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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
40 lines
2.4 KiB
Plaintext
40 lines
2.4 KiB
Plaintext
///Tests all projectiles that none of them are phasing.
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/datum/unit_test/projectile_movetypes
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/datum/unit_test/projectile_movetypes/Run()
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for(var/obj/projectile/projectile as anything in typesof(/obj/projectile))
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if(initial(projectile.movement_type) & PHASING)
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TEST_FAIL("[projectile] has default movement type PHASING. Piercing projectiles should be done using the projectile piercing system, not movement_types!")
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///Shoots a victim with a gun to ensure the gun properly loads and the victim take the correct amount of damage.
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/datum/unit_test/gun_go_bang
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/datum/unit_test/gun_go_bang/Run()
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// test is for a ballistic gun that starts loaded + chambered
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var/obj/item/gun/ballistic/test_gun = allocate(/obj/item/gun/ballistic/automatic/pistol)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/gunner = allocate(/mob/living/carbon/human/consistent)
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ADD_TRAIT(victim, TRAIT_PIERCEIMMUNE, INNATE_TRAIT) // So the human isn't randomly affected by shrapnel
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test_gun.can_misfire = FALSE //just in case
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var/obj/item/ammo_casing/loaded_casing = test_gun.chambered
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TEST_ASSERT(loaded_casing, "Gun started without round chambered, should be loaded")
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var/obj/projectile/loaded_bullet = loaded_casing.loaded_projectile
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TEST_ASSERT(loaded_bullet, "Ammo casing has no loaded bullet")
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gunner.put_in_hands(test_gun, forced=TRUE)
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//SKYRAT EDIT ADDITION BEGIN
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if(test_gun.GetComponent(/datum/component/gun_safety))
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qdel(test_gun.GetComponent(/datum/component/gun_safety))
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loaded_bullet.wound_bonus = CANT_WOUND //Baseline wounding makes things weird
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//SKYRAT EDIT ADDITION END
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gunner.set_combat_mode(FALSE) // just to make sure we know we're not trying to pistol-whip them
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var/expected_damage = loaded_bullet.damage
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loaded_bullet.def_zone = BODY_ZONE_CHEST
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var/did_we_shoot = test_gun.melee_attack_chain(gunner, victim)
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TEST_ASSERT(did_we_shoot, "Gun does not appeared to have successfully fired.")
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TEST_ASSERT_EQUAL(victim.getBruteLoss(), expected_damage, "Victim took incorrect amount of damage, expected [expected_damage], got [victim.getBruteLoss()].")
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var/obj/item/bodypart/expected_part = victim.get_bodypart(BODY_ZONE_CHEST)
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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].")
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