4 Commits

Author SHA1 Message Date
Bloop cf14dcfc1a Converts 3 components into elements (#94589)
## About The Pull Request

`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.

climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`

Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.

<details><summary> Tested + things still work as before </summary>

<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>

</details>

## Why It's Good For The Game

Lessens overhead, fixes a bug as well.

## Changelog

🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
2025-12-30 01:05:50 +01:00
Bloop 0190e64654 Converts simple rotation into a bespoke element (#94582)
## About The Pull Request

<img width="579" height="67" alt="image"
src="https://github.com/user-attachments/assets/d7a4427e-2a6e-44d3-94ba-c90a2d474984"
/>

Simple rotation components number in the 8-9k range per round, and each
contains a needless callback datum as well.

These do not need to hold any state and can be bespoke elements, and the
proc to do things post_rotation can just be a normal atom proc.

<details><summary>Still works as you'd expect, including items that have
flag requirements like the wrench</summary>


![dreamseeker_UhvaohsIYK](https://github.com/user-attachments/assets/a4bd6b3f-d502-4a11-852f-0b96472d688d)


![dreamseeker_fEwUfNQben](https://github.com/user-attachments/assets/62dca771-4622-4cb2-9105-7f3a7c73e15a)

</details>

## Why It's Good For The Game

Makes a heavily used element much more lightweight, saves a few mb of
memory.

## Changelog

🆑
refactor: simple rotation component has been refactored into an element
Please report any bugs to github.
/🆑
2025-12-25 10:32:41 +01:00
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
Jacquerel 7146a6bb10 Platforms (#91559)
## About The Pull Request


![image](https://github.com/user-attachments/assets/32a5f39a-59b8-46c3-8418-1a089379d6a4)

This PR adds "platforms" to the game, a port of the window frames from
the Wallening branch but with no windows attached.
You can craft them with two stacks of many kinds of materials.
Functionally they're basically just tables for standing on and act as a
decorative tool allowing you to make raised areas like stages.
Largely as far as I can tell I _think_ these were sprited by @Krysonism
although it's a little hard to check if there's any that were done by
someone else.

You can walk directly from tables to platforms (and crates) and vice
versa. You can also tableslam people onto them.

This PR also comes with "steps" (AKA small stairs)
You can use steps to walk onto platforms (or tables, or crates) without
needing to do the climbing action first.

![dreamseeker_umhbakZ4lE](https://github.com/user-attachments/assets/675e815b-8901-49d2-81b1-64ef7a56cd31)
If you try to run through them the wrong way you will trip.
Right now they only come in "Iron" flavour. Maybe one day someone will
sprite some wooden ones, or other varieties.

Basically the intention is to use them to build a little stage or altar
or maze or something. They don't have a lot of non-decorative purpose.

Don't be alarmed by the touched files list. It's mostly sprites and
there's barely even any code in this PR. It's almost entirely elements
and boilerplate.

## Why It's Good For The Game

Mappers keep asking me to add these.
Salvages some sprites from the Wallening project which we can still use.
You can make a really really big multitile pizza.

## Changelog

🆑 Jacquerel, Smartkar, sprites by Kryson
add: Added "platforms", or "half-walls" which are a kind of decorative
block similar to tables which you can walk around on.
add: You can walk freely between tables, platforms, and crates that
happen to be near tables or platforms.
add: You can construct iron steps to traverse tables and platforms
without needing to climb on, but try not to trip over them.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 07:21:02 +00:00