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so, the current `COMSIG_CARBON_SOUNDBANG` signal is kinda lame because: 1) it's relegated to carbon mobs 2) it means ear protection equipment actually has no effect when `get_ear_protection` is called instead. 3) It's sent in more than one place in the code So I replaced it with another signal, this one properly sent in `get_ear_protection`, and therefore `soundbang_act` as well. What's also lame is that the code for both `get_ear_protection` and `soundbang_act` can be easily moved to the living type, and it wouldn't make a huge impact aside causing simple mobs to be stunned very briefly by flashbangs since they cannot be knocked down anyway. The less the code is specific to a subtype, the easier it's to work with, the fewer the paradigms etc. Another lame thing is some of the code being kinda old. Also I wanted to fix an issue with the shriek ling ability detailed in #93401. I wanted to make the ability more consistent with how other sound-related abilities work by making it use `soundbang_act`, but with an intensity higher than any other feature so far, beside point-blank flashbangs (holding on standing on one). I've also buffed the "ear protection" offered by vacuums from 1 to 3, meaning nothing but point-blank flashbangs will go through. Yes, this means shrieks are not good in a vacuum because sound generally propagate in absence of molecules that can transmit the vibration... at least IRL. The game's an approximation anyway, but it's still inconsistent, like a fuckton of other things that are even more outside of the scope of this PR. Well, at least it affects simple/basic mobs too now. ## Why It's Good For The Game This will fix #93401 and make some code less old and bad. ## Changelog 🆑 refactor: refactored code for ear/soundbang protection. Flashbangs and other things can now affect simple/basic mobs as well, not just carbon and occasionally silicons. balance: Aliens are no longer impervious to soundbang_act. Still very resistant to it due to their hardcoded ear protection balance: How the resonant shriek changeling ability works is now slightly more consistent with the ear/soundbang protection, meaning it won't work well in a vacuum, but at least it works on simple mobs now. fix: Everyone can now hear a changeling shriek, unless they're already deafened or in a vacuum. /🆑
153 lines
7.2 KiB
Plaintext
153 lines
7.2 KiB
Plaintext
/datum/unit_test/harm_punch/Run()
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var/mob/living/carbon/human/puncher = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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// Avoid all randomness in tests
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ADD_TRAIT(puncher, TRAIT_PERFECT_ATTACKER, INNATE_TRAIT)
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puncher.set_combat_mode(TRUE)
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victim.attack_hand(puncher, list(RIGHT_CLICK = FALSE))
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TEST_ASSERT(victim.getBruteLoss() > 0, "Victim took no brute damage after being punched")
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/datum/unit_test/harm_melee/Run()
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var/mob/living/carbon/human/tider = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox)
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tider.put_in_active_hand(toolbox, forced = TRUE)
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tider.set_combat_mode(TRUE)
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victim.attackby(toolbox, tider)
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TEST_ASSERT(victim.getBruteLoss() > 0, "Victim took no brute damage after being hit by a toolbox")
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/datum/unit_test/harm_different_damage/Run()
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var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/weldingtool/welding_tool = allocate(/obj/item/weldingtool)
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attacker.put_in_active_hand(welding_tool, forced = TRUE)
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attacker.set_combat_mode(TRUE)
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welding_tool.attack_self(attacker) // Turn it on
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victim.attackby(welding_tool, attacker)
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TEST_ASSERT_EQUAL(victim.getBruteLoss(), 0, "Victim took brute damage from a lit welding tool")
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TEST_ASSERT(victim.getFireLoss() > 0, "Victim took no burn damage after being hit by a lit welding tool")
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/datum/unit_test/attack_chain
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var/attack_hit
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var/post_attack_hit
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var/pre_attack_hit
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/datum/unit_test/attack_chain/proc/attack_hit()
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SIGNAL_HANDLER
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attack_hit = TRUE
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/datum/unit_test/attack_chain/proc/post_attack_hit()
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SIGNAL_HANDLER
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post_attack_hit = TRUE
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/datum/unit_test/attack_chain/proc/pre_attack_hit()
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SIGNAL_HANDLER
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pre_attack_hit = TRUE
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/datum/unit_test/attack_chain/Run()
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var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox)
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RegisterSignal(toolbox, COMSIG_ITEM_PRE_ATTACK, PROC_REF(pre_attack_hit))
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RegisterSignal(toolbox, COMSIG_ITEM_ATTACK, PROC_REF(attack_hit))
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RegisterSignal(toolbox, COMSIG_ITEM_AFTERATTACK, PROC_REF(post_attack_hit))
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attacker.put_in_active_hand(toolbox, forced = TRUE)
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attacker.set_combat_mode(TRUE)
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toolbox.melee_attack_chain(attacker, victim)
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TEST_ASSERT(pre_attack_hit, "Pre-attack signal was not fired")
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TEST_ASSERT(attack_hit, "Attack signal was not fired")
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TEST_ASSERT(post_attack_hit, "Post-attack signal was not fired")
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/datum/unit_test/disarm/Run()
