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https://github.com/Bubberstation/Bubberstation.git
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0b0c5ea91e
## 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. /🆑
199 lines
5.9 KiB
Plaintext
199 lines
5.9 KiB
Plaintext
/obj/item/seeds/tower
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name = "tower-cap mycelium pack"
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desc = "This mycelium grows into tower-cap mushrooms."
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icon_state = "mycelium-tower"
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species = "towercap"
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plantname = "Tower Caps"
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product = /obj/item/grown/log
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lifespan = 80
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endurance = 50
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maturation = 15
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production = 1
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yield = 5
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potency = 50
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growthstages = 3
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growing_icon = 'icons/obj/service/hydroponics/growing_mushrooms.dmi'
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icon_dead = "towercap-dead"
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genes = list(/datum/plant_gene/trait/plant_type/fungal_metabolism)
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mutatelist = list(/obj/item/seeds/tower/steel)
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reagents_add = list(/datum/reagent/cellulose = 0.05)
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graft_gene = /datum/plant_gene/trait/plant_type/fungal_metabolism
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/obj/item/seeds/tower/steel
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name = "steel-cap mycelium pack"
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desc = "This mycelium grows into steel logs."
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icon_state = "mycelium-steelcap"
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species = "steelcap"
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plantname = "Steel Caps"
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product = /obj/item/grown/log/steel
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mutatelist = null
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reagents_add = list(/datum/reagent/cellulose = 0.05, /datum/reagent/iron = 0.05)
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rarity = PLANT_MODERATELY_RARE
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/obj/item/grown/log
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seed = /obj/item/seeds/tower
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name = "tower-cap log"
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desc = "It's better than bad, it's good!"
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icon_state = "logs"
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force = 5
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throwforce = 5
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 3
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "whacks")
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attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
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/// Type of plank you can get from this type of log
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var/plank_type = /obj/item/stack/sheet/mineral/wood
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/// How many planks you can get from this type of log, without counting seed potency
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var/plank_count = 1
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/// Name of plank, shown in context tips and balloon alerts when cutting the log
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var/plank_name = "wooden planks"
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var/static/list/accepted = typecacheof(list(
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/obj/item/food/grown/tobacco,
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/obj/item/food/grown/tea,
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/obj/item/food/grown/ash_flora/mushroom_leaf,
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/obj/item/food/grown/ambrosia/vulgaris,
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/obj/item/food/grown/ambrosia/deus,
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/obj/item/food/grown/wheat,
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))
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/obj/item/grown/log/Initialize(mapload, obj/item/seeds/new_seed)
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. = ..()
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register_context()
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if(seed)
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plank_count += round(seed.potency / 25)
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/obj/item/grown/log/add_context(
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atom/source,
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list/context,
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obj/item/held_item,
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mob/living/user,
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)
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if(isnull(held_item))
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return NONE
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if(held_item.get_sharpness())
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// May be a little long, but I think "cut into planks" for steel caps may be confusing.
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context[SCREENTIP_CONTEXT_LMB] = "Cut into [plank_name]"
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return CONTEXTUAL_SCREENTIP_SET
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if(CheckAccepted(held_item))
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context[SCREENTIP_CONTEXT_LMB] = "Make torch"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/obj/item/grown/log/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
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if(attacking_item.get_sharpness())
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user.balloon_alert(user, "made [plank_count] [plank_name]")
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new plank_type(user.loc, plank_count)
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qdel(src)
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return
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if(CheckAccepted(attacking_item))
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var/obj/item/food/grown/leaf = attacking_item
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if(HAS_TRAIT(leaf, TRAIT_DRIED))
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user.balloon_alert(user, "torch crafted")
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var/obj/item/flashlight/flare/torch/new_torch = new /obj/item/flashlight/flare/torch(user.loc)
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user.dropItemToGround(attacking_item)
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user.put_in_active_hand(new_torch)
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qdel(leaf)
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qdel(src)
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return
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else
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balloon_alert(user, "dry it first!")
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else
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return ..()
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/obj/item/grown/log/proc/CheckAccepted(obj/item/I)
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return is_type_in_typecache(I, accepted)
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/obj/item/grown/log/tree
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seed = null
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name = "wood log"
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desc = "TIMMMMM-BERRRRRRRRRRR!"
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plank_count = 10
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/obj/item/grown/log/steel
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seed = /obj/item/seeds/tower/steel
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name = "steel-cap log"
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desc = "It's made of metal."
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icon_state = "steellogs"
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plank_type = /obj/item/stack/rods
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plank_name = "rods"
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/obj/item/grown/log/steel/CheckAccepted(obj/item/I)
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return FALSE
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/obj/structure/punji_sticks
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name = "punji sticks"
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desc = "Don't step on this."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "punji"
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resistance_flags = FLAMMABLE
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max_integrity = 30
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density = FALSE
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anchored = TRUE
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buckle_lying = 90
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custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 5)
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/// Overlay we apply when impaling a mob.
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var/mutable_appearance/stab_overlay
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/obj/structure/punji_sticks/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/caltrop, min_damage = 20, max_damage = 30, flags = CALTROP_BYPASS_SHOES)
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build_stab_overlay()
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/obj/structure/punji_sticks/proc/build_stab_overlay()
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stab_overlay = mutable_appearance(icon, "[icon_state]_stab", layer = ABOVE_MOB_LAYER)
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/obj/structure/punji_sticks/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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. = ..()
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if(same_z_layer)
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return
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build_stab_overlay()
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update_appearance()
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/obj/structure/punji_sticks/post_buckle_mob(mob/living/M)
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update_appearance()
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return ..()
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/obj/structure/punji_sticks/post_unbuckle_mob(mob/living/M)
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update_appearance()
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return ..()
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/obj/structure/punji_sticks/update_overlays()
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. = ..()
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if(length(buckled_mobs))
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. += stab_overlay
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/obj/structure/punji_sticks/intercept_zImpact(list/falling_movables, levels)
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. = ..()
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for(var/mob/living/fallen_mob in falling_movables)
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if(LAZYLEN(buckled_mobs))
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return
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if(buckle_mob(fallen_mob, TRUE))
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to_chat(fallen_mob, span_userdanger("You are impaled by [src]!"))
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fallen_mob.apply_damage(25 * levels, BRUTE, sharpness = SHARP_POINTY)
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if(iscarbon(fallen_mob))
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var/mob/living/carbon/fallen_carbon = fallen_mob
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fallen_carbon.emote("scream")
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fallen_carbon.bleed(30)
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. |= FALL_INTERCEPTED | FALL_NO_MESSAGE
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/obj/structure/punji_sticks/unbuckle_mob(mob/living/buckled_mob, force, can_fall)
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if(force)
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return ..()
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to_chat(buckled_mob, span_warning("You begin climbing out of [src]."))
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buckled_mob.apply_damage(5, BRUTE, sharpness = SHARP_POINTY)
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if(!do_after(buckled_mob, 5 SECONDS, target = src))
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to_chat(buckled_mob, span_userdanger("You fail to detach yourself from [src]."))
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return
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return ..()
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/obj/structure/punji_sticks/spikes
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name = "wooden spikes"
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icon_state = "woodspike"
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