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* Centcom/Nukie mechs receive better innate armor but cannot be upgraded (#83580) ## About The Pull Request QoL for antag mechs: no longer are you expected to sit around station Robotics with a [materials] [inducer] [experiment scanner] to upgrade your antag mechs, they are now appropriately armoured out of the box! Unfortunately, this high end armour cannot accept third party upgrade modules. Also good because of incoming (hopefully) sprite upgrades, maulers should become more attractive to buy. Inspired by maplestation.. NOTE: WEB-EDITED! NOT TESTED! ## Why It's Good For The Game Antags like Centcom or Syndicates don't have no time to sit around in the station robotics bay trying to upgrade their mechs - and it's insane to expect them to do so. This is especially poor for newer players who aren't aware of mech mechanics - such as a basic chainsaw or fireaxe dealing 15 or over damage to their mech when a upgraded Durand isn't affected by this. Makes antag/centcom mechs good 'against most threats' out of the box, so better for newbies and less stressful for experienced players who won't have to literally _do station jobs_ to get a good mech. Did you know: mech mechanics aren't even explained at all in-game? Balance wise, it's "good against everything" and loses the ability to be super-specialized against a single thing, while retaining higher-then-normal grades on everything else. Station mechs still have the ability to specialize in one armor, say, melee, but have much worse grades on bullet/laser/EMP, and often have less health. Previously, a trip to Robotics could get a D-GYGAX up to 85% melee while still retaining 40%/50% of bullet/laser which imo is a biit *too* good. The difference between say - 70% and 85% is fairly significant - 9 damage / 13.5 damage for 70% melee vs 4.5 / 6.7 damage for 85%, so twice as good. NOTE: Some of the mechs receive better bomb/energy armors, which weren't affected by armor upgrades. ## Changelog 🆑 balance: Antag/Centcom mechs now have top notch un-upgradeable armor out of the box. You can't add armor to centcom or nukie mechs anymore, but their default armor rating is a lot higher. /🆑 * eswords now have a demoliton_mod of 1.5x (#73004) most energy sword-like weapons have had their demolition_mod increased to 1.5x (from 1x). energy scalpels did not receive this buff, as they're easily crew-accessible and I don't want to deal with a balance flamewar. this affects damage vs. robots, objects, structures, etc. the melee part of the mecha damage unit test now accounts for demolition_mod.  🆑 ATHATH balance: Most energy sword-like weapons have had their demolition_mod increased to 1.5x (from 1x). This affects damage vs. robots, objects, structures, etc. Energy scalpels did not receive this buff. /🆑 --------- Co-authored-by: githubuser4141 <61243846+githubuser4141@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
89 lines
5.5 KiB
Plaintext
89 lines
5.5 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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var/expected_melee_damage = round(dummy_melee.force * (1 - expected_melee_armor / 100) * dummy_melee.demolition_mod, 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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