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GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

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#define ENGINE_COOLDOWN 5 SECONDS
#define SLASH_COOLDOWN 1.2 SECONDS
#define SLASH_WINDUP 1 SECONDS
#define CHARGE_DAMAGE_MOD 10
#define HOUSE_EDGE_ICONS_MAX 3
#define HOUSE_EDGE_ICONS_MIN 0
/**
* File for the House Edge sword and the V8 Engine, obtained from the black market.
*/
/obj/item/v8_engine
name = "ancient engine"
desc = "An extremely well-preserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "v8_engine"
w_class = WEIGHT_CLASS_HUGE
force = 5
throwforce = 15
throw_range = 1
throw_speed = 1
COOLDOWN_DECLARE(engine_sound_cooldown)
/obj/item/v8_engine/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
/obj/item/v8_engine/attack_self(mob/user, modifiers)
. = ..()
if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
return
playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
Shake(duration = ENGINE_COOLDOWN)
to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
/obj/item/v8_engine/examine_more(mob/user)
. = ..()
INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
if(!user.mind)
return
if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
return
to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
if(do_after(user, 15 SECONDS, src))
user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
to_chat(user, span_notice("You learned how to make the House Edge."))
/obj/item/house_edge
name = "House Edge"
desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "house_edge"
base_icon_state = "house_edge"
inhand_icon_state = "house_edge"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
sharpness = SHARP_EDGED
force = 12
throwforce = 10
throw_range = 5
throw_speed = 1
armour_penetration = 15
hitsound = 'sound/items/car_engine_start.ogg'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 14.1, /datum/material/cardboard = SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.7)
/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
var/fire_charges = 0
///Sound played when wielded.
var/active_hitsound = 'sound/items/house_edge_hit.ogg'
///Datum that tracks weapon dashing for the fire_charge system
var/datum/action/innate/dash/charge
COOLDOWN_DECLARE(fire_charge_cooldown)
/obj/item/house_edge/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
/obj/item/house_edge/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(!ismob(target))
return
var/mob/mob_target = target
if(HAS_TRAIT(src, TRAIT_WIELDED) && mob_target.stat != DEAD)
//Add a fire charge to a max of 3, updates icon_state.
fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
COOLDOWN_RESET(src, fire_charge_cooldown)
update_appearance(UPDATE_ICON_STATE)
/obj/item/house_edge/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
return ITEM_INTERACT_BLOCKING
if(fire_charges <= 0)
balloon_alert(user, "no fire charges!")
return ITEM_INTERACT_BLOCKING
to_chat(user, span_boldnotice("You take aim at [interacting_with]..."))
user.add_shared_particles(/particles/bonfire)
if(!do_after(user, SLASH_WINDUP, target = src))
// Special attack fizzles, no slash and charges lost.
reset_charges()
drop_particles(user)
return ITEM_INTERACT_BLOCKING
user.add_shared_particles(/particles/bonfire)
new /obj/effect/temp_visual/focus_ring(get_turf(src))
playsound(src, 'sound/items/car_engine_start.ogg', vol = 35, vary = FALSE, extrarange = 3)
if(!do_after(user, SLASH_WINDUP * 2, target = src) || fire_charges < 3)
flaming_slash(interacting_with, user, upgraded = FALSE)
return ITEM_INTERACT_SUCCESS
flaming_slash(interacting_with, user, upgraded = TRUE) //Upgraded slash.
return ITEM_INTERACT_SUCCESS
/obj/item/house_edge/update_icon_state()
inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge"
icon_state = "[base_icon_state][fire_charges ? fire_charges : ""]"
return ..()
/**
* Proc that handles the house edge's fire_charge mechanic when resetting charges back to zero.
* Updates icon, sets count, and updates icon.
*/
/obj/item/house_edge/proc/reset_charges(on_slash = FALSE)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_slash)
return
if(fire_charges)
balloon_alert_to_viewers("charges lost!")
fire_charges = 0
update_icon(UPDATE_OVERLAYS|UPDATE_ICON_STATE)
/// Kills any of the relevant particles off the wielder, as added during special attacks.
/obj/item/house_edge/proc/drop_particles(mob/living/user)
user.remove_shared_particles(/particles/bonfire)
/**
* Proc that creates and fires the flaming_slash projectile from the house edge special attack.
* Extends off the ranged_interact_with_atom_secondary() behavior.
* * upgraded: when juiced up from the second do_after, applies a light explosion radius to the slash.
*/
/obj/item/house_edge/proc/flaming_slash(atom/interacting_with, mob/living/user, upgraded = FALSE)
// Do the cool slash
var/obj/projectile/flaming_slash/projectile = new /obj/projectile/flaming_slash(get_turf(src))
projectile.aim_projectile(interacting_with, src)
projectile.firer = user
projectile.damage += (10 * fire_charges)
if(upgraded)
projectile.explosion_power = 1
projectile.damage /= 2 // The damage is pretty solid normally, but with the explosion and all the RNG that comes with, it's nearly a 1-shot. This evens a playing field a bit.
projectile.fire(null, interacting_with)
user.visible_message(span_danger("[user] makes a[upgraded ? " devastating" : "" ] blazing slash at [interacting_with]!"),\
span_notice("You take a blazing swipe at [interacting_with]!"))
playsound(src, 'sound/items/modsuit/flamethrower.ogg', vol = 75, vary = FALSE, extrarange = 3)
playsound(src, 'sound/items/weapons/slash.ogg', vol = 50, vary = FALSE, extrarange = 3)
drop_particles(user)
COOLDOWN_START(src, fire_charge_cooldown, SLASH_COOLDOWN)
reset_charges(on_slash = TRUE)
/// Flaming slash for the special attack at max charges.
/obj/projectile/flaming_slash
name = "flaming slash"
desc = "Someone is about to cash out."
icon_state = "flaming_slash"
damage_type = BURN
armor_flag = MELEE //We're operating off of anime remote slash logic here. As such, we can treat this as a hybrid burn/brute this way.
damage = 10 // Damage amps based on the number of flame_charges it was created off of.
speed = 2
light_range = 1
light_power = 1
light_color = LIGHT_COLOR_FIRE
sharpness = SHARP_EDGED
///Applied in on_hit as the light_devastation_range. Defaults to zero unless giving the slash an extra juiced charge.
var/explosion_power = 0
/obj/projectile/flaming_slash/on_hit(atom/target, blocked, pierce_hit)
. = ..()
explosion(loc,
light_impact_range = explosion_power,
flame_range = 3,
explosion_cause = "[firer] using \the [fired_from]",
explosion_arc = 120
)
#undef ENGINE_COOLDOWN
#undef SLASH_COOLDOWN
#undef SLASH_WINDUP
#undef CHARGE_DAMAGE_MOD
#undef HOUSE_EDGE_ICONS_MAX
#undef HOUSE_EDGE_ICONS_MIN