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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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/obj/item/reagent_containers/dropper
name = "dropper"
desc = "A dropper. Holds up to 5 units."
icon = 'icons/obj/medical/chemical.dmi'
icon_state = "dropper0"
inhand_icon_state = "dropper"
worn_icon_state = "pen"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1, 2, 3, 4, 5)
volume = 5
initial_reagent_flags = TRANSPARENT
custom_price = PAYCHECK_CREW
custom_materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT)
/obj/item/reagent_containers/dropper/interact_with_atom(atom/target, mob/living/user, list/modifiers)
if(!target.reagents)
return NONE
if(reagents.total_volume > 0)
if(target.reagents.holder_full())
to_chat(user, span_notice("[target] is full."))
return ITEM_INTERACT_BLOCKING
if(!target.is_injectable(user))
to_chat(user, span_warning("You cannot transfer reagents to [target]!"))
return ITEM_INTERACT_BLOCKING
var/trans = 0
var/fraction = min(amount_per_transfer_from_this / reagents.total_volume, 1)
if(ismob(target))
user.changeNext_move(CLICK_CD_MELEE)
if(ishuman(target))
var/mob/living/carbon/human/victim = target
var/obj/item/safe_thing = victim.is_eyes_covered()
if(safe_thing)
if(!safe_thing.reagents)
safe_thing.create_reagents(100)
trans = round(reagents.trans_to(safe_thing, amount_per_transfer_from_this, transferred_by = user, methods = TOUCH), CHEMICAL_VOLUME_ROUNDING)
target.visible_message(span_danger("[user] tries to squirt something into [target]'s eyes, but fails!"), \
span_userdanger("[user] tries to squirt something into your eyes, but fails!"))
if(trans)
to_chat(user, span_notice("You transfer [trans] unit\s of the solution."))
update_appearance()
return ITEM_INTERACT_BLOCKING
else if(isalien(target)) //hiss-hiss has no eyes!
to_chat(target, span_danger("[target] does not seem to have any eyes!"))
return ITEM_INTERACT_BLOCKING
target.visible_message(
span_danger("[user] squirts something into [target]'s eyes!"),
span_userdanger("[user] squirts something into your eyes!"),
)
SEND_SIGNAL(target, COMSIG_MOB_REAGENTS_DROPPED_INTO_EYES, user, src, reagents, fraction)
reagents.expose(target, TOUCH, fraction)
var/mob/M = target
log_combat(user, M, "squirted", reagents.get_reagent_log_string())
trans = round(reagents.trans_to(target, amount_per_transfer_from_this, transferred_by = user), CHEMICAL_VOLUME_ROUNDING)
if(trans)
to_chat(user, span_notice("You transfer [trans] unit\s of the solution."))
update_appearance()
target.update_appearance()
return ITEM_INTERACT_SUCCESS
if(!target.is_drawable(user, FALSE)) //No drawing from mobs here
to_chat(user, span_warning("You cannot directly remove reagents from [target]!"))
return ITEM_INTERACT_BLOCKING
if(!target.reagents.total_volume)
to_chat(user, span_warning("[target] is empty!"))
return ITEM_INTERACT_BLOCKING
var/trans = round(target.reagents.trans_to(src, amount_per_transfer_from_this, transferred_by = user), CHEMICAL_VOLUME_ROUNDING)
if(trans)
to_chat(user, span_notice("You fill [src] with [trans] unit\s of the solution."))
update_appearance()
target.update_appearance()
return ITEM_INTERACT_SUCCESS
/obj/item/reagent_containers/dropper/update_overlays()
. = ..()
if(!reagents.total_volume)
return
var/mutable_appearance/filling = mutable_appearance('icons/obj/medical/reagent_fillings.dmi', "dropper")
filling.color = mix_color_from_reagents(reagents.reagent_list)
. += filling