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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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@@ -194,6 +194,7 @@
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 6)
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/obj/item/clothing/suit/armor/bone/Initialize(mapload)
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. = ..()
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@@ -214,6 +215,7 @@
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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armor_type = /datum/armor/hooded_explorer
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resistance_flags = FIRE_PROOF
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4)
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/obj/item/clothing/head/helmet/skull/Initialize(mapload)
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. = ..()
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@@ -181,6 +181,7 @@
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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sharpness = SHARP_EDGED
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item_flags = CRUEL_IMPLEMENT
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4, /datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5)
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/obj/item/shovel/serrated/Initialize(mapload)
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. = ..()
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@@ -322,6 +323,7 @@
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item_flags = SLOWS_WHILE_IN_HAND | IMMUTABLE_SLOW
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slowdown = 3
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attack_speed = 1.2 SECONDS
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6.6, /datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 5)
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/// The factor at which the recoil becomes less.
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var/recoil_factor = 3
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/// Wether we knock down and launch away out enemies when we attack.
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@@ -417,6 +417,7 @@
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icon_state = "mushroom_bowl"
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fill_icon_state = "fullbowl"
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fill_icon = 'icons/obj/mining_zones/ash_flora.dmi'
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custom_materials = null
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/obj/item/reagent_containers/cup/bowl/mushroom_bowl/update_icon_state()
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if(!reagents.total_volume)
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@@ -5,6 +5,7 @@
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desc = "The gathered remains of a drake. It still crackles with heat, and smells distinctly of brimstone."
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icon = 'icons/obj/clothing/head/helmet.dmi'
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icon_state = "dragon"
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 10)
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/obj/item/drake_remains/Initialize(mapload)
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. = ..()
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@@ -27,6 +28,7 @@
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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transparent_protection = HIDEGLOVES|HIDESUITSTORAGE|HIDEJUMPSUIT|HIDESHOES
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 10)
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/datum/armor/cloak_drake
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melee = 65
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@@ -134,3 +134,4 @@
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icon = 'icons/obj/mining_zones/artefacts.dmi'
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icon_state = "skeleton_key"
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 5)
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@@ -116,7 +116,7 @@
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GLOBAL_LIST_INIT(sand_recipes, list(\
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new /datum/stack_recipe("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 1 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND, category = CAT_TOOLS), \
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new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50, crafting_flags = NONE, category = CAT_MISC),\
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new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50, crafting_flags = CRAFT_NO_MATERIALS, category = CAT_MISC),\
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new /datum/stack_recipe("aesthetic volcanic floor tile", /obj/item/stack/tile/basalt, 2, 1, 50, crafting_flags = NONE, category = CAT_TILES)\
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))
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@@ -8,6 +8,7 @@
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desc = "A heavy wooden box, which can be filled with a lot of ores or boulders"
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density = TRUE
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pressure_resistance = 5 * ONE_ATMOSPHERE
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 4)
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/obj/structure/ore_box/Initialize(mapload)
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. = ..()
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