to be attached
var/datum/component/fishing_spot/the_hole_fishing_spot = the_hole.GetComponent(/datum/component/fishing_spot)
var/datum/fish_source/fishing_source = the_hole_fishing_spot.fish_source
var/obj/item/fishing_hook/rescue/the_hook = allocate(/obj/item/fishing_hook/rescue, run_loc_floor_top_right)
the_hook.chasm_detritus_type = /datum/chasm_detritus/restricted/bodies/no_defaults
// try to fish up our minded victim
var/atom/movable/reward = fishing_source.dispense_reward(the_hook.chasm_detritus_type, a_fisherman, the_hole)
// mobs with minds (aka players) should have precedence over any other mobs that are in the chasm
TEST_ASSERT_EQUAL(reward, no_brain, "Fished up [reward] ([REF(reward)]) with a rescue hook; expected to fish up [no_brain]([REF(no_brain)])")
// it should end up on the same turf as the fisherman
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)]")
// let's further test that by giving a second mob a mind. they should be fished up immediately..
empty.mind_initialize()
reward = fishing_source.dispense_reward(the_hook.chasm_detritus_type, a_fisherman, the_hole)
TEST_ASSERT_EQUAL(reward, empty, "Fished up [reward]([REF(reward)]) with a rescue hook; expected to fish up [empty]([REF(empty)])")
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)]")
// clean up so we don't mess up subsequent tests
/datum/unit_test/fish_rescue_hook/Destroy()
QDEL_LIST(mobs_spawned)
run_loc_floor_bottom_left.ChangeTurf(original_turf_type, original_turf_baseturfs)
return ..()
///Check that you can actually raise a chasm crab without errors.
/datum/unit_test/raise_a_chasm_crab
/datum/unit_test/raise_a_chasm_crab/Run()
var/obj/structure/aquarium/crab/aquarium = allocate(/obj/structure/aquarium/crab)
SEND_SIGNAL(aquarium.crabbie, COMSIG_FISH_LIFE, 1) //give the fish growth component a small push.
var/mob/living/basic/mining/lobstrosity/juvenile/lobster = locate() in aquarium.loc
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.")
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)
/obj/structure/aquarium/crab
allow_breeding = 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)
/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
growth_rate = 100
fish_traits = list() //We don't want to end up applying traits twice on the resulting lobstrosity
/datum/unit_test/explosive_fishing
/datum/unit_test/explosive_fishing/Run()
var/datum/fish_source/source = GLOB.preset_fish_sources[/datum/fish_source/unit_test]
source.spawn_reward_from_explosion(run_loc_floor_bottom_left, 1)
if(length(source.fish_table))
TEST_FAIL("The unit test item wasn't removed/spawned from fish_table during 'spawn_reward_from_explosion'.")
/datum/fish_source/unit_test
fish_table = list(
/obj/item/wrench = 1,
)
fish_counts = list(
/obj/item/wrench = 1,
)
#undef TRAIT_FISH_TESTING