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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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@@ -8,6 +8,7 @@
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health = 25
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maxHealth = 25
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light_color = "#99ccff"
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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req_one_access = list(ACCESS_ROBOTICS, ACCESS_JANITOR)
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radio_key = /obj/item/encryptionkey/headset_service
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@@ -7,6 +7,7 @@
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icon_state = "firebot1"
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light_color = "#8cffc9"
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light_power = 0.8
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.9, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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req_one_access = list(ACCESS_ROBOTICS, ACCESS_CONSTRUCTION)
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radio_key = /obj/item/encryptionkey/headset_eng
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@@ -4,6 +4,7 @@
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icon_state = "honkbot"
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base_icon_state = "honkbot"
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, STAMINA = 0, OXY = 0)
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custom_materials = list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.8, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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req_access = list(ACCESS_ROBOTICS, ACCESS_THEATRE, ACCESS_JANITOR)
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radio_key = /obj/item/encryptionkey/headset_service
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ai_controller = /datum/ai_controller/basic_controller/bot/honkbot
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@@ -21,6 +21,8 @@
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additional_access = /datum/id_trim/job/janitor
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hackables = "cleaning service protocols"
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ai_controller = /datum/ai_controller/basic_controller/bot/hygienebot
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3.3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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///are we currently washing someone?
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var/washing = FALSE
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@@ -14,6 +14,7 @@
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pass_flags = PASSMOB | PASSFLAPS
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status_flags = (CANPUSH | CANSTUN)
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ai_controller = /datum/ai_controller/basic_controller/bot/medbot
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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req_one_access = list(ACCESS_ROBOTICS, ACCESS_MEDICAL)
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radio_key = /obj/item/encryptionkey/headset_med
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@@ -11,6 +11,7 @@
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health = 100
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can_be_held = TRUE
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maxHealth = 100
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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path_image_color = "#80dae7"
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bot_ui = "RepairBot"
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req_one_access = list(ACCESS_ROBOTICS, ACCESS_ENGINEERING)
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@@ -9,6 +9,8 @@
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light_range = 6
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ai_controller = /datum/ai_controller/basic_controller/bot/vibebot
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light_power = 2
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.8, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 4)
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hackables = "vibing scanners"
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radio_key = /obj/item/encryptionkey/headset_service
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@@ -6,6 +6,7 @@
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icon_state = "bilehorn"
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allowed_instrument_ids = "bilehorn"
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inhand_icon_state = null
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 2)
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/datum/crafting_recipe/bilehorn
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name = "Bilehorn"
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@@ -17,6 +17,7 @@
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icon_state = "oresensor"
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icon = 'icons/obj/mining.dmi'
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slot_flags = ITEM_SLOT_EARS
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT)
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var/range = 5
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var/cooldown = 4 SECONDS //between the standard and the advanced ore scanner in strength
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COOLDOWN_DECLARE(ore_sensing_cooldown)
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@@ -5,3 +5,4 @@
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icon_state = "raptor_trough"
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x_offsets = list(-5, 5)
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y_offsets = list(-4, 5)
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
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