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Refactors and sorts Nuclear Bombs and Cinematics. Fixes and unit tests nuke cinematics, and re-adds a missing malf ai cinematic. (#67144)
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@@ -110,6 +110,7 @@
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#include "modsuit.dm"
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#include "modular_map_loader.dm"
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#include "ntnetwork_tests.dm"
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#include "nuke_cinematic.dm"
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#include "objectives.dm"
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#include "outfit_sanity.dm"
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#include "paintings.dm"
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@@ -0,0 +1,68 @@
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// Some defines for tracking if the correct cinematic / animation is playing.
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#define PLAYING_CORRECT_ANIMATION 2
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#define PLAYING_INCORRECT_NUKE_ANIMATION 1
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#define NOT_PLAYING_ANIMATION 0
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/**
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* Unit tests that a nuke going off plays a cinematic,
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* and that it actually kills people.
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*/
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/datum/unit_test/nuke_cinematic
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/// Used to track via signal if the correct cinematic / animation is playing.
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var/cinematic_playing = NOT_PLAYING_ANIMATION
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/// Tracks what typepath of cinematic is being played.
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var/cinematic_playing_type
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/datum/unit_test/nuke_cinematic/Run()
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var/obj/machinery/nuclearbomb/syndicate/nuke = allocate(/obj/machinery/nuclearbomb/syndicate)
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var/mob/living/carbon/human/nuked = allocate(/mob/living/carbon/human)
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var/datum/client_interface/mock_client = new()
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nuked.mock_client = mock_client
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mock_client.mob = nuked
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var/obj/effect/landmark/observer_start/observer_point = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
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TEST_ASSERT_NOTNULL(observer_point, "Nuke cinematic test couldn't find observer spawn to place the nuke.")
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var/turf/turf_on_station = get_turf(observer_point)
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TEST_ASSERT(is_station_level(turf_on_station.z), "Nuke cinematic test didn't get a turf which was located on the station.")
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nuke.forceMove(turf_on_station)
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nuked.forceMove(turf_on_station)
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// Pause the check so we don't, y'know, end the round
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SSticker.roundend_check_paused = TRUE
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RegisterSignal(SSdcs, COMSIG_GLOB_PLAY_CINEMATIC, .proc/check_cinematic)
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// actually_explode calls really_actually_explode which sleeps, so this will take a moment.
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var/nuke_result = nuke.actually_explode()
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TEST_ASSERT_EQUAL(nuke_result, DETONATION_HIT_STATION, "A nuke went off on station, but didn't return DETONATION_HIT_STATION (4). (Got: [nuke_result])")
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TEST_ASSERT(GLOB.station_was_nuked, "A nuke went off on station, but didn't set station_was_nuked.")
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// Reset the nuke var back so we don't end the round
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GLOB.station_was_nuked = FALSE
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SSticker.roundend_check_paused = FALSE
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switch(cinematic_playing)
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if(NOT_PLAYING_ANIMATION)
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TEST_FAIL("No nuke cinematic was played when a nuke was detonated.")
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if(PLAYING_INCORRECT_NUKE_ANIMATION)
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TEST_FAIL("An incorrect cinematic was played on nuke detonation. (Expected: /datum/cinematic/nuke/self_destruct, Got: [cinematic_playing_type])")
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TEST_ASSERT(QDELETED(nuked), "The nuke victim next to the nuke wasn't gibbed by the nuke.")
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TEST_ASSERT(QDELETED(nuke), "The nuke itself was not deleted after successfully exploding.")
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mock_client.mob = null
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/// Used to track whenever a cinematic starts playing, so we can check if it's the right one.
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/datum/unit_test/nuke_cinematic/proc/check_cinematic(datum/source, datum/cinematic/playing)
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SIGNAL_HANDLER
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cinematic_playing_type = playing.type
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if(istype(playing, /datum/cinematic/nuke/self_destruct))
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cinematic_playing = PLAYING_CORRECT_ANIMATION
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else if(istype(playing, /datum/cinematic/nuke))
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cinematic_playing = PLAYING_INCORRECT_NUKE_ANIMATION
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#undef PLAYING_CORRECT_ANIMATION
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#undef PLAYING_INCORRECT_NUKE_ANIMATION
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#undef NOT_PLAYING_ANIMATION
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