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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. /🆑
87 lines
2.4 KiB
Plaintext
87 lines
2.4 KiB
Plaintext
/obj/structure/headpike
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name = "spooky head on a spear"
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desc = "When you really want to send a message."
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icon = 'icons/obj/structures.dmi'
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icon_state = "headpike"
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density = FALSE
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anchored = TRUE
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custom_materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.15, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.65)
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var/obj/item/spear/spear
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var/obj/item/spear/speartype = /obj/item/spear
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var/obj/item/bodypart/head/victim
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/obj/structure/headpike/bone //for bone spears
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icon_state = "headpike-bone"
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speartype = /obj/item/spear/bonespear
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custom_materials = list(/datum/material/bone = SHEET_MATERIAL_AMOUNT * 4)
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/obj/structure/headpike/bamboo //for bamboo spears
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icon_state = "headpike-bamboo"
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speartype = /obj/item/spear/bamboospear
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custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 25)
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/obj/structure/headpike/military //for military spears
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icon_state = "headpike-military"
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speartype = /obj/item/spear/military
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/obj/structure/headpike/Initialize(mapload)
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. = ..()
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if(mapload)
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spear = new speartype(src)
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victim = new(src)
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victim.real_name = generate_random_name()
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pixel_x = rand(-8, 8)
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/obj/structure/headpike/Destroy()
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QDEL_NULL(victim)
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QDEL_NULL(spear)
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return ..()
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/obj/structure/headpike/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
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. = ..()
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victim = locate() in contents
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spear = locate(speartype) in contents
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update_appearance()
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/obj/structure/headpike/update_name()
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name = "[victim.real_name] on a [spear.name]"
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return ..()
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/obj/structure/headpike/update_overlays()
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. = ..()
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if(!victim)
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return
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var/mutable_appearance/appearance = new()
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appearance.copy_overlays(victim)
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appearance.pixel_z = 12
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appearance.layer = layer + 0.1
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. += appearance
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/obj/structure/headpike/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone != victim && gone != spear)
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return
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if(gone == victim)
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victim = null
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if(gone == spear)
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spear = null
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if(!QDELETED(src))
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deconstruct(TRUE)
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/obj/structure/headpike/atom_deconstruct(disassembled)
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var/obj/item/bodypart/head/our_head = victim
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var/obj/item/spear/our_spear = spear
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victim = null
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spear = null
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our_head?.forceMove(drop_location()) //Make sure the head always comes off
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if(!disassembled)
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return ..()
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our_spear?.forceMove(drop_location())
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/obj/structure/headpike/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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to_chat(user, span_notice("You take down [src]."))
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deconstruct(TRUE)
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