Fixes Knockdown signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)

At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().

This caused components that relied on it, like the Knockoff component, to work way less often.

This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.

It also unit tests it.
This commit is contained in:
MrMelbert
2022-06-16 16:39:15 +01:00
committed by GitHub
parent 425a292202
commit b438cc0039
6 changed files with 159 additions and 43 deletions
+68 -40
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@@ -1,71 +1,99 @@
///Items with these will have a chance to get knocked off when disarming or being knocked down
/// Items with this component will have a chance to get knocked off
/// (unequipped and sent to the ground) when the wearer is disarmed or knocked down.
/datum/component/knockoff
///Chance to knockoff
/// Chance to knockoff when a knockoff action occurs.
var/knockoff_chance = 100
///Aiming for these zones will cause the knockoff, null means all zones allowed
/// Used in being disarmed.
/// If set, we will only roll the knockoff chance if the disarmer is targeting one of these zones.
/// If unset, any disarm act will cause the knock-off chance to be rolled, no matter the zone targeted.
var/list/target_zones
///Can be only knocked off from these slots, null means all slots allowed
var/list/slots_knockoffable
/// Bitflag used in equip to determine what slots we need to be in to be knocked off.
/// If set, we must be equipped in one of the slots to have a chance of our item being knocked off.
/// If unset / NONE, a disarm or knockdown will have a chance of our item being knocked off regardless of slot, INCLUDING hand slots.
var/slots_knockoffable = NONE
/datum/component/knockoff/Initialize(knockoff_chance,zone_override,slots_knockoffable)
/datum/component/knockoff/Initialize(knockoff_chance = 100, target_zones, slots_knockoffable = NONE)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED,.proc/OnEquipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED,.proc/OnDropped)
src.knockoff_chance = knockoff_chance
src.target_zones = target_zones
src.slots_knockoffable = slots_knockoffable
if(zone_override)
target_zones = zone_override
/datum/component/knockoff/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_dropped)
if(slots_knockoffable)
src.slots_knockoffable = slots_knockoffable
/datum/component/knockoff/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
///Tries to knockoff the item when disarmed
/datum/component/knockoff/proc/Knockoff(mob/living/carbon/human/wearer,mob/living/attacker,zone)
var/obj/item/item_parent = parent
if(ismob(item_parent.loc))
UnregisterSignal(item_parent.loc, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
/// Signal proc for [COMSIG_HUMAN_DISARM_HIT] on the mob who's equipped our parent
/// Rolls a chance for knockoff whenever we're disarmed
/datum/component/knockoff/proc/on_equipped_mob_disarm(mob/living/carbon/human/source, mob/living/attacker, zone)
SIGNAL_HANDLER
var/obj/item/item = parent
if(!istype(wearer))
if(!istype(source))
return
if(target_zones && !(zone in target_zones))
return
if(!prob(knockoff_chance))
return
if(!wearer.dropItemToGround(item))
return
wearer.visible_message(span_warning("[attacker] knocks off [wearer]'s [item.name]!"),span_userdanger("[attacker] knocks off your [item.name]!"))
///Tries to knockoff the item when user is knocked down
/datum/component/knockoff/proc/Knockoff_knockdown(mob/living/carbon/human/wearer,amount)
var/obj/item/item_parent = parent
if(!source.dropItemToGround(item_parent))
return
source.visible_message(
span_warning("[attacker] knocks off [source]'s [item_parent.name]!"),
span_userdanger("[attacker] knocks off your [item_parent.name]!"),
)
/// Signal proc for [COMSIG_LIVING_STATUS_KNOCKDOWN] on the mob who's equipped our parent
/// Rolls a chance for knockoff whenever we're knocked down
/datum/component/knockoff/proc/on_equipped_mob_knockdown(mob/living/carbon/human/source, amount)
SIGNAL_HANDLER
if(amount <= 0)
if(!istype(source))
return
var/obj/item/item = parent
if(!istype(wearer))
// Healing knockdown or setting knockdown to zero or something? Don't knock off.
if(amount <= 0)
return
if(!prob(knockoff_chance))
return
if(!wearer.dropItemToGround(item))
return
wearer.visible_message(span_warning("[wearer]'s [item.name] get[item.p_s()] knocked off!"),span_userdanger("Your [item.name] [item.p_were()] knocked off!"))
