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Bubberstation/code/modules/mapfluff/ruins/lavaland_ruin_code.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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//If you're looking for spawners like ash walker eggs, check ghost_role_spawners.dm
///Wizard tower item
/obj/item/disk/design_disk/knight_gear
name = "Magic Disk of Smithing"
/obj/item/disk/design_disk/knight_gear/Initialize(mapload)
. = ..()
blueprints += new /datum/design/knight_armour
blueprints += new /datum/design/knight_helmet
//Free Golems
/obj/item/disk/design_disk/golem_shell
name = "Golem Creation Disk"
desc = "A gift from the Liberator."
icon_state = "datadisk1"
/obj/item/disk/design_disk/golem_shell/Initialize(mapload)
. = ..()
blueprints += new /datum/design/golem_shell
/datum/design/golem_shell
name = "Golem Shell Construction"
desc = "Allows for the construction of a Golem Shell."
id = "golem"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*20)
build_path = /obj/item/golem_shell
category = list(RND_CATEGORY_IMPORTED)
/obj/item/golem_shell
name = "incomplete free golem shell"
icon = 'icons/mob/shells.dmi'
icon_state = "shell_unfinished"
desc = "The incomplete body of a golem. Add ten sheets of certain minerals to finish."
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 20)
/// Amount of minerals you need to feed the shell to wake it up
var/required_stacks = 10
/// Type of shell to create
var/shell_type = /obj/effect/mob_spawn/ghost_role/human/golem
/obj/item/golem_shell/attackby(obj/item/potential_food, mob/user, list/modifiers, list/attack_modifiers)
. = ..()
if(!isstack(potential_food))
balloon_alert(user, "not a mineral!")
return
var/obj/item/stack/stack_food = potential_food
var/stack_type = stack_food.merge_type
if (!is_path_in_list(stack_type, GLOB.golem_stack_food_directory))
balloon_alert(user, "incompatible mineral!")
return
if(stack_food.amount < required_stacks)
balloon_alert(user, "not enough minerals!")
return
if(!do_after(user, delay = 4 SECONDS, target = src))
return
if(!stack_food.use(required_stacks))
balloon_alert(user, "not enough minerals!")
return
new shell_type(get_turf(src), /* creator = */ user, /* made_of = */ stack_type)
qdel(src)
///made with xenobiology, the golem obeys its creator
/obj/item/golem_shell/servant
name = "incomplete servant golem shell"
shell_type = /obj/effect/mob_spawn/ghost_role/human/golem/servant
custom_materials = list(/datum/material/adamantine = SHEET_MATERIAL_AMOUNT * 3)