/datum/unit_test/projectile_movetypes/Run() for(var/path in typesof(/obj/projectile)) var/obj/projectile/projectile = path if(initial(projectile.movement_type) & PHASING) Fail("[path] has default movement type PHASING. Piercing projectiles should be done using the projectile piercing system, not movement_types!") /datum/unit_test/gun_go_bang/Run() // test is for a ballistic gun that starts loaded + chambered var/obj/item/gun/test_gun = allocate(/obj/item/gun/ballistic/automatic/pistol) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human) var/mob/living/carbon/human/gunner = allocate(/mob/living/carbon/human) ADD_TRAIT(victim, TRAIT_PIERCEIMMUNE, INNATE_TRAIT) // So the human isn't randomly affected by shrapnel var/obj/item/ammo_casing/loaded_casing = test_gun.chambered TEST_ASSERT(loaded_casing, "Gun started without round chambered, should be loaded") var/obj/projectile/loaded_bullet = loaded_casing.loaded_projectile TEST_ASSERT(loaded_bullet, "Ammo casing has no loaded bullet") gunner.put_in_hands(test_gun, forced=TRUE) //SKYRAT EDIT ADDITION BEGIN if(test_gun.has_gun_safety) test_gun.toggle_safety(gunner) //SKYRAT EDIT ADDITION END gunner.set_combat_mode(FALSE) // just to make sure we know we're not trying to pistol-whip them var/expected_damage = loaded_bullet.damage loaded_bullet.def_zone = BODY_ZONE_CHEST var/did_we_shoot = test_gun.afterattack(victim, gunner) TEST_ASSERT(did_we_shoot, "Gun does not appeared to have successfully fired.") TEST_ASSERT_EQUAL(victim.getBruteLoss(), expected_damage, "Victim took incorrect amount of damage, expected [expected_damage], got [victim.getBruteLoss()].") var/obj/item/bodypart/expected_part = victim.get_bodypart(BODY_ZONE_CHEST) TEST_ASSERT_EQUAL(expected_part.brute_dam, expected_damage, "Intended bodypart took incorrect amount of damage, either it hit another bodypart or armor was incorrectly applied. Expected [expected_damage], got [expected_part.brute_dam].")