/datum/component/knockoff/proc/OnEquipped(datum/source, mob/living/carbon/human/H,slot)
SIGNAL_HANDLER
if(!istype(H))
var/obj/item/item_parent = parent
if(!source.dropItemToGround(item_parent))
return
if(slots_knockoffable && !(slot in slots_knockoffable))
UnregisterSignal(H, COMSIG_HUMAN_DISARM_HIT)
UnregisterSignal(H, COMSIG_LIVING_STATUS_KNOCKDOWN)
return
RegisterSignal(H, COMSIG_HUMAN_DISARM_HIT, .proc/Knockoff, TRUE)
RegisterSignal(H, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/Knockoff_knockdown, TRUE)
/datum/component/knockoff/proc/OnDropped(datum/source, mob/living/M)
source.visible_message(
span_warning("[source]'s [item_parent.name] get[item_parent.p_s()] knocked off!"),
span_userdanger("Your [item_parent.name] [item_parent.p_were()] knocked off!"),
)
/// Signal proc for [COMSIG_ITEM_EQUIPPED]
/// Registers our signals which can cause a knockdown whenever we're equipped correctly
/datum/component/knockoff/proc/on_equipped(datum/source, mob/living/carbon/human/equipper, slot)
SIGNAL_HANDLER
UnregisterSignal(M, COMSIG_HUMAN_DISARM_HIT)
UnregisterSignal(M, COMSIG_LIVING_STATUS_KNOCKDOWN)
if(!istype(equipper))
return
if(slots_knockoffable && !(slot & slots_knockoffable))
UnregisterSignal(equipper, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
return
RegisterSignal(equipper, COMSIG_HUMAN_DISARM_HIT, .proc/on_equipped_mob_disarm, TRUE)
RegisterSignal(equipper, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/on_equipped_mob_knockdown, TRUE)
/// Signal proc for [COMSIG_ITEM_DROPPED]
/// Unregisters our signals which can cause a knockdown when we're unequipped (dropped)
/datum/component/knockoff/proc/on_dropped(datum/source, mob/living/dropper)
SIGNAL_HANDLER
UnregisterSignal(dropper, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
+1 -1
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@@ -171,7 +171,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
reagents.add_reagent_list(list_reagents)
if(starts_lit)
light()
AddComponent(/datum/component/knockoff, 90, list(BODY_ZONE_PRECISE_MOUTH), list(ITEM_SLOT_MASK)) //90% to knock off when wearing a mask
AddComponent(/datum/component/knockoff, 90, list(BODY_ZONE_PRECISE_MOUTH), slot_flags) //90% to knock off when wearing a mask
AddElement(/datum/element/update_icon_updates_onmob)
icon_state = icon_off
inhand_icon_state = inhand_icon_off
+1 -1
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@@ -227,7 +227,7 @@
/obj/item/clothing/glasses/regular/Initialize(mapload)
. = ..()
AddComponent(/datum/component/knockoff,25,list(BODY_ZONE_PRECISE_EYES),list(ITEM_SLOT_EYES))
AddComponent(/datum/component/knockoff, 25, list(BODY_ZONE_PRECISE_EYES), slot_flags)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
+1 -1
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@@ -71,7 +71,7 @@
return 0
/mob/living/proc/Knockdown(amount, ignore_canstun = FALSE) //Can't go below remaining duration
if(SEND_SIGNAL(src, /datum/status_effect/incapacitating/knockdown, amount, ignore_canstun) & COMPONENT_NO_STUN)
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, ignore_canstun) & COMPONENT_NO_STUN)
return
if(IS_STUN_IMMUNE(src, ignore_canstun))
return
+1
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@@ -101,6 +101,7 @@
#include "hydroponics_self_mutations.dm"
#include "hydroponics_validate_genes.dm"
#include "keybinding_init.dm"
#include "knockoff_component.dm"
#include "load_map_security.dm"
#include "machine_disassembly.dm"
#include "mapping.dm"
@@ -0,0 +1,87 @@
/// Test that the knockoff component will properly cause something
/// with it applied to be knocked off when it should be.
/datum/unit_test/knockoff_component
/datum/unit_test/knockoff_component/Run()
var/mob/living/carbon/human/wears_the_glasses = allocate(/mob/living/carbon/human)
var/mob/living/carbon/human/shoves_the_guy = allocate(/mob/living/carbon/human)
// No pre-existing items have a 100% chance of being knocked off,
// so we'll just apply it to a relatively generic item (glasses)
var/obj/item/clothing/glasses/sunglasses/glasses = allocate(/obj/item/clothing/glasses/sunglasses)
glasses.AddComponent(/datum/component/knockoff, \
knockoff_chance = 100, \
target_zones = list(BODY_ZONE_PRECISE_EYES), \
slots_knockoffable = glasses.slot_flags)
// Save this for later, since we wanna reset our dummy positions even after they're shoved about.
var/turf/right_of_shover = locate(run_loc_floor_bottom_left.x + 1, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z)
// Position shover (bottom left) and the shovee (1 tile right of bottom left, no wall behind them)
shoves_the_guy.forceMove(run_loc_floor_bottom_left)
set_glasses_wearer(wears_the_glasses, right_of_shover, glasses)
TEST_ASSERT(wears_the_glasses.glasses == glasses, "Dummy failed to equip the glasses.")
