11 Commits

Author SHA1 Message Date
Ghom 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
Thunder12345 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
Aylong 1d112623a0 Stack crafting images (#89020)
## About The Pull Request
- Stack crafting got images, and a redesign, as it now uses the
ImageButtons component instead of the usual buttons
- Search will no longer stop the character when opening the stack
crafting menu
- Icon into SearchBar component now centered

## Why It's Good For The Game
Images greatly simplify interactions with interfaces, especially those
where it is desirable to see what you are doing (crafting)
So... better UI/UX :high:

## Demostration

![image](https://github.com/user-attachments/assets/0b2b1aab-06eb-4ed4-91f2-eae3b23aac96)

<details><summary> Video with almost all materials </summary>


https://github.com/user-attachments/assets/6e0e90b7-064a-48de-afe9-9e097abaa011

</details>

## Changelog

🆑
qol: Stack crafting UI got images
qol: Search in stack crafting UI will not take control from you, feel
free to craft on walk
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-01-11 18:47:08 -08:00
MrMelbert 1ea1f4a98f Fix cult building (#83114)
## About The Pull Request

Fixes #83054 

#https://github.com/tgstation/tgstation/pull/82833 Changed a bunch of
new args but didn't update any subtype, so the args list got filled with
gobbledygook.

## Changelog

🆑 Melbert
fix: Cult can build again
/🆑
2024-05-09 00:56:43 +01:00
larentoun 02e09efb45 Fix missing crafting flags (#83025)
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/83023

## Changelog
🆑
fix: Materials are now correctly applied to crafted items (chairs,
toilets, etc)
/🆑
2024-05-04 12:16:30 -06:00
Xander3359 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
lessthanthree 7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
Bloop ac5236a251 Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request


https://github.com/tgstation/tgstation/blob/0426f7ddbaa91439c7278189101f5db9c7f2ed95/code/game/objects/items/stacks/stack.dm#L449

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---


### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary: 

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:48:34 -06:00
Andrew 0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00
LemonInTheDark 65aa4464a4 Allows most big object construction on lavaland again (#69781)
When I moved asterioid stuff off /floor, I neglected some logic that
blacklists building on non floors.
Given that this USED to work on you know, asteroid tiles, I think this
is build to catch space and such

So I replaced it with a closed check, and a turfs_without_ground
typecache use, which should serve the same intent

So you can like, you know, ash lizard again

I swear I was gonna do this earlier, just sorta forgot all about it
2022-09-11 20:26:57 -04:00
MrMelbert 4fa6e49c61 Adds radial support + balloon alerts to stack crafting, cult metal now uses a radial when making buildings (#66938)
* Adds radial support to stack crafting
- uses it for runed metal

* Unit tests

* Balloon alerts and toilet lives
2022-05-16 09:34:52 -04:00