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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. /🆑
33 lines
1.2 KiB
Plaintext
33 lines
1.2 KiB
Plaintext
/mob/living/basic/bot/vibebot
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name = "\improper Vibebot"
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desc = "A little robot. It's just vibing, doing its thing."
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icon = 'icons/mob/silicon/aibots.dmi'
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icon_state = "vibebot1"
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base_icon_state = "vibebot"
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pass_flags = PASSMOB | PASSFLAPS
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light_system = OVERLAY_LIGHT
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light_range = 6
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ai_controller = /datum/ai_controller/basic_controller/bot/vibebot
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light_power = 2
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.8, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 4)
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hackables = "vibing scanners"
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radio_key = /obj/item/encryptionkey/headset_service
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radio_channel = RADIO_CHANNEL_SERVICE
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bot_type = VIBE_BOT
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data_hud_type = TRAIT_DIAGNOSTIC_HUD
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path_image_color = "#2cac12"
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possessed_message = "You are a vibebot! Maintain the station's vibes to the best of your ability!"
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/mob/living/basic/bot/vibebot/Initialize(mapload)
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. = ..()
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var/static/list/innate_actions = list(
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/datum/action/cooldown/mob_cooldown/bot/vibe = BB_VIBEBOT_PARTY_ABILITY,
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)
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grant_actions_by_list(innate_actions)
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var/obj/item/instrument/piano_synth/piano = new(src)
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ai_controller.set_blackboard_key(BB_SONG_INSTRUMENT, piano)
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update_appearance(UPDATE_ICON)
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