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Bubberstation/code/modules/wiremod/shell/brain_computer_interface.dm
Dani Glore f9fe79a307 Organ Unit Tests & Bugfixes (#73026)
## About The Pull Request

This PR adds a new unit test for all organs, a new unit test for lungs,
and includes improvements for the existing breath and organ_set_bonus
tests. Using the tests, I was able to root out bugs in the organs. This
PR includes an advanced refactor of several developer-facing functions.
This PR certainly represents a "quality pass" for organs which will make
them easier to develop from now on.

### Synopsis of changes:
1. Fixed many fundamental bugs in organ code, especially in
`Insert()`/`Remove()` and their overrides.
2. Added two new procs to `/obj/item/organ` named `on_insert` and
`on_remove`, each being called after `Insert()`/`Remove()`.
3. Added `organ_effects` lazylist to `/obj/item/organ`. Converted
`organ_traits` to lazylist. 2x less empty lists per organ.
4. Adding `SHOULD_CALL_PARENT(TRUE)` to `Insert()`/`Remove()` was very
beneficial to stability and overall code health.
5. Created unit test `organ_sanity` for all usable organs in the game.
Tests insertion and removal.
6. Created unit test `lungs_sanity` for
`/obj/item/organ/internal/lungs`.
7. Improved `breath_sanity` unit tests with additional tests and
conditions.
8. Improved `organ_set_bonus_sanity` unit tests with better
documentation and maintainable code.

---

### Granular bug/fix list:

- A lot of organs are overriding `Insert()` to apply unique
side-effects, but aren't checking the return value of the parent proc
which causes the activation of side-effects even if the insertion
technically fails. I noticed the use-case of applying "unique
side-effects" is repeated across a lot of organs in the game, and by
overriding `Insert()` the potential for bugs is very high; I solved this
problem with inversion-of-control by adding two new procs to
`/obj/item/organ` named `on_insert` and `on_remove`, each being called
after `Insert()` and `Remove()` succeed.
- Many organs, such as abductor "glands", cursed heart, demon heart,
alien hive-node, alien plasma-vessel, etc, were not returning their
parent's `Insert()` proc return value at all, and as a result those
organs `Insert()`s were always returning `null`. I have been mopping
those bugs up in my last few PRs, and now the unit test reveals it all.
Functions such as those in surgery expect a truthy value to be returned
from `Insert()` to represent insertion success, and otherwise it
force-moves the organ out of the mob.
- Fixed abductor "glands" which had a hard-del bug due to their
`Remove()` not calling the parent proc.
- Fixed cybernetic arm implants which had a hard-del bug due to
`Remove()` not resetting their `hand` variable to `null`.
- Fixed lungs gas exchange implementation, which was allowing exhaled
gases to feedback into the inhaled gases, which caused Humans to inhale
much more gas than intended and not exhale expected gases.

### Overview of the `organ_sanity` unit test:

- The new `organ_sanity` unit test gathers all "usable" organs in the
game and tests to see if their `Insert()` and `Remove()` functions
behave as we expect them to.
- Some organs, such as the Nightmare Brain, cause the mob's species to
change which subsequently swaps out all of their organs; the unit test
accounts for these organs via the typecache `species_changing_organs`.
- Some organs are not usable in-game and can't be unit tested, so the
unit test accounts for them via the typecache `test_organ_blacklist`.

### Overview of the `lungs_sanity` unit test:

- This unit test focuses on `/obj/item/organ/internal/lungs` including
Plasmaman and Ashwalker lungs. The test focuses on testing the lungs'
`check_breath()` proc.
- The tests are composed of calling `check_breath` with different gas
mixes to test breathing and suffocation.
- Includes gas exchange test for inhaled/exhaled gases, such as O2 to
CO2.

### Improvements to the `breath_sanity` unit tests:

- Added additional tests for suffocation with empty internals, pure
Nitrogen internals, and a gas-less turf.
- Includes slightly more reliable tests for internals tanks.

## Why It's Good For The Game

**Organs and Lungs were mostly untested. Too many refactors have been
submitted without the addition of unit tests to prove the code works at
all.** Time to stop. _Time to get some help_. Due to how bad the code
health is in organs, any time we've tried to work with them some sort of
bug caused them to blow up in our faces. I am trying to fix some of that
by establishing some standard testing for organs. These tests have
revealed and allowed me to fix lot of basic developer errors/oversights,
as well as a few severe bugs.


