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https://github.com/Bubberstation/Bubberstation.git
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a9925b2d39
## About The Pull Request Just improves the new material unit test, making it more copy-paste friendly when dealing with large amounts of things to change. It now also calculates the appropriate sheet material value for you too so you quite literally just have to copy paste the line and you're done, no more having to do math yourself. <img width="2104" height="155" alt="image" src="https://github.com/user-attachments/assets/b605e423-0418-46b7-b40c-c65fac920af9" /> ## Why It's Good For The Game Developer qol. ## Changelog Nothing player-facing --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
67 lines
2.7 KiB
Plaintext
67 lines
2.7 KiB
Plaintext
// If an item has this element, it can be dried on a drying rack.
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/datum/element/dryable
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// The type of atom that is spawned by this element on drying.
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var/dry_result
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/datum/element/dryable/Attach(datum/target, atom/dry_result)
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. = ..()
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if(!isatom(target))
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return ELEMENT_INCOMPATIBLE
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src.dry_result = dry_result
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RegisterSignal(target, COMSIG_ITEM_DRIED, PROC_REF(finish_drying))
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ADD_TRAIT(target, TRAIT_DRYABLE, ELEMENT_TRAIT(type))
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var/atom/atom_target = target
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if(!PERFORM_ALL_TESTS(focus_only/check_materials_when_processed) || !atom_target.custom_materials || !dry_result || isstack(atom_target))
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return
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var/atom/result = new dry_result
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if(!atom_target.compare_materials(result))
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var/warning = "custom_materials of [result.type] when dried compared to just spawned don't match"
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var/what_it_should_be = atom_target.transcribe_materials_list()
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stack_trace("[warning]. should be: custom_materials = [what_it_should_be].")
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qdel(result)
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/datum/element/dryable/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, COMSIG_FOOD_CONSUMED)
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REMOVE_TRAIT(target, TRAIT_DRYABLE, ELEMENT_TRAIT(type))
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/datum/element/dryable/proc/finish_drying(atom/source, datum/weakref/drying_user)
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SIGNAL_HANDLER
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var/static/list/dried_color
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if (isnull(dried_color))
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dried_color = color_transition_filter(COLOR_DRIED_TAN)
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var/atom/dried_atom = source
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if(dry_result == dried_atom.type)//if the dried type is the same as our currrent state, don't bother creating a whole new item, just re-color it.
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var/atom/movable/resulting_atom = dried_atom
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resulting_atom.add_atom_colour(dried_color, FIXED_COLOUR_PRIORITY)
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apply_dried_status(resulting_atom, drying_user)
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return
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else if(isstack(source)) //Check if its a sheet
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var/obj/item/stack/itemstack = dried_atom
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for(var/i in 1 to itemstack.amount)
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var/atom/movable/resulting_atom = new dry_result(source.loc)
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apply_dried_status(resulting_atom, drying_user)
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qdel(source)
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return
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var/obj/item/food/resulting_atom = new dry_result(source.loc)
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if(istype(source, /obj/item/food) && ispath(dry_result, /obj/item/food))
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var/obj/item/food/source_food = source
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resulting_atom.reagents.clear_reagents()
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source_food.reagents.trans_to(resulting_atom, source_food.reagents.total_volume)
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resulting_atom.set_custom_materials(source.custom_materials)
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apply_dried_status(resulting_atom, drying_user)
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qdel(source)
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/datum/element/dryable/proc/apply_dried_status(atom/target, datum/weakref/drying_user)
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ADD_TRAIT(target, TRAIT_DRIED, ELEMENT_TRAIT(type))
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var/datum/mind/user_mind = drying_user?.resolve()
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if(drying_user && istype(target, /obj/item/food))
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ADD_TRAIT(target, TRAIT_FOOD_CHEF_MADE, REF(user_mind))
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