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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

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// Junk
/obj/item/ammo_casing/junk
name = "improvised junk round"
desc = "What is in the shell? Shoot it to find out."
icon_state = "improvshell"
caliber = CALIBER_JUNK
projectile_type = /obj/projectile/bullet/junk
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1)
// Junk Shell Spawner; used to spawn in our random shells upon crafting
/obj/effect/spawner/random/junk_shell
name = "junk shell spawner"
desc = "Bullet. Bullet Bullet."
icon_state = "junkround"
loot = list(
/obj/item/ammo_casing/junk = 50,
/obj/item/ammo_casing/junk/incendiary = 20,
/obj/item/ammo_casing/junk/shock = 20,
/obj/item/ammo_casing/junk/hunter = 20,
/obj/item/ammo_casing/junk/phasic = 5,
/obj/item/ammo_casing/junk/ripper = 5,
/obj/item/ammo_casing/junk/reaper = 1,
)
/obj/item/ammo_casing/junk/incendiary
projectile_type = /obj/projectile/bullet/incendiary/fire/junk
/obj/item/ammo_casing/junk/phasic
projectile_type = /obj/projectile/bullet/junk/phasic
/obj/item/ammo_casing/junk/shock
projectile_type = /obj/projectile/bullet/junk/shock
/obj/item/ammo_casing/junk/hunter
projectile_type = /obj/projectile/bullet/junk/hunter
/obj/item/ammo_casing/junk/ripper
projectile_type = /obj/projectile/bullet/junk/ripper
/obj/item/ammo_casing/junk/reaper
projectile_type = /obj/projectile/bullet/junk/reaper