![image](https://user-images.githubusercontent.com/17753498/220251281-07ef598f-355b-43a9-afd6-1de9690831da.png)

## Changelog

🆑 A.C.M.O.
fix: Fixed lungs gas exchange implementation, so you always inhale and
exhale the correct gases.
fix: Fixed a large quantity of hard-deletes which were being caused by
organs and cybernetic organs.
fix: Fixed many organs which were applying side-effects regardless of
whether or not the insertion failed.
code: Added unit tests for Organs.
code: Added unit tests for Lungs.
code: Improved unit tests for breathing.
code: Improved unit tests for DNA Infuser organs.
/🆑
2023-03-18 17:20:28 -07:00

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/obj/item/organ/internal/cyberimp/bci
name = "brain-computer interface"
desc = "An implant that can be placed in a user's head to control circuits using their brain."
icon = 'icons/obj/wiremod.dmi'
icon_state = "bci"
visual = FALSE
zone = BODY_ZONE_HEAD
w_class = WEIGHT_CLASS_TINY
/obj/item/organ/internal/cyberimp/bci/Initialize(mapload)
. = ..()
var/obj/item/integrated_circuit/circuit = new(src)
circuit.add_component(new /obj/item/circuit_component/equipment_action/bci(null, "One"))
AddComponent(/datum/component/shell, list(
new /obj/item/circuit_component/bci_core,
), SHELL_CAPACITY_SMALL, starting_circuit = circuit)
/obj/item/organ/internal/cyberimp/bci/on_insert(mob/living/carbon/receiver)
. = ..()
// Organs are put in nullspace, but this breaks circuit interactions
forceMove(receiver)
/obj/item/organ/internal/cyberimp/bci/say(message, bubble_type, list/spans, sanitize, datum/language/language, ignore_spam, forced = null, filterproof = null, message_range = 7, datum/saymode/saymode = null)
if (owner)
// Otherwise say_dead will be called.
// It's intentional that a circuit for a dead person does not speak from the shell.
if (owner.stat == DEAD)
return
owner.say(message, forced = "circuit speech")
else
return ..()
/obj/item/circuit_component/equipment_action/bci
display_name = "BCI Action"
desc = "Represents an action the user can take when implanted with the brain-computer interface."
required_shells = list(/obj/item/organ/internal/cyberimp/bci)
/// A reference to the action button itself
var/datum/action/innate/bci_action/bci_action
/obj/item/circuit_component/equipment_action/bci/Destroy()
QDEL_NULL(bci_action)
return ..()
/obj/item/circuit_component/equipment_action/bci/register_shell(atom/movable/shell)
. = ..()
var/obj/item/organ/internal/cyberimp/bci/bci = shell
if(istype(bci))
bci_action = new(src)
update_action()
bci.actions += list(bci_action)
/obj/item/circuit_component/equipment_action/bci/unregister_shell(atom/movable/shell)
var/obj/item/organ/internal/cyberimp/bci/bci = shell
if(istype(bci))
bci.actions -= bci_action
QDEL_NULL(bci_action)
return ..()
/obj/item/circuit_component/equipment_action/bci/input_received(datum/port/input/port)
if (!isnull(bci_action))
update_action()
/obj/item/circuit_component/equipment_action/bci/update_action()
bci_action.name = button_name.value
bci_action.button_icon_state = "bci_[replacetextEx(lowertext(icon_options.value), " ", "_")]"
/datum/action/innate/bci_action
name = "Action"
button_icon = 'icons/mob/actions/actions_items.dmi'
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "bci_power"
var/obj/item/circuit_component/equipment_action/bci/circuit_component
/datum/action/innate/bci_action/New(obj/item/circuit_component/equipment_action/bci/circuit_component)
..()
src.circuit_component = circuit_component
/datum/action/innate/bci_action/Destroy()
circuit_component.bci_action = null
circuit_component = null
return ..()
/datum/action/innate/bci_action/Activate()
circuit_component.signal.set_output(COMPONENT_SIGNAL)
/obj/item/circuit_component/bci_core
display_name = "BCI Core"
desc = "Controls the core operations of the BCI."
/// A reference to the action button to look at charge/get info
var/datum/action/innate/bci_charge_action/charge_action
var/datum/port/input/message
