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- moves stuff to more sane places so modules folder isn't so messy - adds a world system that is the start of being able to data-define world locations and having the game act differently based on which location a map is in there's no ability to separate 'pre-load map' (and a way for persistence to inject this so we can have moving maps yet) but we can add it in later since things are decently abstracted.
30 lines
1.2 KiB
Plaintext
30 lines
1.2 KiB
Plaintext
/// Test that stop, drop, and roll lowers fire stacks
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/datum/unit_test/stop_drop_and_roll/Run()
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human)
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TEST_ASSERT_EQUAL(human.fire_stacks, 0, "Human does not have 0 fire stacks pre-ignition")
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human.adjust_fire_stacks(5)
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human.IgniteMob()
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TEST_ASSERT_EQUAL(human.fire_stacks, 5, "Human does not have 5 fire stacks pre-resist")
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// Stop, drop, and roll has a sleep call. This would delay the test, and is not necessary.
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call_async(human, /mob/living/verb/resist)
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TEST_ASSERT(human.fire_stacks < 5, "Human did not lower fire stacks after resisting")
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/// Test that you can resist out of a container
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/datum/unit_test/container_resist/Run()
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human)
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var/obj/structure/closet/closet = allocate(/obj/structure/closet, get_turf(human))
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closet.open(human)
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TEST_ASSERT(!(human in closet.contents), "Human was in the contents of an open closet")
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closet.close(human)
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TEST_ASSERT(human in closet.contents, "Human was not in the contents of the closed closet")
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human.resist()
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TEST_ASSERT(!(human in closet.contents), "Human resisted out of a standard closet, but was still in it")
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