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## About The Pull Request Removes the IC tab in its entirety - Some mobs (Blob Minion & Lightgeist) had manually removed the "pull" verb, this replaces it with taking away their pull force. - Lightgeist had their "Me" verb manually removed, this is replaced by giving them Emotemute trait (the same that mime's bane gives) - Floor Changer: You can now RMB the arrow buttons to look in a direction w/o moving. Added a tip to help with this. - Exit Hivemind: Already an action button and was removed without further edits ### Removed entirely Rest Resist Look Up/Down Move Upwards/Down Activate Held Object Open Language Menu Memories View Skills ### Moved to command bar (secret verb ooh) because I am biased Sleep Navigate ### Martial Arts Martial Arts had a button to see your current skills & the ability to cycle between artstyles. This was replaced with 1 action button that does both of these. <img width="317" height="148" alt="image" src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044" /> Name auto-updates as you swap artstyle to whatever help verb the current style uses. Mention of RMB in the name is only there if you have more than 1 martial art, but the desc will remain just so players can see it even if they only have one, for future reference. ## Why It's Good For The Game Brings greater visibility to Martial Art stuff, and especially since the stat panel is being made optional we should not be hiding ANYTHING in there. This also helps me with my project listed in https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view And also fixes some sorta-removed features due to removing verbs not matching people's actual powers due to new features like "Custom Me" and "Ctrl Clicking". ## Changelog 🆑 SirNightKnight (sprites), JohnFulpWillard del: Deleted the "IC" tab of the stat panel. fix: Lightgeists can't emote or pull as intended. fix: Blob minions can't pull again. qol: Martial Art users now have an action button for their artstyle-related businesses, rather than it being in the stat panel. qol: You can now right-click the move up/down UI buttons to look in the direction without moving. /🆑
39 lines
1.7 KiB
Plaintext
39 lines
1.7 KiB
Plaintext
/// Test that stop, drop, and roll lowers fire stacks
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/datum/unit_test/stop_drop_and_roll/Run()
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/consistent)
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TEST_ASSERT_EQUAL(human.fire_stacks, 0, "Human does not have 0 fire stacks pre-ignition")
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human.adjust_fire_stacks(5)
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human.ignite_mob()
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TEST_ASSERT_EQUAL(human.fire_stacks, 5, "Human does not have 5 fire stacks pre-resist")
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// Stop, drop, and roll has a sleep call. This would delay the test, and is not necessary.
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human.execute_resist()
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//since resist() is a verb that possibly queues its actual execution for the next tick, we need to make the subsystem that handles the delayed execution process
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//the callback. either that or sleep ourselves and see if it ran.
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SSverb_manager.run_verb_queue()
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TEST_ASSERT(human.fire_stacks < 5, "Human did not lower fire stacks after resisting")
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/// Test that you can resist out of a container
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/datum/unit_test/container_resist/Run()
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/consistent)
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var/obj/structure/closet/closet = allocate(/obj/structure/closet, get_turf(human))
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closet.open(human)
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TEST_ASSERT(!(human in closet.contents), "Human was in the contents of an open closet")
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closet.close(human)
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TEST_ASSERT(human in closet.contents, "Human was not in the contents of the closed closet")
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human.resist()
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//since resist() is a verb that possibly queues itself for the next tick, we need to make the subsystem that handles the delayed execution process
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//the callback. either that or sleep ourselves and see if it ran.
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SSverb_manager.run_verb_queue()
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TEST_ASSERT(!(human in closet.contents), "Human resisted out of a standard closet, but was still in it")
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