Files
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

28 lines
1011 B
Plaintext

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