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var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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var/obj/item/storage/toolbox/toolbox = allocate(/obj/item/storage/toolbox)
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victim.put_in_active_hand(toolbox, forced = TRUE)
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var/obj/structure/barricade/dense_object = allocate(/obj/structure/barricade)
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// Attacker --> Victim --> Empty space --> Wall
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attacker.forceMove(run_loc_floor_bottom_left)
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victim.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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dense_object.forceMove(locate(run_loc_floor_bottom_left.x + 3, run_loc_floor_bottom_left.y, run_loc_floor_bottom_left.z))
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// First disarm, world should now look like:
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// Attacker --> Empty space --> Victim --> Wall
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victim.attack_hand(attacker, list(RIGHT_CLICK = TRUE))
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TEST_ASSERT_EQUAL(victim.loc.x, run_loc_floor_bottom_left.x + 2, "Victim wasn't moved back after being pushed")
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TEST_ASSERT(!victim.has_status_effect(/datum/status_effect/incapacitating/knockdown), "Victim was knocked down despite not being against a wall")
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TEST_ASSERT_EQUAL(victim.get_active_held_item(), toolbox, "Victim dropped toolbox despite not being against a wall")
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attacker.forceMove(get_step(attacker, EAST))
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// Second disarm, victim was against wall and should be down
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victim.attack_hand(attacker, list(RIGHT_CLICK = TRUE))
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TEST_ASSERT_EQUAL(victim.loc.x, run_loc_floor_bottom_left.x + 2, "Victim was moved after being pushed against a wall")
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TEST_ASSERT(victim.has_status_effect(/datum/status_effect/incapacitating/knockdown), "Victim was not knocked down after being pushed against a wall")
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TEST_ASSERT_EQUAL(victim.get_active_held_item(), null, "Victim didn't drop toolbox after being pushed against a wall")
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/// Tests you can punch yourself
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/datum/unit_test/self_punch
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/datum/unit_test/self_punch/Run()
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var/mob/living/carbon/human/dummy = allocate(/mob/living/carbon/human/consistent)
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ADD_TRAIT(dummy, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS)
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dummy.set_combat_mode(TRUE)
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dummy.ClickOn(dummy)
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TEST_ASSERT_NOTEQUAL(dummy.getBruteLoss(), 0, "Dummy took no brute damage after self-punching")
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/// Tests handcuffed (HANDS_BLOCKED) mobs cannot punch
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/datum/unit_test/handcuff_punch
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/datum/unit_test/handcuff_punch/Run()
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var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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ADD_TRAIT(attacker, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS)
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ADD_TRAIT(attacker, TRAIT_HANDS_BLOCKED, TRAIT_SOURCE_UNIT_TESTS)
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attacker.set_combat_mode(TRUE)
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attacker.ClickOn(victim)
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TEST_ASSERT_EQUAL(victim.getBruteLoss(), 0, "Victim took brute damage from being punched by a handcuffed attacker")
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attacker.next_move = -1
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attacker.next_click = -1
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attacker.ClickOn(attacker)
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TEST_ASSERT_EQUAL(attacker.getBruteLoss(), 0, "Attacker took brute damage from self-punching while handcuffed")
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/// Tests handcuffed (HANDS_BLOCKED) monkeys can still bite despite being cuffed
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/datum/unit_test/handcuff_bite
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/datum/unit_test/handcuff_bite/Run()
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var/mob/living/carbon/human/attacker = allocate(/mob/living/carbon/human/consistent)
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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ADD_TRAIT(attacker, TRAIT_PERFECT_ATTACKER, TRAIT_SOURCE_UNIT_TESTS)
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ADD_TRAIT(attacker, TRAIT_HANDS_BLOCKED, TRAIT_SOURCE_UNIT_TESTS)
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attacker.set_combat_mode(TRUE)
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attacker.set_species(/datum/species/monkey)
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attacker.ClickOn(victim)
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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")
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/// Tests that soundbang_act (and therefore sound_damage) works correctly
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/datum/unit_test/soundbang
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/datum/unit_test/soundbang/Run()
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var/mob/living/carbon/human/victim = allocate(/mob/living/carbon/human/consistent)
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victim.soundbang_act(intensity = SOUNDBANG_NORMAL, damage_pwr = 10, deafen_pwr = 20 SECONDS)
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TEST_ASSERT_EQUAL(victim.get_organ_loss(ORGAN_SLOT_EARS), 10, "victim didn't take the right amount of ears damage")
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TEST_ASSERT(HAS_TRAIT_FROM(victim, TRAIT_DEAF, EAR_DAMAGE), "victim wasn't temporarily deafened")
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var/obj/item/organ/ears/ears = victim.get_organ_slot(ORGAN_SLOT_EARS)
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ears.adjust_temporary_deafness(-20 SECONDS)
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TEST_ASSERT(!HAS_TRAIT_FROM(victim, TRAIT_DEAF, EAR_DAMAGE), "victim hasn't recovered from temprorary deafness")
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