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
2025-12-02 18:29:01 -05:00
committed by GitHub
parent 085007eae1
commit 0b0c5ea91e
272 changed files with 850 additions and 280 deletions
@@ -417,6 +417,7 @@
icon_state = "mushroom_bowl"
fill_icon_state = "fullbowl"
fill_icon = 'icons/obj/mining_zones/ash_flora.dmi'
custom_materials = null
/obj/item/reagent_containers/cup/bowl/mushroom_bowl/update_icon_state()
if(!reagents.total_volume)
@@ -5,6 +5,7 @@
desc = "The gathered remains of a drake. It still crackles with heat, and smells distinctly of brimstone."
icon = 'icons/obj/clothing/head/helmet.dmi'
icon_state = "dragon"
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 10)
/obj/item/drake_remains/Initialize(mapload)
. = ..()
@@ -27,6 +28,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
transparent_protection = HIDEGLOVES|HIDESUITSTORAGE|HIDEJUMPSUIT|HIDESHOES
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 10)
/datum/armor/cloak_drake
melee = 65
@@ -134,3 +134,4 @@
icon = 'icons/obj/mining_zones/artefacts.dmi'
icon_state = "skeleton_key"
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 5)