[MIRROR] Fixes slips being broken and adds a unit test to catch it happening again. [MDB IGNORE] (#14299)

* Fixes slips being broken and adds a unit test to catch it happening again. (#67741)

* Fixes slips being broken and adds a unit test to catch it happening again.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
This commit is contained in:
SkyratBot
2022-06-14 08:18:57 +02:00
committed by GitHub
parent 39ecf4439c
commit 71b58f3f7c
5 changed files with 20 additions and 3 deletions

View File

@@ -76,7 +76,7 @@
if(!isliving(arrived))
return
var/mob/living/victim = arrived
if(!(victim.movement_type & FLYING|FLOATING) && victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items) && callback)
if(!(victim.movement_type & (FLYING | FLOATING)) && victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items) && callback)
callback.Invoke(victim)
/*

View File

@@ -266,7 +266,7 @@
return TRUE
/turf/open/handle_slip(mob/living/carbon/slipper, knockdown_amount, obj/O, lube, paralyze_amount, force_drop)
if(slipper.movement_type & FLYING|FLOATING)
if(slipper.movement_type & (FLYING | FLOATING))
return FALSE
if(has_gravity(src))
var/obj/buckled_obj

View File

@@ -1,5 +1,5 @@
/mob/living/carbon/slip(knockdown_amount, obj/O, lube, paralyze, force_drop)
if(movement_type & FLYING|FLOATING)
if(movement_type & (FLYING | FLOATING))
return FALSE
if(!(lube&SLIDE_ICE))
log_combat(src, (O ? O : get_turf(src)), "slipped on the", null, ((lube & SLIDE) ? "(LUBE)" : null))

View File

@@ -138,6 +138,7 @@
#include "security_officer_distribution.dm"
#include "serving_tray.dm"
#include "siunit.dm"
#include "slips.dm"
#include "spawn_humans.dm"
#include "spawn_mobs.dm"
#include "species_config_sanity.dm"

View File

@@ -0,0 +1,16 @@
/// Unit test that forces various slips on a mob and checks return values and mob state to see if the slip has likely been successful.
/datum/unit_test/slips
/datum/unit_test/slips/Run()
// Test just forced slipping, which calls turf slip code as well.
var/mob/living/carbon/human/mso = allocate(/mob/living/carbon/human)
TEST_ASSERT(mso.slip(100) == TRUE, "/mob/living/carbon/human/slip() returned FALSE when TRUE was expected")
TEST_ASSERT(!!(mso.IsKnockdown()), "/mob/living/carbon/human/slip() failed to knockdown target when knockdown was expected")
// Test the slipping component, which calls mob slip code. Just for good measure.
var/mob/living/carbon/human/msos_friend_mso = allocate(/mob/living/carbon/human, run_loc_floor_bottom_left)
var/obj/item/grown/bananapeel/specialpeel/mso_bane = allocate(/obj/item/grown/bananapeel/specialpeel, get_step(run_loc_floor_bottom_left, EAST))
msos_friend_mso.Move(get_turf(mso_bane), EAST)
TEST_ASSERT(!!(msos_friend_mso.IsKnockdown()), "Banana peel which should have slipping component failed to knockdown target when knockdown was expected")