Commit Graph
15 Commits
Author SHA1 Message Date
53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
GhomandGitHub 0b0c5ea91e 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.
/🆑
2025-12-02 18:29:01 -05:00
plsleavemealonandGitHub 20acca9c68 Morbid surgery toolset (#91668)
## About The Pull Request

A morbid surgery toolset for coroners! Functions exactly like an
ordinary surgical toolset except it uses morbid tools instead of normal
tools! All stats are the same between them otherwise! So to clarify,
this means that these tools all have the CRUEL_IMPLEMENT tag, as they
inherit it from their parent tool. Making them faster for morbid
surgeries when used by someone with the morbid trait (ala coroner).

Also includes a way to craft the toolset:
Requires 1 surgical arm implant
and the following tools: wirecutter, screwdriver, and welder
**NOTE:** Cannot use an emagged surgical toolset.

Takes 10 seconds to craft!

Also made a second craft which allows you to change it back to normal
toolset too. Functions identically to the first but obviously requires a
morbid toolset to do so.

The morbid toolset does not have an emagged variant at this time.

## Why It's Good For The Game

More fun thematic tools for players to enjoy, and for coroners that
prefer to use toolsets now they don't have to give up their thematic
tools for them.

## Changelog

🆑
add: Adds a brand new morbid themed surgical toolset, along with a way
to craft it from a normal surgical toolset! These tools, much like their
non-augmented counterparts are faster at certain surgeries when used by
someone that is morbidly inclined.
/🆑


![image](https://github.com/user-attachments/assets/ae7b7d99-63db-415c-a4ff-3f5fbd00a60e)

![image](https://github.com/user-attachments/assets/78c5b1a9-7e08-4581-b893-7fb2a0af212f)
2025-06-17 11:52:24 +10:00
GhomandGitHub 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
SmArtKarandGitHub d9ef15ec5c Cleans up crafting code, fixes multiple bugs (#90157)
## About The Pull Request
Cleaned up an unnecessary proc on base crafting datum, fixed balloon
sutra-exclusive items being craftable by anyone, air sensors being only
craftable via search, crafters adding a second comma when failing to
craft something and missing capitalization in slapcrafting errors.

## Changelog
🆑
fix: You can no longer craft balloon armor and weapons without knowing
Balloon Sutra
fix: Air sensors now show up in atmospherics category
spellcheck: Fixed grammar/capitalization in crafter/slapcrafting error
messages
code: Cleaned up some crafting code
/🆑
2025-03-23 19:54:27 +01:00
Xander3359andGitHub e54ecf4b10 Fix crafting bypassing checks (#82833)
## About The Pull Request
Backport from
https://github.com/tgstation/TerraGov-Marine-Corps/pull/15701
Fixes crafting bypassing checks.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82826
## Changelog
🆑
fix: You can no longer bypass construction restrictions via the crafting
menu
/🆑
2024-05-03 09:35:51 +02:00
Yaroslav NurkovandGitHub 654730b83d Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.

## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
2024-04-19 11:33:41 -05:00
carlarctgandGitHub 8d57758420 Converts slapcrafting into a component (#78450)
## About The Pull Request

Converts slapcrafting into a component!

The component is added on to an ingredient (presumably the main
ingredient) with a list of recipes attached. If you interact an
ingredient (if no ignredients, a tool) with it, you will start crafting
the recipe. If there's multiple, pick between them with a radial menu.

Opening on draft as there's just a liiiiil bit left to do. The actual
wired rod was left for last.

## Why It's Good For The Game

Slapcrafting is simply better and more accessible and less laggy than
menu crafting. By making it a component we can attach it to things in
which it'd make sense to while stopping unintended weirdness that might
arise from this being global.

Additionally the way examine lets you see crafting recipes opens up
visibility for those, which allows new players to learn about them in a
intuitive manner.

