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Waterpig bb70889f6e TG Upstream Part 1
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Update build.js

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oh my fucking god

hat

slow

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holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

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not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

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#define TRAIT_FISH_TESTING "made_you_read_this"
///Ensures that all fish have an aquarium icon state and that sprite_width and sprite_height have been set.
/datum/unit_test/fish_aquarium_icons
/datum/unit_test/fish_aquarium_icons/Run()
for(var/obj/item/fish/fish as anything in subtypesof(/obj/item/fish))
if(ispath(fish, /obj/item/fish/testdummy)) //We don't care about unit test fish.
continue
var/init_icon = fish::dedicated_in_aquarium_icon
var/init_icon_state = fish::dedicated_in_aquarium_icon_state || "[fish::icon_state]_small"
if(!icon_exists(init_icon, init_icon_state))
TEST_FAIL("[fish] with doesn't have a \"[init_icon_state]\" aquarium icon state in [init_icon]. Please make one.")
if(!fish::sprite_width)
TEST_FAIL("[fish] doesn't have a set sprite_width.")
if(!fish::sprite_height)
TEST_FAIL("[fish] doesn't have a set sprite_height.")
///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
reagents_to_add = list(/datum/reagent = 10)
/datum/fish_trait/dummy/apply_to_fish(obj/item/fish/fish)
. = ..()
ADD_TRAIT(fish, TRAIT_FISH_TESTING, FISH_TRAIT_DATUM)
/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(source.fish_counts[/obj/item/wrench])
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,
/obj/item/screwdriver = INFINITY,
)
fish_counts = list(
/obj/item/wrench = 1,
/obj/item/screwdriver = 0,
)
#undef TRAIT_FISH_TESTING