var/datum/port/input/send_message_signal
var/datum/port/input/show_charge_meter
var/datum/port/output/user_port
var/datum/weakref/user
var/obj/item/organ/internal/cyberimp/bci/bci
/obj/item/circuit_component/bci_core/populate_ports()
message = add_input_port("Message", PORT_TYPE_STRING, trigger = null)
send_message_signal = add_input_port("Send Message", PORT_TYPE_SIGNAL)
show_charge_meter = add_input_port("Show Charge Meter", PORT_TYPE_NUMBER, trigger = PROC_REF(update_charge_action))
user_port = add_output_port("User", PORT_TYPE_ATOM)
/obj/item/circuit_component/bci_core/Destroy()
QDEL_NULL(charge_action)
return ..()
/obj/item/circuit_component/bci_core/proc/update_charge_action()
CIRCUIT_TRIGGER
var/mob/living/carbon/resolved_owner = user?.resolve()
if (show_charge_meter.value)
if (charge_action)
return
charge_action = new(src)
if (resolved_owner)
charge_action.Grant(resolved_owner)
bci.actions += charge_action
else
if (!charge_action)
return
if (resolved_owner)
charge_action.Remove(resolved_owner)
bci.actions -= charge_action
QDEL_NULL(charge_action)
/obj/item/circuit_component/bci_core/register_shell(atom/movable/shell)
bci = shell
show_charge_meter.set_value(TRUE)
RegisterSignal(shell, COMSIG_ORGAN_IMPLANTED, PROC_REF(on_organ_implanted))
RegisterSignal(shell, COMSIG_ORGAN_REMOVED, PROC_REF(on_organ_removed))
/obj/item/circuit_component/bci_core/unregister_shell(atom/movable/shell)
bci = shell
if (charge_action)
var/mob/living/carbon/resolved_owner = user?.resolve()
if (resolved_owner)
charge_action.Remove(resolved_owner)
bci.actions -= charge_action
QDEL_NULL(charge_action)
UnregisterSignal(shell, list(
COMSIG_ORGAN_IMPLANTED,
COMSIG_ORGAN_REMOVED,
))
/obj/item/circuit_component/bci_core/input_received(datum/port/input/port)
var/sent_message = trim(message.value)
if (!sent_message)
return
var/mob/living/carbon/resolved_owner = user?.resolve()
if (isnull(resolved_owner))
return
if (resolved_owner.stat == DEAD)
return
to_chat(resolved_owner, "<i>You hear a strange, robotic voice in your head...</i> \"[span_robot("[html_encode(sent_message)]")]\"")
/obj/item/circuit_component/bci_core/proc/on_organ_implanted(datum/source, mob/living/carbon/owner)
SIGNAL_HANDLER
update_charge_action()
user_port.set_output(owner)
user = WEAKREF(owner)
RegisterSignal(owner, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
RegisterSignal(owner, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, PROC_REF(on_borg_charge))
RegisterSignal(owner, COMSIG_LIVING_ELECTROCUTE_ACT, PROC_REF(on_electrocute))
/obj/item/circuit_component/bci_core/proc/on_organ_removed(datum/source, mob/living/carbon/owner)
SIGNAL_HANDLER
user_port.set_output(null)
user = null
UnregisterSignal(owner, list(
COMSIG_PARENT_EXAMINE,
COMSIG_PROCESS_BORGCHARGER_OCCUPANT,
COMSIG_LIVING_ELECTROCUTE_ACT,
))
/obj/item/circuit_component/bci_core/proc/on_borg_charge(datum/source, amount)
SIGNAL_HANDLER
if (isnull(parent.cell))
return
parent.cell.give(amount)
/obj/item/circuit_component/bci_core/proc/on_electrocute(datum/source, shock_damage, siemens_coefficient, flags)
SIGNAL_HANDLER
if (isnull(parent.cell))
return
if (flags & SHOCK_ILLUSION)
return
parent.cell.give(shock_damage * 2)
to_chat(source, span_notice("You absorb some of the shock into your [parent.name]!"))
/obj/item/circuit_component/bci_core/proc/on_examine(datum/source, mob/mob, list/examine_text)
SIGNAL_HANDLER
if (isobserver(mob))
examine_text += span_notice("[source.p_they(capitalized = TRUE)] [source.p_have()] <a href='?src=[REF(src)];open_bci=1'>\a [parent] implanted in [source.p_them()]</a>.")
/obj/item/circuit_component/bci_core/Topic(href, list/href_list)
..()
if (!isobserver(usr))
return
if (href_list["open_bci"])
parent.attack_ghost(usr)
/datum/action/innate/bci_charge_action
name = "Check BCI Charge"
check_flags = NONE
button_icon = 'icons/obj/power.dmi'
button_icon_state = "cell"
var/obj/item/circuit_component/bci_core/circuit_component
