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0b0c5ea91e
## 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. /🆑
26 lines
829 B
Plaintext
26 lines
829 B
Plaintext
/obj/structure/chair/pew
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name = "wooden pew"
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desc = "Kneel here and pray."
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icon = 'icons/obj/chairs_wide.dmi'
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icon_state = "pewmiddle"
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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item_chair = null
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 3)
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///This proc adds the rotate component, overwrite this if you for some reason want to change some specific args.
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/obj/structure/chair/pew/MakeRotate()
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AddComponent(/datum/component/simple_rotation, ROTATION_REQUIRE_WRENCH|ROTATION_IGNORE_ANCHORED)
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/obj/structure/chair/pew/left
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name = "left wooden pew end"
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icon_state = "pewend_left"
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has_armrest = TRUE
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/obj/structure/chair/pew/right
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name = "right wooden pew end"
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icon_state = "pewend_right"
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has_armrest = TRUE
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