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Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
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@@ -25,6 +25,8 @@
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var/trait_modifier = 1
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/// Category for general crafting menu
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var/category
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/// The amount of material to remove from the recipe's result
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var/list/removed_mats
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///crafting_flags var to hold bool values
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var/crafting_flags = CRAFT_CHECK_DENSITY
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@@ -41,6 +43,7 @@
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trait_booster,
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trait_modifier = 1,
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category,
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list/removed_mats,
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)
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src.title = title
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@@ -55,6 +58,8 @@
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src.trait_modifier = trait_modifier
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src.category = src.category || category || CAT_MISC
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src.removed_mats = removed_mats
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// We create base64 image only if item have color. Otherwise use icon_ref for TGUI
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var/obj/item/result = result_type
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var/paint = result::color
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