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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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#define INFLATED "inflated"
#define POPPED "popped"
#define DEFLATED "deflated"
/obj/item/latexballoon
name = "latex glove"
desc = "Sterile and airtight."
icon_state = "latexballoon"
icon = 'icons/obj/weapons/hand.dmi'
inhand_icon_state = "greyscale_gloves"
lefthand_file = 'icons/mob/inhands/clothing/gloves_righthand.dmi'
righthand_file = 'icons/mob/inhands/clothing/gloves_lefthand.dmi'
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 7
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.2, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.2)
var/state = DEFLATED
var/datum/gas_mixture/air_contents = null
/obj/item/latexballoon/Initialize(mapload)
. = ..()
AddElement(/datum/element/atmos_sensitive, mapload)
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/latexballoon/proc/set_state(state_to_set)
state = state_to_set
update_appearance(UPDATE_ICON | UPDATE_DESC)
/obj/item/latexballoon/update_icon_state()
. = ..()
switch(state)
if(INFLATED)
icon_state = "latexballoon_blow"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
inhand_icon_state = "latexballoon"
if(POPPED)
icon_state = "latexballoon_bursted"
inhand_icon_state = initial(inhand_icon_state)
lefthand_file = initial(lefthand_file)
righthand_file = initial(righthand_file)
/obj/item/latexballoon/update_desc()
. = ..()
switch(state)
if(INFLATED)
desc = "It's a blown up latex glove on a string."
if(POPPED)
desc = "The remains of a latex glove."
/obj/item/latexballoon/proc/blow(obj/item/tank/tank, mob/user)
if(state == POPPED)
return
air_contents = tank.remove_air_volume(3)
if(isnull(air_contents))
balloon_alert(user, "tank is empty!")
return
if(state == INFLATED)
burst() // too much air, pop it!
return
playsound(src, 'sound/items/modsuit/inflate_bloon.ogg', 50, TRUE)
balloon_alert(user, "you blow up the balloon!") // because it's a balloon obviously
set_state(INFLATED)
/obj/item/latexballoon/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return (exposed_temperature > T0C+100)
/obj/item/latexballoon/atmos_expose(datum/gas_mixture/air, exposed_temperature)
burst()
/obj/item/latexballoon/proc/burst()
if (!air_contents || state != INFLATED)
return
set_state(POPPED)
playsound(src, 'sound/items/balloon_pop.ogg', 75, TRUE)
loc.assume_air(air_contents)
/obj/item/latexballoon/ex_act(severity, target)
burst()
switch(severity)
if (EXPLODE_DEVASTATE)
qdel(src)
if (EXPLODE_HEAVY)
if (prob(50))
qdel(src)
return TRUE
/obj/item/latexballoon/bullet_act(obj/projectile/projectile)
if(projectile.damage > 0)
burst()
return ..()
/obj/item/latexballoon/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
if(istype(item, /obj/item/tank))
var/obj/item/tank/air_tank = item
blow(air_tank, user)
return
if(item.get_sharpness() || item.get_temperature())
burst()
return
return ..()
#undef INFLATED
#undef POPPED
#undef DEFLATED