/datum/unit_test/harm_punch/Run() var/mob/living/carbon/human/puncher = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) // Avoid all randomness in tests ADD_TRAIT(puncher, TRAIT_PERFECT_ATTACKER, INNATE_TRAIT) puncher.set_combat_mode(TRUE) victim.attack_hand(puncher, list(RIGHT_CLICK = FALSE)) TEST_ASSERT(victim.getBruteLoss() > 0, "Victim took no brute damage after being punched") /datum/unit_test/harm_melee/Run() var/mob/living/carbon/human/tider = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox) tider.put_in_active_hand(toolbox, forced = TRUE) tider.set_combat_mode(TRUE) victim.attackby(toolbox, tider) TEST_ASSERT(victim.getBruteLoss() > 0, "Victim took no brute damage after being hit by a toolbox") /datum/unit_test/harm_different_damage/Run() var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) var/obj/item/weldingtool/welding_tool = allocate(/obj/item/weldingtool) attacker.put_in_active_hand(welding_tool, forced = TRUE) attacker.set_combat_mode(TRUE) welding_tool.attack_self(attacker) // Turn it on victim.attackby(welding_tool, attacker) TEST_ASSERT_EQUAL(victim.getBruteLoss(), 0, "Victim took brute damage from a lit welding tool") TEST_ASSERT(victim.getFireLoss() > 0, "Victim took no burn damage after being hit by a lit welding tool") /datum/unit_test/attack_chain var/attack_hit var/post_attack_hit var/pre_attack_hit /datum/unit_test/attack_chain/proc/attack_hit() SIGNAL_HANDLER attack_hit = TRUE /datum/unit_test/attack_chain/proc/post_attack_hit() SIGNAL_HANDLER post_attack_hit = TRUE /datum/unit_test/attack_chain/proc/pre_attack_hit() SIGNAL_HANDLER pre_attack_hit = TRUE /datum/unit_test/attack_chain/Run() var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox) RegisterSignal(toolbox, COMSIG_ITEM_PRE_ATTACK, PROC_REF(pre_attack_hit)) RegisterSignal(toolbox, COMSIG_ITEM_ATTACK, PROC_REF(attack_hit)) RegisterSignal(toolbox, COMSIG_ITEM_AFTERATTACK, PROC_REF(post_attack_hit)) attacker.put_in_active_hand(toolbox, forced = TRUE) attacker.set_combat_mode(TRUE) toolbox.melee_attack_chain(attacker, victim) TEST_ASSERT(pre_attack_hit, "Pre-attack signal was not fired") TEST_ASSERT(attack_hit, "Attack signal was not fired") TEST_ASSERT(post_attack_hit, "Post-attack signal was not fired") /datum/unit_test/disarm/Run() var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox) victim.put_in_active_hand(toolbox, forced = TRUE) var/obj/structure/barricade/dense_object = allocate(/obj/structure/barricade) // Attacker --> Victim --> Empty space --> Wall attacker.forceMove(run_loc_floor_bottom_left) victim.forceMove(locate(run_loc_floor_bottom_left.x + 1, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z)) dense_object.forceMove(locate(run_loc_floor_bottom_left.x + 3, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z)) // First disarm, world should now look like: // Attacker --> Empty space --> Victim --> Wall victim.attack_hand(attacker, list(RIGHT_CLICK = TRUE)) TEST_ASSERT_EQUAL(victim.loc.x, run_loc_floor_bottom_left.x + 2, "Victim wasn't moved back after being pushed") TEST_ASSERT(!victim.has_status_effect(/datum/status_effect/incapacitating/knockdown), "Victim was knocked down despite not being against a wall") TEST_ASSERT_EQUAL(victim.get_active_held_item(), toolbox, "Victim dropped toolbox despite not being against a wall") attacker.forceMove(get_step(attacker, EAST)) // Second disarm, victim was against wall and should be down victim.attack_hand(attacker, list(RIGHT_CLICK = TRUE)) TEST_ASSERT_EQUAL(victim.loc.x, run_loc_floor_bottom_left.x + 2, "Victim was moved after being pushed against a wall") TEST_ASSERT(victim.has_status_effect(/datum/status_effect/incapacitating/knockdown), "Victim was not knocked down after being pushed against a wall") TEST_ASSERT_EQUAL(victim.get_active_held_item(), null, "Victim didn't drop toolbox after being pushed against a wall") /// Tests you can punch yourself /datum/unit_test/self_punch /datum/unit_test/self_punch/Run() var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent) ADD_TRAIT(dummy, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS) dummy.set_combat_mode(TRUE) dummy.ClickOn(dummy) TEST_ASSERT_NOTEQUAL(dummy.getBruteLoss(), 0, "Dummy took no brute damage after self-punching") /// Tests handcuffed (HANDS_BLOCKED) mobs cannot punch /datum/unit_test/handcuff_punch /datum/unit_test/handcuff_punch/Run() var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) ADD_TRAIT(attacker, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS) ADD_TRAIT(attacker, TRAIT_HANDS_BLOCKED, TRAIT_SOURCE_UNIT_TESTS) attacker.set_combat_mode(TRUE) attacker.ClickOn(victim) TEST_ASSERT_EQUAL(victim.getBruteLoss(), 0, "Victim took brute damage from being punched by a handcuffed attacker") attacker.next_move = -1 attacker.next_click = -1 attacker.ClickOn(attacker) TEST_ASSERT_EQUAL(attacker.getBruteLoss(), 0, "Attacker took brute damage from self-punching while handcuffed") /// Tests handcuffed (HANDS_BLOCKED) monkeys can still bite despite being cuffed /datum/unit_test/handcuff_bite /datum/unit_test/handcuff_bite/Run() var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent) var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent) ADD_TRAIT(attacker, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS) ADD_TRAIT(attacker, TRAIT_HANDS_BLOCKED, TRAIT_SOURCE_UNIT_TESTS) attacker.set_combat_mode(TRUE) attacker.set_species(/datum/species/monkey) attacker.ClickOn(victim) TEST_ASSERT_NOTEQUAL(victim.getBruteLoss(), 0, "Victim took no brute damage from being bit by a handcuffed monkey, which is incorrect, as it's a bite attack")