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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
90 lines
5.6 KiB
Plaintext
90 lines
5.6 KiB
Plaintext
/**
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* Unit test to ensure that mechs take the correct amount of damage
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* based on armor, and that their equipment is properly damaged as well.
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*/
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/datum/unit_test/mecha_damage
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/datum/unit_test/mecha_damage/Run()
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// "Loaded Mauler" was chosen deliberately here.
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// We need a mech that starts with arm equipment and has fair enough armor.
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var/obj/vehicle/sealed/mecha/demo_mech = allocate(/obj/vehicle/sealed/mecha/marauder/mauler/loaded)
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// We need to face our guy explicitly, because mechs have directional armor
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demo_mech.setDir(EAST)
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var/expected_melee_armor = demo_mech.get_armor_rating(MELEE)
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var/expected_laser_armor = demo_mech.get_armor_rating(LASER)
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var/expected_bullet_armor = demo_mech.get_armor_rating(BULLET)
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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dummy.forceMove(locate(run_loc_floor_bottom_left.x + 1, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z))
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// The dummy needs to be targeting an arm. Left is chosen here arbitrarily.
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dummy.zone_selected = BODY_ZONE_L_ARM
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// Not strictly necessary, but you never know
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dummy.face_atom(demo_mech)
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// Get a sample "melee" weapon.
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// The energy axe is chosen here due to having a high base force, to make sure we get over the equipment DT.
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var/obj/item/dummy_melee = allocate(/obj/item/melee/energy/axe)
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dummy_melee.force = 150
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var/expected_melee_damage = round(dummy_melee.force * (1 - expected_melee_armor / 100) * dummy_melee.demolition_mod * demo_mech.facing_modifiers[MECHA_FRONT_ARMOUR], DAMAGE_PRECISION)
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// Get a sample laser weapon.
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// The captain's laser gun here is chosen primarily because it deals more damage than normal lasers.
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var/obj/item/gun/energy/laser/dummy_laser = allocate(/obj/item/gun/energy/laser/captain)
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qdel(dummy_laser.GetComponent(/datum/component/gun_safety)) // SKYRAT EDIT - Safeties on guns make them impossible to shoot :)
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var/obj/item/ammo_casing/laser_ammo = dummy_laser.ammo_type[1]
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var/obj/projectile/beam/laser_fired = initial(laser_ammo.projectile_type)
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var/expected_laser_damage = round(dummy_laser.projectile_damage_multiplier * initial(laser_fired.damage) * (1 - expected_laser_armor / 100), DAMAGE_PRECISION)
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// Get a sample ballistic weapon.
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// The syndicate .357 here is chosen because it does a lot of damage.
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var/obj/item/gun/ballistic/dummy_gun = allocate(/obj/item/gun/ballistic/revolver)
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qdel(dummy_gun.GetComponent(/datum/component/gun_safety)) // SKYRAT EDIT - Safeties on guns make them impossible to shoot :)
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var/obj/item/ammo_casing/ballistic_ammo = dummy_gun.magazine.ammo_type
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var/obj/projectile/bullet_fired = initial(ballistic_ammo.projectile_type)
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var/expected_bullet_damage = round(dummy_gun.projectile_damage_multiplier * initial(bullet_fired.damage) * (1 - expected_bullet_armor / 100), DAMAGE_PRECISION)
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var/obj/item/mecha_parts/mecha_equipment/left_arm_equipment = demo_mech.equip_by_category[MECHA_L_ARM]
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TEST_ASSERT_NOTNULL(left_arm_equipment, "[demo_mech] spawned without any equipment in their left arm slot.")
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// Now it's time to actually beat the heck out of the mech to see if it takes damage correctly.
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TEST_ASSERT_EQUAL(demo_mech.get_integrity(), demo_mech.max_integrity, "[demo_mech] was spawned at not its maximum integrity.")
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TEST_ASSERT_EQUAL(left_arm_equipment.get_integrity(), left_arm_equipment.max_integrity, "[left_arm_equipment] ([demo_mech]'s left arm) spawned at not its maximum integrity.")
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// SMACK IT
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var/pre_melee_integrity = demo_mech.get_integrity()
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var/pre_melee_arm_integrity = left_arm_equipment.get_integrity()
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demo_mech.attacked_by(dummy_melee, dummy)
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check_integrity(demo_mech, pre_melee_integrity, expected_melee_damage, "hit with a melee item")
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check_integrity(left_arm_equipment, pre_melee_arm_integrity, expected_melee_damage, "hit with a melee item")
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// BLAST IT
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var/pre_laser_integrity = demo_mech.get_integrity()
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var/pre_laser_arm_integrity = left_arm_equipment.get_integrity()
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dummy_laser.fire_gun(demo_mech, dummy, FALSE)
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check_integrity(demo_mech, pre_laser_integrity, expected_laser_damage, "shot with a laser")
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check_integrity(left_arm_equipment, pre_laser_arm_integrity, expected_laser_damage, "shot with a laser")
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// SHOOT IT
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var/pre_bullet_integrity = demo_mech.get_integrity()
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var/pre_bullet_arm_integrity = left_arm_equipment.get_integrity()
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dummy_gun.fire_gun(demo_mech, dummy, FALSE)
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check_integrity(demo_mech, pre_bullet_integrity, expected_bullet_damage, "shot with a bullet")
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check_integrity(left_arm_equipment, pre_bullet_arm_integrity, expected_bullet_damage, "shot with a bullet")
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// Additional check: The right arm of the mech should have taken no damage by this point.
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var/obj/item/mecha_parts/mecha_equipment/right_arm_equipment = demo_mech.equip_by_category[MECHA_R_ARM]
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TEST_ASSERT_NOTNULL(right_arm_equipment, "[demo_mech] spawned without any equipment in their right arm slot.")
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TEST_ASSERT_EQUAL(right_arm_equipment.get_integrity(), right_arm_equipment.max_integrity, "[demo_mech] somehow took damage to its right arm, despite not being targeted.")
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/// Simple helper to check if the integrity of an atom involved has taken damage, and if they took the amount of damage it should have.
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/datum/unit_test/mecha_damage/proc/check_integrity(atom/checking, pre_integrity, expected_damage, hit_by_phrase)
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var/post_hit_health = checking.get_integrity()
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TEST_ASSERT(post_hit_health < pre_integrity, "[checking] was [hit_by_phrase], but didn't take any damage.")
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var/damage_taken = round(pre_integrity - post_hit_health, DAMAGE_PRECISION)
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TEST_ASSERT_EQUAL(damage_taken, expected_damage, "[checking] didn't take the expected amount of damage when [hit_by_phrase]. (Expected damage: [expected_damage], received damage: [damage_taken])")
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