/datum/action/innate/bci_charge_action/New(obj/item/circuit_component/bci_core/circuit_component)
..()
src.circuit_component = circuit_component
build_all_button_icons()
START_PROCESSING(SSobj, src)
/datum/action/innate/bci_charge_action/create_button()
var/atom/movable/screen/movable/action_button/button = ..()
button.maptext_x = 2
button.maptext_y = 0
return button
/datum/action/innate/bci_charge_action/Destroy()
circuit_component.charge_action = null
circuit_component = null
STOP_PROCESSING(SSobj, src)
return ..()
/datum/action/innate/bci_charge_action/Trigger(trigger_flags)
var/obj/item/stock_parts/cell/cell = circuit_component.parent.cell
if (isnull(cell))
to_chat(owner, span_boldwarning("[circuit_component.parent] has no power cell."))
else
to_chat(owner, span_info("[circuit_component.parent]'s [cell.name] has <b>[cell.percent()]%</b> charge left."))
to_chat(owner, span_info("You can recharge it by using a cyborg recharging station."))
/datum/action/innate/bci_charge_action/process(delta_time)
build_all_button_icons(UPDATE_BUTTON_STATUS)
/datum/action/innate/bci_charge_action/update_button_status(atom/movable/screen/movable/action_button/button, force = FALSE)
. = ..()
var/obj/item/stock_parts/cell/cell = circuit_component.parent.cell
button.maptext = cell ? MAPTEXT("[cell.percent()]%") : ""
/obj/machinery/bci_implanter
name = "brain-computer interface manipulation chamber"
desc = "A machine that, when given a brain-computer interface, will implant it into an occupant. Otherwise, will remove any brain-computer interfaces they already have."
circuit = /obj/item/circuitboard/machine/bci_implanter
icon = 'icons/obj/machines/bci_implanter.dmi'
icon_state = "bci_implanter"
base_icon_state = "bci_implanter"
layer = ABOVE_WINDOW_LAYER
anchored = TRUE
density = TRUE
obj_flags = NO_BUILD // Becomes undense when the door is open
var/busy = FALSE
var/busy_icon_state
var/locked = FALSE
var/obj/item/organ/internal/cyberimp/bci/bci_to_implant
COOLDOWN_DECLARE(message_cooldown)
/obj/machinery/bci_implanter/Initialize(mapload)
. = ..()
occupant_typecache = typecacheof(/mob/living/carbon)
/obj/machinery/bci_implanter/on_deconstruction()
drop_stored_bci()
/obj/machinery/bci_implanter/Destroy()
qdel(bci_to_implant)
return ..()
/obj/machinery/bci_implanter/examine(mob/user)
. = ..()
if (isnull(bci_to_implant))
. += span_notice("There is no BCI inserted.")
else
. += span_notice("Right-click to remove current BCI.")
/obj/machinery/bci_implanter/proc/set_busy(status, working_icon)
busy = status
busy_icon_state = working_icon
update_appearance()
/obj/machinery/bci_implanter/update_icon_state()
if (occupant)
icon_state = busy ? busy_icon_state : "[base_icon_state]_occupied"
return ..()
icon_state = "[base_icon_state][state_open ? "_open" : null]"
return ..()
/obj/machinery/bci_implanter/update_overlays()
var/list/overlays = ..()
if ((machine_stat & MAINT) || panel_open)
overlays += "maint"
return overlays
if (machine_stat & (NOPOWER|BROKEN))
return overlays
if (busy || locked)
overlays += "red"
if (locked)
overlays += "bolted"
return overlays
overlays += "green"
return overlays
/obj/machinery/bci_implanter/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if (. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return .
if(!user.Adjacent(src))
return
if (locked)
balloon_alert(user, "it's locked!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (isnull(bci_to_implant))
balloon_alert(user, "no bci inserted!")
else
user.put_in_hands(bci_to_implant)
balloon_alert(user, "ejected bci")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/bci_implanter/attackby(obj/item/weapon, mob/user, params)
var/obj/item/organ/internal/cyberimp/bci/new_bci = weapon
if (istype(new_bci))
if (!(locate(/obj/item/integrated_circuit) in new_bci))
balloon_alert(user, "bci has no circuit!")
return
var/obj/item/organ/internal/cyberimp/bci/previous_bci_to_implant = bci_to_implant
user.transferItemToLoc(weapon, src)
bci_to_implant = weapon