## Changelog

🆑
refactor: Turned slapcrafting into a component! You can examine
compatible items to see what recipes they can be used in, and what the
ingredients for them are. For example, spears and the head-on-spear
crafting recipe.
/🆑
2023-09-27 12:38:10 +01:00
A miscellaneous FernandGitHub 4d654c7e2a Crafting recipes without an explicit name are now named after their results. (#77465)
## About The Pull Request

What it says on the tin. The code comment accompanying the "name" var
suggests this was already the case, but it was only true for the
crafting UI.
Adjusted some other code that gets recipe names to account for this
change.
## Why It's Good For The Game

Convenient, both as a fallback and for the sake of avoiding repetition
where it isn't necessary. That said, I haven't gone out of my way to
remove pre-existing names that match the result, in case that practice
is still considered desirable.
It also fixes #77379 and similar issues. 
## Changelog
🆑
fix: crafting recipes without a name, such as the mothic pizzas, will
inherit the name of the item they make
/🆑
2023-08-10 06:46:47 -04:00
LufferlyandGitHub df7f509185 Fixes crafting using tool implants eating the implant if the tool is part of the crafting recipe (#75813)
## About The Pull Request

Fixes an issue where crafting something that uses a tool as a part of
its recipe using an integrated arm implant would delete the cyborg tool
from the implant. Technically the flamethrower was not eating the
implant, but it was doing other weird stuff. The tools can still be used
if they are part of the needed tools to put together the item.

fixes: #74081

## Why It's Good For The Game

We don't want players losing their tool implants from crafting an item.

## Changelog

🆑 Seven
fix: Crafting recipes will not eat your implanted toolset if the recipe
calls for a tool
/🆑
2023-06-07 06:17:37 +00:00
MrMelbertandGitHub 6085e3b5ee Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request


![image](https://user-images.githubusercontent.com/51863163/227391708-8de28b68-149f-4e02-a2d3-22f6e3067784.png)

**This PR:** 

- Reworks most* existing soup into reagents. 

- Adds Stoves and Ranges. Ranges replace most* existing ovens. 

- Adds soup pots, to cook soup

**How does it work?** 

In the kitchen you will find a stove now.

Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.

To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!

One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.

Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.

If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.

**Todo:** 

- [x] Fill out the PR body a bit more 
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.

## Why it's good for the game

Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.

Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.

## Changelog

🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges. 
add: You can now print (and create) Stoves. 
add: The dinnerware vendor now dispenses ladles. 
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
2023-04-07 19:42:49 -06:00
san7890andGitHub ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
TheSmallBlueandGitHub 1dad66101d All hail The Pickle Jar, harbringer of better crafting (#73939)
## About The Pull Request
Fixes #73841 

---

_It is the 12th of March, 2023. Around 3am. I have published a Pull
Request which involves circuits, and got reminded of my low GBP. I go
into the issues tab to see if there's anything someone of my low skill
caliber could tackle. I see it; Pickles.
"How hard could I be?" I ask myself, foolishly unaware of the dangers
that would soon overcome me.
Surely it must've been a mistype, I thought. Surely someone accidentally
confused pickles and cucumbers.
"Wait, the pickles are supposed to be created on the jar when the jar is
created", I say foolishly.
"Wait, its putting the ingredients used for the jar in the jar, that
doesn't explain why the pickles aren't there though", I say foolishly
"Wait, whoever tried fixing this earlier fucking qdel'd the beaker and
called it a day????", I say, foolishly._

---

Anyways I changed how the crafting menu distincts between categories,
instead of checking whether or not the path is for food, it checks the
actual categories themselves (why didn't it do this already), meaning
that you can have non-food items on the food tab if it has a food
category. Did this by adding a list that includes all crafting
categories, so in the future when adding new categories you'll have to
add them twice, which sucks, but oh well.

Also added a new variable to craftable items, which makes it so that you
can not delete a container's contents if you so wish (why was this the
default).

All this so that when you craft pickles, it actually crafts pickles
instead of cucumbers.

I spent hours on this, its 6:30am as I'm typing this. I'm tired. Fucking
pickles.

