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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/stack/light_w
name = "wired glass tile"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/tiles.dmi'
icon_state = "glass_wire"
w_class = WEIGHT_CLASS_NORMAL
force = 3
throwforce = 5
throw_speed = 3
throw_range = 7
obj_flags = CONDUCTS_ELECTRICITY
max_amount = 60
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/copper = 5)
mats_per_unit = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.05, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.05)
merge_type = /obj/item/stack/light_w
/obj/item/stack/light_w/examine(mob/user)
. = ..()
. += span_warning("\The [src] looks unfinished, add <b>iron</b> to complete it.")
/obj/item/stack/light_w/attackby(obj/item/O, mob/user, list/modifiers, list/attack_modifiers)
if(istype(O, /obj/item/stack/sheet/iron))
var/obj/item/stack/sheet/iron/M = O
if (M.use(1))
var/obj/item/L = new /obj/item/stack/tile/light(user.drop_location())
to_chat(user, span_notice("You make a light tile."))
if (!QDELETED(L))
L.add_fingerprint(user)
use(1)
else
to_chat(user, span_warning("You need one iron sheet to finish the light tile!"))
else
return ..()
/obj/item/stack/light_w/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
var/atom/Tsec = user.drop_location()
var/obj/item/stack/cable_coil/CC = new (Tsec, 5)
if (!QDELETED(CC))
CC.add_fingerprint(user)
var/obj/item/stack/sheet/glass/G = new (Tsec)
if (!QDELETED(G))
G.add_fingerprint(user)
use(1)