/
surgeries.dm
133 lines (95 loc) · 7.1 KB
/
surgeries.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
/datum/unit_test/amputation/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 0, "Patient is somehow missing limbs before surgery")
var/datum/surgery/amputation/surgery = new(patient, BODY_ZONE_R_ARM, patient.get_bodypart(BODY_ZONE_R_ARM))
var/datum/surgery_step/sever_limb/sever_limb = new
sever_limb.success(user, patient, BODY_ZONE_R_ARM, null, surgery)
TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 1, "Patient did not lose any limbs")
TEST_ASSERT_EQUAL(patient.get_missing_limbs()[1], BODY_ZONE_R_ARM, "Patient is missing a limb that isn't the one we operated on")
/datum/unit_test/brain_surgery/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
patient.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
patient.setOrganLoss(ORGAN_SLOT_BRAIN, 20)
TEST_ASSERT(patient.has_trauma_type(), "Patient does not have any traumas, despite being given one")
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/datum/surgery_step/fix_brain/fix_brain = new
fix_brain.success(user, patient)
TEST_ASSERT(!patient.has_trauma_type(), "Patient kept their brain trauma after brain surgery")
TEST_ASSERT(patient.get_organ_loss(ORGAN_SLOT_BRAIN) < 20, "Patient did not heal their brain damage after brain surgery")
/datum/unit_test/head_transplant/Run()
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/alice = allocate(/mob/living/carbon/human/consistent)
alice.fully_replace_character_name(null, "Alice")
alice.set_haircolor(COLOR_LIGHT_PINK, update = FALSE)
alice.set_hairstyle("Very Long Hair", update = FALSE)
alice.set_facial_haircolor(COLOR_LIGHT_PINK, update = FALSE)
alice.set_facial_hairstyle("Shaved", update = TRUE)
var/mob/living/carbon/human/bob = allocate(/mob/living/carbon/human/consistent)
bob.fully_replace_character_name(null, "Bob")
bob.set_haircolor(COLOR_LIGHT_BROWN, update = FALSE)
bob.set_hairstyle("Short Hair", update = FALSE)
bob.set_facial_haircolor(COLOR_LIGHT_BROWN, update = FALSE)
bob.set_facial_hairstyle("Beard (Full)", update = TRUE)
var/obj/item/bodypart/head/alices_head = alice.get_bodypart(BODY_ZONE_HEAD)
alices_head.drop_limb()
var/obj/item/bodypart/head/bobs_head = bob.get_bodypart(BODY_ZONE_HEAD)
bobs_head.drop_limb()
TEST_ASSERT_EQUAL(alice.get_bodypart(BODY_ZONE_HEAD), null, "Alice still has a head after dismemberment")
TEST_ASSERT_EQUAL(alice.get_visible_name(), "Unknown", "Alice's head was dismembered, but they are not Unknown")
TEST_ASSERT_EQUAL(bobs_head.real_name, "Bob", "Bob's head does not remember that it is from Bob")
// Put Bob's head onto Alice's body
var/datum/surgery_step/add_prosthetic/add_prosthetic = new
user.put_in_active_hand(bobs_head)
add_prosthetic.success(user, alice, BODY_ZONE_HEAD, bobs_head)
TEST_ASSERT(!isnull(alice.get_bodypart(BODY_ZONE_HEAD)), "Alice has no head after prosthetic replacement")
TEST_ASSERT_EQUAL(alice.get_visible_name(), "Bob", "Bob's head was transplanted onto Alice's body, but their name is not Bob")
TEST_ASSERT_EQUAL(alice.hairstyle, "Short Hair", "Bob's head was transplanted onto Alice's body, but their hairstyle is not Short Hair")
TEST_ASSERT_EQUAL(alice.hair_color, COLOR_LIGHT_BROWN, "Bob's head was transplanted onto Alice's body, but their hair color is not COLOR_LIGHT_BROWN")
TEST_ASSERT_EQUAL(alice.facial_hairstyle, "Beard (Full)", "Bob's head was transplanted onto Alice's body, but their facial hairstyle is not Beard (Full)")
TEST_ASSERT_EQUAL(alice.facial_hair_color, COLOR_LIGHT_BROWN, "Bob's head was transplanted onto Alice's body, but their facial hair color is not COLOR_LIGHT_BROWN")
/datum/unit_test/multiple_surgeries/Run()
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/patient_zero = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/patient_one = allocate(/mob/living/carbon/human/consistent)
var/obj/item/scalpel/scalpel = allocate(/obj/item/scalpel)
var/datum/surgery_step/incise/surgery_step = new
var/datum/surgery/organ_manipulation/surgery_for_zero = new
INVOKE_ASYNC(surgery_step, TYPE_PROC_REF(/datum/surgery_step, initiate), user, patient_zero, BODY_ZONE_CHEST, scalpel, surgery_for_zero)
TEST_ASSERT(surgery_for_zero.step_in_progress, "Surgery on patient zero was not initiated")
var/datum/surgery/organ_manipulation/surgery_for_one = new
// Without waiting for the incision to complete, try to start a new surgery
TEST_ASSERT(!surgery_step.initiate(user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one), "Was allowed to start a second surgery without the rod of asclepius")
TEST_ASSERT(!surgery_for_one.step_in_progress, "Surgery for patient one is somehow in progress, despite not initiating")
user.apply_status_effect(/datum/status_effect/hippocratic_oath)
INVOKE_ASYNC(surgery_step, TYPE_PROC_REF(/datum/surgery_step, initiate), user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one)
TEST_ASSERT(surgery_for_one.step_in_progress, "Surgery on patient one was not initiated, despite having rod of asclepius")
/// Ensures that the tend wounds surgery can be started
/datum/unit_test/start_tend_wounds
/datum/unit_test/start_tend_wounds/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/datum/surgery/surgery = new /datum/surgery/healing/brute/basic
if (!surgery.can_start(user, patient))
TEST_FAIL("Can't start basic tend wounds!")
qdel(surgery)
/datum/unit_test/tend_wounds/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
patient.take_overall_damage(100, 100)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
// Test that tending wounds actually lowers damage
var/datum/surgery_step/heal/brute/basic/basic_brute_heal = new
basic_brute_heal.success(user, patient, BODY_ZONE_CHEST)
TEST_ASSERT(patient.getBruteLoss() < 100, "Tending brute wounds didn't lower brute damage ([patient.getBruteLoss()])")
var/datum/surgery_step/heal/burn/basic/basic_burn_heal = new
basic_burn_heal.success(user, patient, BODY_ZONE_CHEST)
TEST_ASSERT(patient.getFireLoss() < 100, "Tending burn wounds didn't lower burn damage ([patient.getFireLoss()])")
// Test that wearing clothing lowers heal amount
var/mob/living/carbon/human/naked_patient = allocate(/mob/living/carbon/human/consistent)
naked_patient.take_overall_damage(100)
var/mob/living/carbon/human/clothed_patient = allocate(/mob/living/carbon/human/consistent)
clothed_patient.equipOutfit(/datum/outfit/job/doctor, TRUE)
clothed_patient.take_overall_damage(100)
basic_brute_heal.success(user, naked_patient, BODY_ZONE_CHEST)
basic_brute_heal.success(user, clothed_patient, BODY_ZONE_CHEST)
TEST_ASSERT(naked_patient.getBruteLoss() < clothed_patient.getBruteLoss(), "Naked patient did not heal more from wounds tending than a clothed patient")