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My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. Improving the backbone of the crafting system. Also materials and food code. 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑
114 lines
5.7 KiB
Plaintext
114 lines
5.7 KiB
Plaintext
//Defines for amount of material retrieved from sheets & other items
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/// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units.
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#define SHEET_MATERIAL_AMOUNT 100
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/// The amount of materials you get from half a sheet. Used in standard object quantities. 50 units.
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#define HALF_SHEET_MATERIAL_AMOUNT (SHEET_MATERIAL_AMOUNT / 2)
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/// The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.
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#define SMALL_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT / 5)
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/// The amount of material that goes into a coin, which determines the value of the coin.
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#define COIN_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT * 0.4)
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//Cable related values
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/// The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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/// Maximum amount of cable in a coil
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#define MAXCOIL 30
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//Category of materials
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/// Can this material be stored in the ore silo
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#define MAT_CATEGORY_SILO "silo capable"
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/// Hard materials, such as iron or silver
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#define MAT_CATEGORY_RIGID "rigid material"
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/// Materials that can be used to craft items
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#define MAT_CATEGORY_ITEM_MATERIAL "item material"
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/**
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* Materials that can also be used to craft items for designs that require two custom mats.
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* This is mainly a work around to the fact we can't (easily) have the same category show
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* multiple times in a list with different values, because list access operator [] will fetch the
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* top-most value.
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*/
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#define MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY "item material complementary"
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/// Use this flag on TRUE if you want the basic recipes
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#define MAT_CATEGORY_BASE_RECIPES "basic recipes"
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///Flags for map loaded materials
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/// Used to make a material initialize at roundstart.
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#define MATERIAL_INIT_MAPLOAD (1<<0)
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/// Used to make a material type able to be instantiated on demand after roundstart.
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#define MATERIAL_INIT_BESPOKE (1<<1)
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//Material Container Flags.
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///If the container shows the amount of contained materials on examine.
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#define MATCONTAINER_EXAMINE (1<<0)
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///If the container cannot have materials inserted through attackby().
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#define MATCONTAINER_NO_INSERT (1<<1)
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///If the user can insert mats into the container despite the intent.
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#define MATCONTAINER_ANY_INTENT (1<<2)
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///If the user won't receive a warning when attacking the container with an unallowed item.
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#define MATCONTAINER_SILENT (1<<3)
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///Alloys won't be disassembled in its components when inserted.
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#define MATCONTAINER_ACCEPT_ALLOYS (1<<4)
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/// Whether a material's mechanical effects should apply to the atom. This is necessary for other flags to work.
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#define MATERIAL_EFFECTS (1<<0)
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/// Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
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#define MATERIAL_COLOR (1<<1)
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/// Whether a prefix describing the material should be added to the name
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#define MATERIAL_ADD_PREFIX (1<<2)
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/// Whether a material should affect the stats of the atom
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#define MATERIAL_AFFECT_STATISTICS (1<<3)
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/// Applies the material greyscale color to the atom's greyscale color.
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#define MATERIAL_GREYSCALE (1<<4)
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/// Materials like plasteel and alien alloy won't apply slowdowns.
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#define MATERIAL_NO_SLOWDOWN (1<<5)
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/**
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* This item is not affected by the standard food-related effects of materials like meat and pizza.
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* Necessary for the edible component counterparts, on_edible_applied() and on_edible_removed()
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*/
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#define MATERIAL_NO_EDIBILITY (1<<6)
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//Special return values of [/datum/component/material_container/insert_item]
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/// No material was found inside them item
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#define MATERIAL_INSERT_ITEM_NO_MATS -1
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/// The container does not have the space for the item
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#define MATERIAL_INSERT_ITEM_NO_SPACE -2
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/// The item material type was not accepted or other reasons
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#define MATERIAL_INSERT_ITEM_FAILURE 0
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// Slowdown values.
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/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of plasteel.
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#define MATERIAL_SLOWDOWN_PLASTEEL (0.05)
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/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of alien alloy.
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#define MATERIAL_SLOWDOWN_ALIEN_ALLOY (0.1)
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//Stock market stock values.
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/// How much quantity of a material stock exists for common materials like iron & glass.
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#define MATERIAL_QUANTITY_COMMON 5000
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/// How much quantity of a material stock exists for uncommon materials like silver & titanium.
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#define MATERIAL_QUANTITY_UNCOMMON 1000
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/// How much quantity of a material stock exists for rare materials like gold, uranium, & diamond.
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#define MATERIAL_QUANTITY_RARE 200
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/// How much quantity of a material stock exists for exotic materials like diamond & bluespace crystals.
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#define MATERIAL_QUANTITY_EXOTIC 50
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// The number of ore vents that will spawn boulders with this material.
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/// Is this material going to spawn often in ore vents? (80% of vents on lavaland)
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#define MATERIAL_RARITY_COMMON 12
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/// Is this material going to spawn often in ore vents? (53% of vents on lavaland)
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#define MATERIAL_RARITY_SEMIPRECIOUS 8
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/// Is this material going to spawn uncommonly in ore vents? (33% of vents on lavaland)
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#define MATERIAL_RARITY_PRECIOUS 5
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/// Is this material going to spawn rarely in ore vents? (20% of vents on lavaland)
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#define MATERIAL_RARITY_RARE 3
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/// Is this material only going to spawn once in ore vents? (6% of vents on lavaland)
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#define MATERIAL_RARITY_UNDISCOVERED 1
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///The key to access the 'optimal' amount of a material key from its assoc value list.
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#define MATERIAL_LIST_OPTIMAL_AMOUNT "optimal_amount"
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///The key to access the multiplier used to selectively control effects and modifiers of a material.
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#define MATERIAL_LIST_MULTIPLIER "multiplier"
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///A macro that ensures some multiplicative modifiers higher than 1 don't become lower than 1 and vice-versa because of the multiplier.
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#define GET_MATERIAL_MODIFIER(modifier, multiplier) (modifier >= 1 ? 1 + ((modifier) - 1) * (multiplier) : (modifier)**(multiplier))
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