// Test disarm, targeting chest
// A disarm targeting chest should not knockdown or lose glasses
shoves_the_guy.zone_selected = BODY_ZONE_CHEST
shoves_the_guy.disarm(wears_the_glasses)
TEST_ASSERT(!wears_the_glasses.IsKnockdown(), "Dummy was knocked down when being disarmed shouldn't have been.")
TEST_ASSERT(wears_the_glasses.glasses == glasses, "Dummy lost their glasses even thought they were disarmed targeting the wrong slot.")
set_glasses_wearer(wears_the_glasses, right_of_shover, glasses)
// Test disarm, targeting eyes
// A disarm targeting eyes should not knockdown but should lose glasses
shoves_the_guy.zone_selected = BODY_ZONE_PRECISE_EYES
shoves_the_guy.disarm(wears_the_glasses)
TEST_ASSERT(!wears_the_glasses.IsKnockdown(), "Dummy was knocked down when being disarmed shouldn't have been.")
TEST_ASSERT(wears_the_glasses.glasses != glasses, "Dummy kept their glasses, even though they were shoved targeting the correct zone.")
set_glasses_wearer(wears_the_glasses, right_of_shover, glasses)
// Test Knockdown()
// Any amount of positive Kockdown should lose glasses
wears_the_glasses.Knockdown(1 SECONDS)
TEST_ASSERT(wears_the_glasses.IsKnockdown(), "Dummy wasn't knocked down after Knockdown() was called.")
TEST_ASSERT(wears_the_glasses.glasses != glasses, "Dummy kept their glasses, even though they knocked down by Knockdown().")
set_glasses_wearer(wears_the_glasses, right_of_shover, glasses)
// Test AdjustKnockdown()
// Any amount of positive Kockdown should lose glasses
wears_the_glasses.AdjustKnockdown(1 SECONDS)
TEST_ASSERT(wears_the_glasses.IsKnockdown(), "Dummy wasn't knocked down after AdjustKnockdown() was called.")
TEST_ASSERT(wears_the_glasses.glasses != glasses, "Dummy kept their glasses, even though they knocked down by AdjustKnockdown().")
set_glasses_wearer(wears_the_glasses, right_of_shover, glasses)
// Test SetKnockdown()
// Any amount of positive Kockdown should lose glasses
wears_the_glasses.SetKnockdown(1 SECONDS)
TEST_ASSERT(wears_the_glasses.IsKnockdown(), "Dummy wasn't knocked down after SetKnockdown() was called.")
TEST_ASSERT(wears_the_glasses.glasses != glasses, "Dummy kept their glasses, even though they knocked down by SetKnockdown().")
set_glasses_wearer(wears_the_glasses, right_of_shover, glasses)
// Test a negative value applied of Knockdown (AdjustKnockdown, SetKnockdown, and Knockdown should all act the same here)
// Any amount of negative Kockdown should not cause the glasses to be lost
wears_the_glasses.AdjustKnockdown(-1 SECONDS)
TEST_ASSERT(!wears_the_glasses.IsKnockdown(), "Dummy was knocked down after AdjustKnockdown() was called with a negative value.")
TEST_ASSERT(wears_the_glasses.glasses == glasses, "Dummy lost their glasses, even though AdjustKnockdown() was called with a negative value.")
// Bonus check: A wallshove should definitely cause them to be lost
wears_the_glasses.forceMove(shoves_the_guy.loc)
shoves_the_guy.forceMove(right_of_shover)
shoves_the_guy.zone_selected = BODY_ZONE_CHEST
shoves_the_guy.disarm(wears_the_glasses)
TEST_ASSERT(wears_the_glasses.glasses != glasses, "Dummy kept their glasses, even though were disarm shoved into a wall.")
/// Helper to reset the glasses dummy back to it's original position, clear knockdown, and return glasses (if gone)
/datum/unit_test/knockoff_component/proc/set_glasses_wearer(mob/living/carbon/human/wearer, turf/reset_to, obj/item/clothing/glasses/reset_worn)
wearer.forceMove(reset_to)
wearer.SetKnockdown(0 SECONDS)
if(!wearer.glasses)
wearer.equip_to_slot_if_possible(reset_worn, ITEM_SLOT_EYES)