mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 20:48:56 +01:00
## About The Pull Request De-hardcodes food/crafting complexity (the stuff responsible for food buffs) from food items and gives the var to the edible component, so that objects crafted with pizza or meat sheets can have it as well. Renamed TRAIT_FOOD_CHEF_MADE to TRAIT_HANDMADE now that it's also given to the item when crafted through either the stack recipe UI or crafting UI. ## Why It's Good For The Game See title. In all seriousness though, it's more flexible code. ## Changelog 🆑 refactor: Refactored a couple things around food/recipe complexity (what food buffs depend on). Technically, you can now kiss that pizza toilet, which you crafted (right?), with the chef kiss skillchip enabled to add "love" to its reagents. /🆑
67 lines
2.7 KiB
Plaintext
67 lines
2.7 KiB
Plaintext
// If an item has this element, it can be dried on a drying rack.
|
|
/datum/element/dryable
|
|
element_flags = ELEMENT_BESPOKE
|
|
argument_hash_start_idx = 2
|
|
/// The type of atom that is spawned by this element on drying.
|
|
var/dry_result
|
|
|
|
/datum/element/dryable/Attach(datum/target, atom/dry_result)
|
|
. = ..()
|
|
if(!isatom(target))
|
|
return ELEMENT_INCOMPATIBLE
|
|
src.dry_result = dry_result
|
|
|
|
RegisterSignal(target, COMSIG_ITEM_DRIED, PROC_REF(finish_drying))
|
|
ADD_TRAIT(target, TRAIT_DRYABLE, ELEMENT_TRAIT(type))
|
|
|
|
var/atom/atom_target = target
|
|
if(!PERFORM_ALL_TESTS(focus_only/check_materials_when_processed) || !atom_target.custom_materials || !dry_result || isstack(atom_target))
|
|
return
|
|
|
|
var/atom/result = new dry_result
|
|
if(!atom_target.compare_materials(result))
|
|
var/warning = "custom_materials of [result.type] when dried compared to just spawned don't match"
|
|
var/what_it_should_be = atom_target.transcribe_materials_list()
|
|
stack_trace("[warning]. should be: custom_materials = [what_it_should_be].")
|
|
qdel(result)
|
|
|
|
|
|
/datum/element/dryable/Detach(datum/target)
|
|
. = ..()
|
|
UnregisterSignal(target, COMSIG_FOOD_CONSUMED)
|
|
REMOVE_TRAIT(target, TRAIT_DRYABLE, ELEMENT_TRAIT(type))
|
|
|
|
/datum/element/dryable/proc/finish_drying(atom/source, datum/weakref/drying_user)
|
|
SIGNAL_HANDLER
|
|
var/static/list/dried_color
|
|
if (isnull(dried_color))
|
|
dried_color = color_transition_filter(COLOR_DRIED_TAN)
|
|
var/atom/dried_atom = source
|
|
if(dry_result == dried_atom.type)//if the dried type is the same as our currrent state, don't bother creating a whole new item, just re-color it.
|
|
var/atom/movable/resulting_atom = dried_atom
|
|
resulting_atom.add_atom_colour(dried_color, FIXED_COLOUR_PRIORITY)
|
|
apply_dried_status(resulting_atom, drying_user)
|
|
return
|
|
else if(isstack(source)) //Check if its a sheet
|
|
var/obj/item/stack/itemstack = dried_atom
|
|
for(var/i in 1 to itemstack.amount)
|
|
var/atom/movable/resulting_atom = new dry_result(source.loc)
|
|
apply_dried_status(resulting_atom, drying_user)
|
|
qdel(source)
|
|
return
|
|
|
|
var/obj/item/food/resulting_atom = new dry_result(source.loc)
|
|
if(istype(source, /obj/item/food) && ispath(dry_result, /obj/item/food))
|
|
var/obj/item/food/source_food = source
|
|
resulting_atom.reagents.clear_reagents()
|
|
source_food.reagents.trans_to(resulting_atom, source_food.reagents.total_volume)
|
|
resulting_atom.set_custom_materials(source.custom_materials)
|
|
apply_dried_status(resulting_atom, drying_user)
|
|
qdel(source)
|
|
|
|
/datum/element/dryable/proc/apply_dried_status(atom/target, datum/weakref/drying_user)
|
|
ADD_TRAIT(target, TRAIT_DRIED, ELEMENT_TRAIT(type))
|
|
var/datum/mind/user_mind = drying_user?.resolve()
|
|
if(drying_user && istype(target, /obj/item/food))
|
|
ADD_TRAIT(target, TRAIT_HANDMADE, REF(user_mind))
|