Commit Graph
4 Commits
Author SHA1 Message Date
GhomandRoxy 5139e4efde unblacklists botany fruits and vegetables from unit tests. (#89683)
## About The Pull Request
subtypes of `/obj/item/food/grown` have no reason to not be spawned by
the `create_and_destroy` unit test, which prevents us from knowing if a
type fruit or veggie doesn't have a set seed in the tests. The only path
that needs to be blacklisted is the common `/obj/item/food/grown` path
itself, since its seed variable needs to remain null so that we can be
warned about any subtype that hasn't overriden that value.
This PR also removes the `/obj/item/food/grown/shell` path which serves
no purpose anymore.

## Why It's Good For The Game
Backend improvements. Atomizing changes from my refactor.

## Changelog
N/A
2025-03-12 17:11:03 -04:00
810fef5fde [MIRROR] This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional. [MDB IGNORE] (#17848)
* This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional. (#71551)

## About The Pull Request

Refactors deepfrying, removing the gross Deep Fried Foods Holder Object
and replacing it with the edible component.

Now, deep frying a food will simply make the item edible directly. This
means it's still functional and doesn't become a dead item.

This follows the same method that grilling uses when applying its
effects. Tweaks grilling a bit so they line up better. Also, silver
foods can make grilled items.

![image](https://user-images.githubusercontent.com/51863163/204105022-ee66889b-f843-4dc2-b0dc-5f1eb5ba19c3.png)

I swear this is unrelated to the other 2 fried foods related PRs. I
started this a few weeks ago.

## Why It's Good For The Game

Tangibly better code (doesn't have to copy a million vars! Less
abusable!) at the price of removing a soulful piece of code. Also means
that deep frying an item doesn't irreversibly make it unusable / dead.
This is sad, but... damn the holder object sucks.

Unfortunate side effect is that anything that overrides `attack` to not
send signal will *not* be edible when deepfried. Maybe this encourages
better signal use?

Either that or fried foods can override `pre_attack` to hook directly
into eating. I can do that as well.

## Changelog

🆑 Melbert
refactor: Refactored deep fried foods. Deep fried foods are still
""usable"" as their normal item, but are just edible.
qol: Silver Slime stuff can spawn grilled as well as fried.
/🆑

* This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-01 01:11:20 +00:00
TastyfishandGitHub f322eaff57 [MIRROR] Makes integration test results be in color and have annotations (#13341) 2022-05-05 19:10:20 -04:00
098b4074e0 [MIRROR] Adds unit test for spawned food edibility (#3704)
* Adds unit test for spawned food edibility (#57232)

* Adds unit test for spawned food having reagents

- Adds stack trace for biting food failing due to a lack of reagents
- Adds checks for seed var being set under food/grown's initialize() in grown.dm
- Fixes issue with gondola meat code duplicated for penguin meat slabs resulting in a runtime and being unable to slice penguin meat
- Adds seeds for bombananas

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds unit test for spawned food edibility

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-02-28 12:23:56 +00:00