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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. /🆑
28 lines
1011 B
Plaintext
28 lines
1011 B
Plaintext
/obj/item/stack/tile/light
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name = "light tile"
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singular_name = "light floor tile"
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desc = "A floor tile, made out of glass. It produces light."
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icon_state = "tile_e"
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obj_flags = CONDUCTS_ELECTRICITY
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
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attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash")
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turf_type = /turf/open/floor/light
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merge_type = /obj/item/stack/tile/light
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mats_per_unit = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.05, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.05)
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var/state = 0
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/obj/item/stack/tile/light/attackby(obj/item/O, mob/user, list/modifiers, list/attack_modifiers)
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if(O.tool_behaviour == TOOL_CROWBAR)
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new/obj/item/stack/sheet/iron(user.loc)
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amount--
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new/obj/item/stack/light_w(user.loc)
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if(amount <= 0)
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qdel(src)
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else
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return ..()
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/obj/item/stack/tile/light/place_tile(turf/open/target_plating, mob/user)
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. = ..()
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var/turf/open/floor/light/floor = .
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floor?.state = state
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