if (isnull(previous_bci_to_implant))
balloon_alert(user, "inserted bci")
else
balloon_alert(user, "swapped bci")
user.put_in_hands(previous_bci_to_implant)
return
return ..()
/obj/machinery/bci_implanter/attackby_secondary(obj/item/weapon, mob/user, params)
if (!occupant && default_deconstruction_screwdriver(user, icon_state, icon_state, weapon))
update_appearance()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (default_pry_open(weapon))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (default_deconstruction_crowbar(weapon))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/bci_implanter/proc/start_process()
if (machine_stat & (NOPOWER|BROKEN))
return
if ((machine_stat & MAINT) || panel_open)
return
if (!occupant || busy)
return
update_use_power(ACTIVE_POWER_USE)
var/locked_state = locked
locked = TRUE
set_busy(TRUE, "[initial(icon_state)]_raising")
addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_active"), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(set_busy), TRUE, "[initial(icon_state)]_falling"), 2 SECONDS)
addtimer(CALLBACK(src, PROC_REF(complete_process), locked_state), 3 SECONDS)
/obj/machinery/bci_implanter/proc/complete_process(locked_state)
update_use_power(IDLE_POWER_USE)
locked = locked_state
set_busy(FALSE)
var/mob/living/carbon/carbon_occupant = occupant
if (!istype(carbon_occupant))
return
playsound(loc, 'sound/machines/ping.ogg', 30, FALSE)
var/obj/item/organ/internal/cyberimp/bci/bci_organ = carbon_occupant.getorgan(/obj/item/organ/internal/cyberimp/bci)
if (bci_organ)
bci_organ.Remove(carbon_occupant)
if (isnull(bci_to_implant))
say("Occupant's previous brain-computer interface has been transferred to internal storage unit.")
carbon_occupant.transferItemToLoc(bci_organ, src)
bci_to_implant = bci_organ
else
say("Occupant's previous brain-computer interface has been ejected.")
bci_organ.forceMove(drop_location())
else if (!isnull(bci_to_implant))
say("Occupant has been injected with [bci_to_implant].")
bci_to_implant.Insert(carbon_occupant)
/obj/machinery/bci_implanter/open_machine()
if(state_open)
return FALSE
..()
return TRUE
/obj/machinery/bci_implanter/close_machine(mob/living/carbon/user)
if(!state_open)
return FALSE
..()
var/mob/living/carbon/carbon_occupant = occupant
if (istype(occupant))
var/obj/item/organ/internal/cyberimp/bci/bci_organ = carbon_occupant.getorgan(/obj/item/organ/internal/cyberimp/bci)
if (isnull(bci_organ) && isnull(bci_to_implant))
say("No brain-computer interface inserted, and occupant does not have one. Insert a BCI to implant one.")
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
return FALSE
addtimer(CALLBACK(src, PROC_REF(start_process)), 1 SECONDS)
return TRUE
/obj/machinery/bci_implanter/relaymove(mob/living/user, direction)
var/message
if (locked)
message = "it won't budge!"
else if (user.stat != CONSCIOUS)
message = "you don't have the energy!"
if (!isnull(message))
if (COOLDOWN_FINISHED(src, message_cooldown))
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
balloon_alert(user, message)
return
open_machine()
/obj/machinery/bci_implanter/interact(mob/user)
if (state_open)
close_machine(null, user)
return
else if (locked)
balloon_alert(user, "it's locked!")
return
open_machine()
/obj/machinery/bci_implanter/proc/drop_stored_bci()
if (isnull(bci_to_implant))
return
bci_to_implant.forceMove(drop_location())
/obj/machinery/bci_implanter/dump_inventory_contents(list/subset)
// Prevents opening the machine dropping the BCI.
// "dump_contents()" still drops the BCI.
return ..(contents - bci_to_implant)
/obj/machinery/bci_implanter/Exited(atom/movable/gone, direction)
if (gone == bci_to_implant)
bci_to_implant = null
return ..()
/obj/item/circuitboard/machine/bci_implanter
name = "Brain-Computer Interface Manipulation Chamber (Machine Board)"
greyscale_colors = CIRCUIT_COLOR_SCIENCE
build_path = /obj/machinery/bci_implanter
req_components = list(
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/manipulator = 1,
)