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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/picket_sign
icon = 'icons/obj/signs.dmi'
icon_state = "picket"
inhand_icon_state = "picket"
name = "blank picket sign"
desc = "It's blank."
force = 5
obj_flags = UNIQUE_RENAME | RENAME_NO_DESC
w_class = WEIGHT_CLASS_BULKY
attack_verb_continuous = list("bashes", "smacks")
attack_verb_simple = list("bash", "smack")
resistance_flags = FLAMMABLE
custom_materials = list(/datum/material/cardboard = SHEET_MATERIAL_AMOUNT * 2, /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
var/label = ""
COOLDOWN_DECLARE(picket_sign_cooldown)
/obj/item/picket_sign/cyborg
name = "metallic nano-sign"
desc = "A high tech picket sign used by silicons that can reprogram its surface at will. Probably hurts to get hit by, too."
force = 13
resistance_flags = NONE
actions_types = list(/datum/action/item_action/nano_picket_sign)
/obj/item/picket_sign/nameformat(input, user)
playsound(src, SFX_WRITING_PEN, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, SOUND_FALLOFF_EXPONENT + 3, ignore_walls = FALSE)
label = input
AddComponent(/datum/component/rename, name, "It reads: [input]")
return "[input] sign"
/obj/item/picket_sign/rename_reset()
label = initial(label)
/obj/item/picket_sign/attack_self(mob/living/carbon/human/user)
if(!COOLDOWN_FINISHED(src, picket_sign_cooldown))
return
COOLDOWN_START(src, picket_sign_cooldown, 5 SECONDS)
if(label)
user.manual_emote("waves around \the \"[label]\" sign.")
else
user.manual_emote("waves around a blank sign.")
var/direction = prob(50) ? -1 : 1
if(NSCOMPONENT(user.dir)) //So signs are waved horizontally relative to what way the player waving it is facing.
animate(user, pixel_w = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
animate(pixel_w = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
animate(pixel_w = (2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
animate(pixel_w = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
animate(pixel_w = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
else
animate(user, pixel_z = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
animate(pixel_z = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
animate(pixel_z = (2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
animate(pixel_z = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
animate(pixel_z = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
user.changeNext_move(CLICK_CD_MELEE)
/datum/action/item_action/nano_picket_sign
name = "Retext Nano Picket Sign"
/datum/action/item_action/nano_picket_sign/do_effect(trigger_flags)
if(!istype(target, /obj/item/picket_sign))
return FALSE
var/obj/item/picket_sign/sign = target
var/input = tgui_input_text(owner, "What would you like to write on the sign?", "Sign Label", max_length = 30)
if(input && owner.can_perform_action(sign))
sign.label = input
sign.AddComponent(/datum/component/rename, "[input] sign", "It reads: [input]")
return TRUE
/datum/crafting_recipe/picket_sign
name = "Picket Sign"
result = /obj/item/picket_sign
reqs = list(/obj/item/stack/rods = 1,
/obj/item/stack/sheet/cardboard = 2)
time = 8 SECONDS
category = CAT_ENTERTAINMENT