Files
Bubberstation/code/modules/unit_tests/reagent_mob_expose.dm
GoldenAlpharex 86dc0cdf65 [MIRROR] Water will now make you wet (#72844) (#18888)
Water will now make you wet (#72844)

Water, when exposed to a mob either via `TOUCH` or `VAPOR` application,
will now apply wet stacks to said mob according to the amount of water
used. For touch application, the ratio is 0.5 wet stack per unit of
water, whereas for vapor application (so for foam and sprays), that
ratio is lowered to 0.1 wet stack per unit of water. Yes, that would
mean that you could now put someone out by spraying enough water at them
with a spray bottle (usually around 50-150u), and I think that is quite
simply hilarious.

I also updated the unit test of water's `expose_mob()` proc, to check
that wet stacks were being applied properly, hopefully making sure that
there's no regression on that part in the future.
2023-01-22 16:20:02 -08:00

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// testing the mob expose procs are working
/datum/reagent/method_patch_test
name = "method patch test"
/datum/reagent/method_patch_test/expose_mob(mob/living/target, methods = PATCH, reac_volume, show_message = TRUE)
. = ..()
if(methods & PATCH)
target.health = 90
if(methods & INJECT)
target.health = 80
/datum/unit_test/reagent_mob_expose/Run()
// Life() is handled just by tests
SSmobs.pause()
var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/consistent)
var/obj/item/reagent_containers/dropper/dropper = allocate(/obj/item/reagent_containers/dropper)
var/obj/item/reagent_containers/cup/glass/bottle/drink = allocate(/obj/item/reagent_containers/cup/glass/bottle)
var/obj/item/reagent_containers/pill/patch/patch = allocate(/obj/item/reagent_containers/pill/patch)
var/obj/item/reagent_containers/syringe/syringe = allocate(/obj/item/reagent_containers/syringe)
// INGEST
TEST_ASSERT_EQUAL(human.fire_stacks, 0, "Human has fire stacks before taking phlogiston")
drink.reagents.add_reagent(/datum/reagent/phlogiston, 10)
drink.attack(human, human)
TEST_ASSERT_EQUAL(human.fire_stacks, 1, "Human does not have fire stacks after taking phlogiston")
human.Life(SSMOBS_DT)
TEST_ASSERT(human.fire_stacks > 1, "Human fire stacks did not increase after life tick")
// TOUCH
dropper.reagents.add_reagent(/datum/reagent/water, 5)
dropper.afterattack(human, human, TRUE)
TEST_ASSERT(human.fire_stacks < 0, "Human still has fire stacks after touching water")
// VAPOR
TEST_ASSERT_NULL(human.has_status_effect(/datum/status_effect/drowsiness), "Human is drowsy at the start of testing")
drink.reagents.clear_reagents()
drink.reagents.add_reagent(/datum/reagent/nitrous_oxide, 10)
drink.reagents.trans_to(human, 10, methods = VAPOR)
TEST_ASSERT_NOTNULL(human.has_status_effect(/datum/status_effect/drowsiness), "Human is not drowsy after exposure to vapors")
drink.reagents.clear_reagents()
drink.reagents.add_reagent(/datum/reagent/water, 10)
var/old_fire_stacks = human.fire_stacks
drink.reagents.trans_to(human, 10, methods = VAPOR)
TEST_ASSERT(human.fire_stacks < old_fire_stacks, "Human does not get wetter after being exposed to water by vapors")
// PATCH
human.health = 100
TEST_ASSERT_EQUAL(human.health, 100, "Human health did not set properly")
patch.reagents.add_reagent(/datum/reagent/method_patch_test, 1)
patch.self_delay = 0
patch.attack(human, human)
TEST_ASSERT_EQUAL(human.health, 90, "Human health did not update after patch was applied")
// INJECT
syringe.reagents.add_reagent(/datum/reagent/method_patch_test, 1)
syringe.melee_attack_chain(human, human)
TEST_ASSERT_EQUAL(human.health, 80, "Human health did not update after injection from syringe")
/datum/unit_test/reagent_mob_expose/Destroy()
SSmobs.ignite()
return ..()