Files
Bubberstation/code/game/objects/items/gun_maintenance.dm
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/gun_maintenance_supplies
name = "gun maintenance kit"
desc = "A toolbox containing gun maintenance supplies and spare parts. Can be applied to firearms to maintain them."
icon = 'icons/obj/storage/toolbox.dmi'
icon_state = "maint_kit"
inhand_icon_state = "ammobox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
force = 12
throwforce = 12
throw_speed = 2
throw_range = 7
demolition_mod = 1.25
w_class = WEIGHT_CLASS_BULKY
drop_sound = 'sound/items/handling/ammobox_drop.ogg'
pickup_sound = 'sound/items/handling/ammobox_pickup.ogg'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6)
/// How many times we can use this maintenance kit to maintain a gun
var/uses = 3
/// THe maximum uses, used for our examine text.
var/max_uses = 3
/obj/item/gun_maintenance_supplies/examine(mob/user)
. = ..()
. += span_info("This kit has [uses] uses out of [max_uses] left.")
/obj/item/gun_maintenance_supplies/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return ITEM_INTERACT_BLOCKING
if(!isgun(interacting_with))
balloon_alert(user, "not a gun!")
return ITEM_INTERACT_BLOCKING
var/obj/item/gun/gun_to_fix = interacting_with
var/gun_is_damaged = gun_to_fix.get_integrity() < gun_to_fix.max_integrity
var/use_charge = FALSE
if(gun_is_damaged)
gun_to_fix.repair_damage(gun_to_fix.max_integrity)
use_charge = TRUE
if(istype(gun_to_fix, /obj/item/gun/ballistic))
var/obj/item/gun/ballistic/ballistic_gun_to_fix = gun_to_fix
if(ballistic_gun_to_fix.misfire_probability > initial(ballistic_gun_to_fix.misfire_probability))
ballistic_gun_to_fix.misfire_probability = initial(ballistic_gun_to_fix.misfire_probability)
if(istype(ballistic_gun_to_fix, /obj/item/gun/ballistic/rifle/boltaction))
var/obj/item/gun/ballistic/rifle/boltaction/rifle_to_fix = ballistic_gun_to_fix
if(rifle_to_fix.jammed)
rifle_to_fix.jammed = FALSE
rifle_to_fix.unjam_chance = initial(rifle_to_fix.unjam_chance)
rifle_to_fix.jamming_chance = initial(rifle_to_fix.jamming_chance)
use_charge = TRUE
if(!use_charge)
balloon_alert(user, "no need for repair!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "maintenance complete")
use_the_kit()
return ITEM_INTERACT_SUCCESS
/obj/item/gun_maintenance_supplies/proc/use_the_kit()
uses --
if(!uses)
qdel(src)
/obj/item/gun_maintenance_supplies/makeshift
name = "makeshift gun maintenance kit"
desc = "A toolbox containing enough supplies to juryrig repairs on firearms. Can be applied to firearms to maintain them. \
The tools are a little basic, and the materials low-quality, but it gets the job done."
icon_state = "maint_kit_makeshift"
inhand_icon_state = "toolbox_blue"
uses = 1
max_uses = 1