Files
Bubberstation/code/modules/mob/living/basic/basic_defense.dm
san7890 1b5c0489a4 ex_act() will work on basic mobs again (lol) + Unit Test (#74953)
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.

I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.

Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game

i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.

also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
2023-05-03 14:56:46 +00:00

204 lines
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/mob/living/basic/attack_hand(mob/living/carbon/human/user, list/modifiers)
// so that martial arts don't double dip
if (..())
return TRUE
if(LAZYACCESS(modifiers, RIGHT_CLICK))
if(user.move_force < move_resist)
return
user.do_attack_animation(src, ATTACK_EFFECT_DISARM)
playsound(src, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
var/shove_dir = get_dir(user, src)
if(!Move(get_step(src, shove_dir), shove_dir))
log_combat(user, src, "shoved", "failing to move it")
user.visible_message(span_danger("[user.name] shoves [src]!"),
span_danger("You shove [src]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, list(src))
to_chat(src, span_userdanger("You're shoved by [user.name]!"))
return TRUE
log_combat(user, src, "shoved", "pushing it")
user.visible_message(span_danger("[user.name] shoves [src], pushing [p_them()]!"),
span_danger("You shove [src], pushing [p_them()]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, list(src))
to_chat(src, span_userdanger("You're pushed by [user.name]!"))
return TRUE
if(!user.combat_mode)
if (stat == DEAD)
return
visible_message(span_notice("[user] [response_help_continuous] [src]."), \
span_notice("[user] [response_help_continuous] you."), null, null, user)
to_chat(user, span_notice("You [response_help_simple] [src]."))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
else
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to hurt [src]!"))
return
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
visible_message(span_danger("[user] [response_harm_continuous] [src]!"),\
span_userdanger("[user] [response_harm_continuous] you!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You [response_harm_simple] [src]!"))
playsound(loc, attacked_sound, 25, TRUE, -1)
var/obj/item/bodypart/arm/active_arm = user.get_active_hand()
var/damage = rand(active_arm.unarmed_damage_low, active_arm.unarmed_damage_high)
attack_threshold_check(damage)
log_combat(user, src, "attacked")
updatehealth()
return TRUE
/mob/living/basic/attack_hulk(mob/living/carbon/human/user)
. = ..()
if(!.)
return
playsound(loc, SFX_PUNCH, 25, TRUE, -1)
visible_message(span_danger("[user] punches [src]!"), \
span_userdanger("You're punched by [user]!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You punch [src]!"))
apply_damage(15, damagetype = BRUTE)
/mob/living/basic/attack_paw(mob/living/carbon/human/user, list/modifiers)
if(..()) //successful monkey bite.
if(stat != DEAD)
var/damage = rand(1, 3)
attack_threshold_check(damage)
return 1
if (!user.combat_mode)
if (health > 0)
visible_message(span_notice("[user.name] [response_help_continuous] [src]."), \
span_notice("[user.name] [response_help_continuous] you."), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_notice("You [response_help_simple] [src]."))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
/mob/living/basic/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
. = ..()
if(!.)
return
if(LAZYACCESS(modifiers, RIGHT_CLICK))
playsound(loc, 'sound/weapons/pierce.ogg', 25, TRUE, -1)
visible_message(span_danger("[user] [response_disarm_continuous] [name]!"), \
span_userdanger("[user] [response_disarm_continuous] you!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You [response_disarm_simple] [name]!"))
log_combat(user, src, "disarmed")
return
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
visible_message(span_danger("[user] slashes at [src]!"), \
span_userdanger("You're slashed at by [user]!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You slash at [src]!"))
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
attack_threshold_check(damage)
log_combat(user, src, "attacked")
/mob/living/basic/attack_larva(mob/living/carbon/alien/larva/attacking_larva, list/modifiers)
. = ..()
if(. && stat != DEAD) //successful larva bite
var/damage = rand(attacking_larva.melee_damage_lower, attacking_larva.melee_damage_upper)
. = attack_threshold_check(damage)
if(.)
attacking_larva.amount_grown = min(attacking_larva.amount_grown + damage, attacking_larva.max_grown)
/mob/living/basic/attack_animal(mob/living/simple_animal/user, list/modifiers)
. = ..()
if(.)
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
return attack_threshold_check(damage, user.melee_damage_type)
/mob/living/basic/attack_slime(mob/living/simple_animal/slime/M, list/modifiers)
if(..()) //successful slime attack
var/damage = rand(15, 25)
if(M.is_adult)
damage = rand(20, 35)
return attack_threshold_check(damage)
/mob/living/basic/attack_drone(mob/living/simple_animal/drone/attacking_drone)
if(attacking_drone.combat_mode) //No kicking dogs even as a rogue drone. Use a weapon.
return
return ..()
/mob/living/basic/attack_drone_secondary(mob/living/simple_animal/drone/attacking_drone)
if(attacking_drone.combat_mode)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/mob/living/basic/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE, actuallydamage = TRUE)
var/temp_damage = damage
if(!damage_coeff[damagetype])
temp_damage = 0
else
temp_damage *= damage_coeff[damagetype]
if(temp_damage >= 0 && temp_damage <= force_threshold)
visible_message(span_warning("[src] looks unharmed!"))
return FALSE
else
if(actuallydamage)
apply_damage(damage, damagetype, blocked = getarmor(null, armorcheck))
return TRUE
/mob/living/basic/check_projectile_armor(def_zone, obj/projectile/impacting_projectile, is_silent)
return 0
/mob/living/basic/ex_act(severity, target, origin)
. = ..()
if(!. || QDELETED(src))
return FALSE
var/bomb_armor = getarmor(null, BOMB)
switch(severity)
if (EXPLODE_DEVASTATE)
if(prob(bomb_armor))
apply_damage(500, damagetype = BRUTE)
else
investigate_log("has been gibbed by an explosion.", INVESTIGATE_DEATHS)
gib()
if (EXPLODE_HEAVY)
var/bloss = 60
if(prob(bomb_armor))
bloss = bloss / 1.5
apply_damage(bloss, damagetype = BRUTE)
if (EXPLODE_LIGHT)
var/bloss = 30
if(prob(bomb_armor))
bloss = bloss / 1.5
apply_damage(bloss, damagetype = BRUTE)
return TRUE
/mob/living/basic/blob_act(obj/structure/blob/attacking_blob)
apply_damage(20, damagetype = BRUTE)
/mob/living/basic/do_attack_animation(atom/attacked_atom, visual_effect_icon, used_item, no_effect)
if(!no_effect && !visual_effect_icon && melee_damage_upper)
if(attack_vis_effect && !iswallturf(attacked_atom)) // override the standard visual effect.
visual_effect_icon = attack_vis_effect
else if(melee_damage_upper < 10)
visual_effect_icon = ATTACK_EFFECT_PUNCH
else
visual_effect_icon = ATTACK_EFFECT_SMASH
..()
/mob/living/basic/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= 0)
death()
else
set_stat(CONSCIOUS)
med_hud_set_status()
/mob/living/basic/emp_act(severity)
. = ..()
if(mob_biotypes & MOB_ROBOTIC)
emp_reaction(severity)
/mob/living/basic/proc/emp_reaction(severity)
switch(severity)
if(EMP_LIGHT)
visible_message(span_danger("[src] shakes violently, its parts coming loose!"))
apply_damage(maxHealth * 0.6)
Shake(duration = 1 SECONDS)
if(EMP_HEAVY)
visible_message(span_danger("[src] suddenly bursts apart!"))
apply_damage(maxHealth)