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## 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. /🆑
58 lines
2.4 KiB
Plaintext
58 lines
2.4 KiB
Plaintext
/obj/item/clothing/head/costume/garland
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name = "floral garland"
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desc = "Someone, somewhere, is starving while wearing this. And it's definitely not you."
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icon_state = "garland"
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worn_icon_state = "garland"
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/obj/item/clothing/head/costume/garland/equipped(mob/living/user, slot)
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. = ..()
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if(slot_flags & slot)
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user.add_mood_event("garland", /datum/mood_event/garland)
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/obj/item/clothing/head/costume/garland/dropped(mob/living/user)
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. = ..()
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user.clear_mood_event("garland")
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/obj/item/clothing/head/costume/garland/rainbowbunch
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name = "rainbow flower crown"
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desc = "A flower crown made out of the flowers of the rainbow bunch plant."
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icon_state = "rainbow_bunch_crown_1"
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base_icon_state = "rainbow_bunch_crown"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.3) //tied together with cable coil
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/obj/item/clothing/head/costume/garland/rainbowbunch/Initialize(mapload)
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. = ..()
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var/crown_type = rand(1,4)
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icon_state = "[base_icon_state]_[crown_type]"
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switch(crown_type)
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if(1)
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desc += " This one has red, yellow, and white flowers."
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if(2)
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desc += " This one has blue, yellow, green, and white flowers."
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if(3)
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desc += " This one has red, blue, purple, and pink flowers."
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if(4)
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desc += " This one has yellow, green, and white flowers."
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/obj/item/clothing/head/costume/garland/sunflower
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name = "sunflower crown"
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desc = "A bright flower crown made out sunflowers that is sure to brighten up anyone's day!"
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icon_state = "sunflower_crown"
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worn_icon_state = "sunflower_crown"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.3) //tied together with cable coil
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/obj/item/clothing/head/costume/garland/poppy
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name = "poppy crown"
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desc = "A flower crown made out of a string of bright red poppies."
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icon_state = "poppy_crown"
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worn_icon_state = "poppy_crown"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.3) //tied together with cable coil
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/obj/item/clothing/head/costume/garland/lily
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name = "lily crown"
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desc = "A leafy flower crown with a cluster of large white lilies at the front."
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icon_state = "lily_crown"
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worn_icon_state = "lily_crown"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.3) //tied together with cable coil
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