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