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GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

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// Drill, Diamond drill, Mining scanner
#define DRILL_BASIC 1
#define DRILL_HARDENED 2
/obj/item/mecha_parts/mecha_equipment/drill
name = "exosuit drill"
desc = "Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens!"
icon_state = "mecha_drill"
equipment_slot = MECHA_UTILITY
can_be_toggled = TRUE
equip_cooldown = 1.5 SECONDS
energy_drain = 0.01 * STANDARD_CELL_CHARGE
force = 15
harmful = TRUE
range = MECHA_MELEE
tool_behaviour = TOOL_DRILL
toolspeed = 0.9
mech_flags = EXOSUIT_MODULE_WORKING | EXOSUIT_MODULE_COMBAT
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
var/drill_delay = 7
var/drill_level = DRILL_BASIC
/obj/item/mecha_parts/mecha_equipment/drill/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering/mecha, \
speed = 5 SECONDS, \
effectiveness = 100, \
bonus_modifier = null, \
butcher_sound = null, \
disabled = TRUE, \
)
ADD_TRAIT(src, TRAIT_INSTANTLY_PROCESSES_BOULDERS, INNATE_TRAIT)
ADD_TRAIT(src, TRAIT_BOULDER_BREAKER, INNATE_TRAIT)
/obj/item/mecha_parts/mecha_equipment/drill/handle_ui_act(action, list/params)
if(action != "toggle")
return
if(active)
RegisterSignal(chassis, COMSIG_MECHA_MELEE_CLICK, PROC_REF(on_mech_click))
log_message("Activated.", LOG_MECHA)
else
UnregisterSignal(chassis, COMSIG_MECHA_MELEE_CLICK)
log_message("Deactivated.", LOG_MECHA)
return TRUE
/obj/item/mecha_parts/mecha_equipment/drill/attach(obj/vehicle/sealed/mecha/new_mecha, attach_right)
. = ..()
RegisterSignal(chassis, COMSIG_MOVABLE_BUMP, PROC_REF(bump_mine))
/obj/item/mecha_parts/mecha_equipment/drill/detach(atom/moveto)
UnregisterSignal(chassis, COMSIG_MOVABLE_BUMP)
return ..()
/obj/item/mecha_parts/mecha_equipment/drill/Destroy()
if(chassis)
UnregisterSignal(chassis, COMSIG_MOVABLE_BUMP)
return ..()
///Called whenever the mech bumps into something; action() handles checking if it is a mineable turf
/obj/item/mecha_parts/mecha_equipment/drill/proc/bump_mine(obj/vehicle/sealed/mecha/bumper, atom/bumped_into)
SIGNAL_HANDLER
var/list/drivers = chassis.return_drivers()
if(!LAZYLEN(drivers)) //I don't know if this is possible but just in case
return
//Just use the first one /shrug
INVOKE_ASYNC(src, PROC_REF(action), drivers[1], bumped_into, null, TRUE)
/obj/item/mecha_parts/mecha_equipment/drill/do_after_checks(atom/target)
// Gotta be close to the target
if(!loc.Adjacent(target))
return FALSE
// Check if we can still use the equipment & use power for every iteration of do after
if(!action_checks(target))
return FALSE
return ..()
///Redirects clicks to use the drill if possible when enabled
/obj/item/mecha_parts/mecha_equipment/drill/proc/on_mech_click(atom/mech, mob/source, atom/target, on_cooldown, adjacent)
SIGNAL_HANDLER
if(on_cooldown || !adjacent)
return
INVOKE_ASYNC(src, PROC_REF(action), source, target, null, FALSE)
return COMPONENT_CANCEL_MELEE_CLICK
/obj/item/mecha_parts/mecha_equipment/drill/action(mob/source, atom/target, list/modifiers, bumped)
//If bumped, only bother drilling mineral turfs
if(bumped)
if(!ismineralturf(target))
return
//Prevent drilling into gibtonite more than once; code mostly from MODsuit drill
if(istype(target, /turf/closed/mineral/gibtonite))
var/turf/closed/mineral/gibtonite/giberal_turf = target
if(giberal_turf.stage != GIBTONITE_UNSTRUCK)
playsound(chassis, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
to_chat(source, span_warning("[icon2html(src, source)] Active gibtonite ore deposit detected! Safety protocols preventing continued drilling."))
return
else
// We can only drill non-space turfs, living mobs and objects.
if(isspaceturf(target) || !(isliving(target) || isobj(target) || isturf(target)))
return
// For whatever reason we can't drill things that acid won't even stick too, and probably
// shouldn't waste our time drilling indestructible things.
if(isobj(target))
var/obj/target_obj = target
if(target_obj.resistance_flags & (UNACIDABLE | INDESTRUCTIBLE))
return
// Check if we can even use the equipment to begin with.
if(!action_checks(target))
return
// You can't drill harder by clicking more.
if(DOING_INTERACTION_WITH_TARGET(source, target) && do_after_cooldown(target, source, DOAFTER_SOURCE_MECHADRILL))
return
target.visible_message(span_warning("[chassis] starts to drill [target]."), \
span_userdanger("[chassis] starts to drill you!"), \
span_hear("You hear drilling."))
log_message("Started drilling [target]", LOG_MECHA)
// Drilling a turf is a one-and-done procedure.
if(isturf(target))
var/turf/T = target
. = ..()
T.drill_act(src, source)
return
// Drilling objects and mobs is a repeating procedure.
while(do_after_mecha(target, source, drill_delay))
if(isliving(target))
drill_mob(target, source)
playsound(src,'sound/items/weapons/drill.ogg',40,TRUE)
else if(isobj(target))
var/obj/obj_target = target
if(istype(obj_target, /obj/item/boulder))
var/obj/item/boulder/nu_boulder = obj_target
nu_boulder.manual_process(src, source)
else
obj_target.take_damage(15, BRUTE, 0, FALSE, get_dir(chassis, target))
playsound(src,'sound/items/weapons/drill.ogg', 40, TRUE)
// If we caused a qdel drilling the target, we can stop drilling them.
