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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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@@ -31,6 +31,8 @@
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slot_flags = ITEM_SLOT_BELT
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resistance_flags = FLAMMABLE
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT, /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
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/// The stored pen
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var/obj/item/pen/pen
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/// Is the pen integrated?
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@@ -11,7 +11,7 @@
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max_integrity = 5000 // To make attacking it not instantly break it
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throwforce = 2
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interaction_flags_mouse_drop = NEED_HANDS
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
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/// The amount of times this bell has been rang, used to check the chance it breaks
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var/times_rang = 0
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/// Is this bell broken?
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@@ -17,6 +17,7 @@
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icon_state = "filingcabinet"
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density = TRUE
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anchored = TRUE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
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/obj/structure/filingcabinet/chestdrawer
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name = "chest drawer"
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@@ -7,6 +7,7 @@
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pressure_resistance = 2
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resistance_flags = FLAMMABLE
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obj_flags = UNIQUE_RENAME | RENAME_NO_DESC
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custom_materials = list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT)
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/// The background color for tgui in hex (with a `#`)
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var/bg_color = "#7f7f7f"
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/// A typecache of the objects that can be inserted into a folder
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@@ -27,6 +27,7 @@
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drop_sound = 'sound/items/handling/paper_drop.ogg'
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pickup_sound = 'sound/items/handling/paper_pickup.ogg'
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grind_results = list(/datum/reagent/cellulose = 3)
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custom_materials = list(/datum/material/paper = HALF_SHEET_MATERIAL_AMOUNT / 2)
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color = COLOR_WHITE
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item_flags = SKIP_FANTASY_ON_SPAWN
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interaction_flags_click = NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
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@@ -204,6 +204,7 @@
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desc = "A plastic card for confidential corporate matters. Can be written on with pen somehow."
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icon_state = "corppaperslip"
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grind_results = list(/datum/reagent/plastic_polymers = 1.5) //It's a plastic card after all
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custom_materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 3, /datum/material/paper = HALF_SHEET_MATERIAL_AMOUNT / 2)
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max_integrity = 130 //Slightly more sturdy because of being made out of a plastic
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drop_sound = 'sound/items/handling/disk_drop.ogg'
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pickup_sound = 'sound/items/handling/disk_pickup.ogg'
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@@ -215,6 +215,7 @@
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papertype = /obj/item/paper/natural
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resistance_flags = FLAMMABLE
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bin_overlay_string = "paper_bundle_overlay"
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT)
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///Cable this bundle is held together with.
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var/obj/item/stack/cable_coil/binding_cable
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@@ -165,7 +165,7 @@
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icon_state = "pen-charcoal"
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colour = "#696969"
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font = CHARCOAL_FONT
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custom_materials = null
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT)
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grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
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requires_gravity = FALSE // this is technically a pencil
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can_click = FALSE
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