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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. /🆑
119 lines
4.8 KiB
Plaintext
119 lines
4.8 KiB
Plaintext
/datum/crafting_recipe
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/// in-game display name
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/// Optional, if not set uses result name
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var/name
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/// description displayed in game
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/// Optional, if not set uses result desc
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var/desc
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///type paths of items consumed associated with how many are needed
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var/list/reqs = list()
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///type paths of items explicitly not allowed as an ingredient
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var/list/blacklist = list()
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///type path of item resulting from this craft
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var/result
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/// String defines of items needed but not consumed. Lazy list.
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var/list/tool_behaviors
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/// Type paths of items needed but not consumed. Lazy list.
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var/list/tool_paths
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/**
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* If defined, it'll spawn paths in this list first during the unit test.
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* This is an assoc list, with the key being the paths and the value being the amount (e.g. list(/obj/item = 2))
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*/
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var/list/unit_test_spawn_extras
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///time in seconds. Remember to use the SECONDS define!
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var/time = 3 SECONDS
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///type paths of items that will be forceMoved() into the result instead of being deleted
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var/list/parts = list()
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///items, structures and machineries of types that are in this list won't transfer their materials to the result
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var/list/requirements_mats_blacklist
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///like tool_behaviors but for reagents
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var/list/chem_catalysts = list()
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///where it shows up in the crafting UI
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var/category
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///Required machines for the craft, set the assigned value of the typepath to CRAFTING_MACHINERY_CONSUME or CRAFTING_MACHINERY_USE. Lazy associative list: type_path key -> flag value.
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var/list/machinery
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///Required structures for the craft, set the assigned value of the typepath to CRAFTING_STRUCTURE_CONSUME or CRAFTING_STRUCTURE_USE. Lazy associative list: type_path key -> flag value.
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var/list/structures
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/// Bitflag of additional placement checks required to place. (STACK_CHECK_CARDINALS|STACK_CHECK_ADJACENT|STACK_CHECK_TRAM_FORBIDDEN|STACK_CHECK_TRAM_EXCLUSIVE)
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var/placement_checks = NONE
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/// Steps needed to achieve the result
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var/list/steps
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/// Whether the result can be crafted with a crafting menu button
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var/non_craftable
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/// Chemical reaction described in the recipe
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var/datum/chemical_reaction/reaction
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/// Resulting amount (for stacks only)
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var/result_amount
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/// Whether we should delete the contents of the crafted storage item (Only works with storage items, used for ammo boxes, donut boxes, internals boxes, etc)
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var/delete_contents = TRUE
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/// Allows you to craft so that you don't have to click the craft button many times.
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var/mass_craftable = FALSE
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///crafting_flags var to hold bool values
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var/crafting_flags = CRAFT_CHECK_DENSITY
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/datum/crafting_recipe/New()
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if(!name && result)
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var/atom/atom_result = result
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name = initial(atom_result.name)
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if(!(result in reqs))
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blacklist += result
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// These should be excluded from all crafting recipies
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blacklist += list(
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/obj/item/cautery/augment,
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/obj/item/circular_saw/augment,
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/obj/item/crowbar/cyborg,
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/obj/item/hemostat/augment,
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/obj/item/multitool/cyborg,
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/obj/item/retractor/augment,
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/obj/item/scalpel/augment,
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/obj/item/screwdriver/cyborg,
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/obj/item/surgicaldrill/augment,
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/obj/item/weldingtool/largetank/cyborg,
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/obj/item/wirecutters/cyborg,
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/obj/item/wrench/cyborg,
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)
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if(tool_behaviors)
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tool_behaviors = string_list(tool_behaviors)
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if(tool_paths)
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tool_paths = string_list(tool_paths)
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for(var/key in parts)
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if(!parts[key])
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//ensure every single, same-type part used for the recipe will be transferred if the value is otherwise not specified
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parts[key] = INFINITY
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/datum/crafting_recipe/stack/New(obj/item/stack/material, datum/stack_recipe/stack_recipe)
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if(!material || !stack_recipe || !stack_recipe.result_type)
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stack_trace("Invalid stack recipe [stack_recipe]")
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return
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..()
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src.name = stack_recipe.title
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src.time = stack_recipe.time
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src.result = stack_recipe.result_type
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src.result_amount = stack_recipe.res_amount
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src.reqs[material] = stack_recipe.req_amount
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src.category = stack_recipe.category || CAT_MISC
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src.placement_checks = stack_recipe.placement_checks
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if(!(stack_recipe.crafting_flags & CRAFT_APPLIES_MATS))
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requirements_mats_blacklist = list(material) //the item is not intended to have mats :shrug:
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/**
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* Run custom pre-craft checks for this recipe, don't add feedback messages in this because it will spam the client
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*
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* user: The /mob that initiated the crafting
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* collected_requirements: A list of lists of /obj/item instances that satisfy reqs. Top level list is keyed by requirement path.
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*/
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/datum/crafting_recipe/proc/check_requirements(mob/user, list/collected_requirements)
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return TRUE
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///Run custom pre-craft checks for this recipe for tools, rather than consumed requirements.
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/datum/crafting_recipe/proc/check_tools(atom/source, list/collected_tools, final_check = FALSE)
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return TRUE
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/// Additional UI data to be passed to the crafting UI for this recipe
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/datum/crafting_recipe/proc/crafting_ui_data()
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return list()
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