Super duper ultra thanks to FinalPotato for guiding me and suffering
with me through this and teaching me so much about DM and BYOND. I
cannot emphasize just how helpful and awesome they were thank you thank
you thank you <3
## Why It's Good For The Game

Bug fixing be good
## Changelog
🆑
fix: The jar of pickles, after millenia, finally actually contains
pickles. All hail the jar of pickles.
/🆑
2023-03-14 16:36:47 -06:00
BloopandGitHub c2f6a4408d Fixes toilet bongs, and fixes a serious bug in the crafting system (#72893)
## About The Pull Request

The PR everyone has been waiting for...fixed toilet bong crafting. Now
you can craft them just as before using the new crafting system.


![image](https://user-images.githubusercontent.com/13398309/213944308-74b3e50e-965d-4e69-9025-d011764b3247.png)

In attempting to fix this I encountered one of the gnarliest, nastiest,
meanest and most infuriatingly difficult to debug bugs I have come
across so far. And it's existed for as long as the crafting system has,
but due to unique circumstances it has been allowed to go unnoticed this
whole time.

Technical details below. Full list of changes here:

- crafting recipes can now contain structures as part of their
requirements
- removed deprecated var 'additional_req_tex' and changed text to use
the 'steps' list instead so they actually show in the gui
- toilet bongs are now passable terrain like normal toilets are
- fixed an atrocious bug with crafting that was by pure coincidence not
causing any problems
- this bug would prevent any recipes that did not contain a material
from deleting properly
- this bug would also cause any recipes that are supposed to use but not
consume machinery to consume them regardless

---

Basically, the bug that took me hours upon hours of debugging and
head-scratching to find is this:

from crafting.dm:
```
	main_loop:
		for(var/path_key in requirements)
			amt = R.reqs[path_key] || R.machinery[path_key]
			if(!amt)//since machinery can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it!
				continue main_loop
```
specifically this line:

`amt = R.reqs[path_key] || R.machinery[path_key] `

The culprit ended up being that if you do machinery[path_key] on an
empty list, it can lead to very unexpected behavior (see: EXITING THE
FUNCTION without actually doing anything).

I spent so much time thinking that item deletion wasn't working because
amt was being set to 0, false, or null perhaps when no, it wasn't that.
The function was just exiting out even before the (!amt) check due to
the atrocities committed by someone before me.

Setting amt = `R.reqs[path_key] || R.machinery[path_key]` on the other
hand always evaluates to a positive integer (either the successfully
retrieved reqs amt, or a 1 from the OR expression). It was only by
coincidence that the code did what it was supposed to, because:

1) Every single recipe has R_reqs, so the first part will never cause
the function-exiting failure because the list is never empty.
2) As for the second part of the expression, there are no recipes that
make use of CRAFTING_MACHINERY_USE, so the fact that machinery[path_key]
was never actually being accessed and thus set to a var (which is what
causes the function to exit) didn't matter.

So these two things together have basically allowed a really bad bug to
go unnoticed this whole time. I only noticed it because when trying to
add a third part to the expression it just did not work at all how you
would expect.

The solution is rather simply to add a check like so:
```

	main_loop:
		for(var/path_key in requirements)
			amt = R.reqs?[path_key] || R.machinery?[path_key]
			if(!amt)//since machinery can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it!
				continue main_loop
```

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/18732 .

## Why It's Good For The Game

Fixes a bug with crafting that would inevitably torment someone else as
soon as they tried to add the right kind of recipe, if that hasn't
already happened by now.

<details>
<summary>Toilet bongs are back baby!!</summary>


![image](https://user-images.githubusercontent.com/13398309/213941079-ae7d007a-ca92-4de3-9de6-7a156b4a0618.png)

</details>

## Changelog
🆑
fix: toilet bongs crafting recipes
fix: fixed crafting itself
refactor: cleaned up some old code in the recipes file, added support
for structures in recipes
/🆑
2023-01-23 12:53:28 +01:00
57e88e6091 Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#72856)
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR splits the crafting recipe file, and adds 3 new recipes for
fireaxe cabinets, mech removal cabinets, and mirrors.

## Why It's Good For The Game
Wallening compliance, and more of me on my shit breaking down long
files.

## Changelog
🆑 Tattle
qol: fireaxe cabinets, mech removal cabinets, and mirrors can now all be
crafted
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-01-23 10:45:27 +01:00