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Bubberstation/code/modules/unit_tests/projectiles.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

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