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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/structure/punching_bag
name = "punching bag"
desc = "A punching bag. Can you get to speed level 4???"
icon = 'icons/obj/fluff/gym_equipment.dmi'
icon_state = "punchingbag"
anchored = TRUE
layer = ABOVE_MOB_LAYER
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5)
///List of sounds that can be played when punched.
var/static/list/hit_sounds = list(
'sound/items/weapons/genhit1.ogg',
'sound/items/weapons/genhit2.ogg',
'sound/items/weapons/genhit3.ogg',
'sound/items/weapons/punch1.ogg',
'sound/items/weapons/punch2.ogg',
'sound/items/weapons/punch3.ogg',
'sound/items/weapons/punch4.ogg',
)
/obj/structure/punching_bag/Initialize(mapload)
. = ..()
AddElement( \
/datum/element/contextual_screentip_bare_hands, \
lmb_text = "Punch", \
)
var/static/list/tool_behaviors
if(!tool_behaviors)
tool_behaviors = string_assoc_nested_list(list(
TOOL_CROWBAR = list(
SCREENTIP_CONTEXT_RMB = "Deconstruct",
),
TOOL_WRENCH = list(
SCREENTIP_CONTEXT_RMB = "Anchor",
),
))
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
/obj/structure/punching_bag/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
flick("[icon_state]-punch", src)
playsound(loc, pick(hit_sounds), 25, TRUE, -1)
if(!iscarbon(user))
return
var/is_heavy_gravity = user.has_gravity() > STANDARD_GRAVITY
var/stamina_exhaustion = 3
if(ishuman(user))
var/mob/living/carbon/human/boxer = user
var/obj/item/clothing/gloves/boxing/boxing_gloves = boxer.get_item_by_slot(ITEM_SLOT_GLOVES)
if(istype(boxing_gloves))
stamina_exhaustion = 2
if (is_heavy_gravity)
stamina_exhaustion *= 1.5
var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
stamina_exhaustion *= potential_spine.athletics_boost_multiplier
if(HAS_TRAIT(user, TRAIT_STRENGTH)) //The strong get reductions to stamina damage taken while exercising
stamina_exhaustion *= 0.5
user.adjust_stamina_loss(stamina_exhaustion)
user.mind?.adjust_experience(/datum/skill/athletics, is_heavy_gravity ? 0.6 : 0.3)
user.apply_status_effect(/datum/status_effect/exercised)
/obj/structure/punching_bag/wrench_act_secondary(mob/living/user, obj/item/tool)
tool.play_tool_sound(src)
balloon_alert(user, anchored ? "unsecured" : "secured")
anchored = !anchored
return TRUE
/obj/structure/punching_bag/crowbar_act_secondary(mob/living/user, obj/item/tool)
if(anchored)
balloon_alert(user, "still secured!")
return FALSE
tool.play_tool_sound(src)
balloon_alert(user, "deconstructing...")
if (!do_after(user, 10 SECONDS, target = src))
return FALSE
new /obj/item/stack/sheet/iron(get_turf(src), 2)
new /obj/item/stack/rods(get_turf(src))
new /obj/item/pillow(get_turf(src))
qdel(src)
return TRUE