// Prevents starting a do_after on a qdeleted target.
if(QDELETED(target))
break
return ..()
/obj/item/mecha_parts/mecha_equipment/drill/get_equip_cooldown(atom/target)
if (isturf(target))
return equip_cooldown * 0.1
return equip_cooldown
/turf/proc/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill, mob/user)
return
/turf/closed/wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill, mob/user)
if(drill.do_after_mecha(src, user, 60 / drill.drill_level))
drill.log_message("Drilled through [src]", LOG_MECHA)
dismantle_wall(TRUE, FALSE)
/turf/closed/wall/r_wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill, mob/user)
if(drill.drill_level >= DRILL_HARDENED)
if(drill.do_after_mecha(src, user, 120 / drill.drill_level))
drill.log_message("Drilled through [src]", LOG_MECHA)
dismantle_wall(TRUE, FALSE)
else
to_chat(user, "[icon2html(src, user)][span_danger("[src] is too durable to drill through.")]")
/turf/closed/mineral/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill, mob/user)
for(var/turf/closed/mineral/wall in range(drill.chassis, 1))
if(get_dir(drill.chassis, wall) & drill.chassis.dir)
wall.gets_drilled()
drill.log_message("[user] drilled through [src]", LOG_MECHA)
drill.move_ores()
/turf/open/misc/asteroid/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
for(var/turf/open/misc/asteroid/floor in range(1, drill.chassis))
if((get_dir(drill.chassis, floor) & drill.chassis.dir) && floor.can_dig())
floor.getDug()
drill.log_message("Drilled through [src]", LOG_MECHA)
drill.move_ores()
/obj/item/mecha_parts/mecha_equipment/drill/proc/move_ores()
chassis.collect_ore()
/obj/item/mecha_parts/mecha_equipment/drill/proc/drill_mob(mob/living/target, mob/living/user)
target.visible_message(span_danger("[chassis] is drilling [target] with [src]!"), \
span_userdanger("[chassis] is drilling you with [src]!"))
log_combat(user, target, "drilled", "[name]", "Combat mode: [user.combat_mode ? "On" : "Off"])(DAMTYPE: [uppertext(damtype)])")
if(target.stat == DEAD && target.get_brute_loss() >= (target.maxHealth * 2))
log_combat(user, target, "gibbed", name)
if(LAZYLEN(target.butcher_results) || LAZYLEN(target.guaranteed_butcher_results))
SEND_SIGNAL(src, COMSIG_MECHA_DRILL_MOB, chassis, target)
else
target.investigate_log("has been gibbed by [src] (attached to [chassis]).", INVESTIGATE_DEATHS)
target.gib(DROP_ALL_REMAINS)
return
//drill makes a hole
var/def_zone = target.get_random_valid_zone(user.zone_selected)
target.apply_damage(
10,
BRUTE,
def_zone,
blocked = target.run_armor_check(def_zone, MELEE),
wound_bonus = 30,
exposed_wound_bonus = 50,
sharpness = SHARP_POINTY
)
//blood splatters
target.create_splatter(get_dir(chassis, target))
/obj/item/mecha_parts/mecha_equipment/drill/diamonddrill
name = "diamond-tipped exosuit drill"
desc = "Equipment for engineering and combat exosuits. This is an upgraded version of the drill that'll pierce the heavens!"
icon_state = "mecha_diamond_drill"
equip_cooldown = 10
drill_delay = 4
drill_level = DRILL_HARDENED
force = 15
toolspeed = 0.7
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/diamond = SHEET_MATERIAL_AMOUNT * 3.25)
/obj/item/mecha_parts/mecha_equipment/mining_scanner
name = "exosuit mining scanner"
desc = "Equipment for working exosuits. It will automatically check surrounding rock for useful minerals."
icon_state = "mecha_analyzer"
equip_cooldown = 1.5 SECONDS
equipment_slot = MECHA_UTILITY
mech_flags = EXOSUIT_MODULE_WORKING
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.25)
var/scanning_time = 0
COOLDOWN_DECLARE(area_scan_cooldown)
/obj/item/mecha_parts/mecha_equipment/mining_scanner/Initialize(mapload)
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/item/mecha_parts/mecha_equipment/mining_scanner/process()
if(!loc)
STOP_PROCESSING(SSfastprocess, src)
qdel(src)
if(scanning_time > world.time)
return
if(!chassis || !ismecha(loc))
return
if(!LAZYLEN(chassis.occupants))
return
scanning_time = world.time + get_equip_cooldown()
mineral_scan_pulse(get_turf(src), scanner = src)
/obj/item/mecha_parts/mecha_equipment/mining_scanner/get_snowflake_data()
return list(
"snowflake_id" = MECHA_SNOWFLAKE_ID_ORE_SCANNER,
"cooldown" = COOLDOWN_TIMELEFT(src, area_scan_cooldown),
)
/obj/item/mecha_parts/mecha_equipment/mining_scanner/handle_ui_act(action, list/params)
switch(action)
if("area_scan")
if(!COOLDOWN_FINISHED(src, area_scan_cooldown))
return FALSE
COOLDOWN_START(src, area_scan_cooldown, 15 SECONDS)
for(var/mob/living/driver in chassis.return_drivers())
for(var/obj/structure/ore_vent/vent in range(5, chassis))
vent.scan_and_confirm(driver, TRUE)
return TRUE
#undef DRILL_BASIC
#undef DRILL_HARDENED