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.
/🆑
This commit is contained in:
Ghom
2025-12-03 00:29:01 +01:00
committed by GitHub
parent 085007eae1
commit 0b0c5ea91e
272 changed files with 850 additions and 280 deletions
@@ -35,6 +35,7 @@
icon_state = "shell_unfinished"
desc = "The incomplete body of a golem. Add ten sheets of certain minerals to finish."
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20)
/// Amount of minerals you need to feed the shell to wake it up
var/required_stacks = 10
/// Type of shell to create
@@ -65,3 +66,4 @@
/obj/item/golem_shell/servant
name = "incomplete servant golem shell"
shell_type = /obj/effect/mob_spawn/ghost_role/human/golem/servant
custom_materials = list(/datum/material/adamantine = SHEET_MATERIAL_AMOUNT * 3)
@@ -6,7 +6,7 @@
impressiveness = 18 // Carved from the bones of a massive creature, it's going to be a specticle to say the least
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*5)
custom_materials = list(/datum/material/bone= SHEET_MATERIAL_AMOUNT * 5)
abstract_type = /obj/structure/statue/bone
/obj/structure/statue/bone/Initialize(mapload)
@@ -17,7 +17,7 @@
/obj/structure/statue/bone/rib
name = "colossal rib"
desc = "It's staggering to think that something this big could have lived, let alone died."
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*4)
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT * 10)
icon = 'icons/obj/art/statuelarge.dmi'
icon_state = "rib"
icon_preview = 'icons/obj/fluff/previews.dmi'
@@ -26,7 +26,7 @@
/obj/structure/statue/bone/skull
name = "colossal skull"
desc = "The gaping maw of a dead, titanic monster."
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*12)
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT * 6)
icon = 'icons/obj/art/statuelarge.dmi'
icon_state = "skull"
icon_preview = 'icons/obj/fluff/previews.dmi'
@@ -34,7 +34,7 @@
/obj/structure/statue/bone/skull/half
desc = "The gaping maw of a dead, titanic monster. This one is cracked in half."
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT*6)
custom_materials = list(/datum/material/bone=SHEET_MATERIAL_AMOUNT * 3)
icon = 'icons/obj/art/statuelarge.dmi'
icon_state = "skull-half"
icon_preview = 'icons/obj/fluff/previews.dmi'