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## About The Pull Request ~~I have some beef with the cooking system.~~ Cooking recipes are coded in a way that disregard the possibility for their components to have different foodtype flags than the ones you would find normally find. For example, if I wanted to make corned beef, but instead of a standard steak, I used a killer tomato "steak", the result would still have the meat food type, even if none of the components has it. I've had to resort to a few hacky lines of code to manipulate the food types from the edible component, but that can be easily fixed if #89687 is merged. ## Why It's Good For The Game This also makes cooking recipes less strict about their food types and can help us spot inconsistencies with recipes. ## Changelog 🆑 qol: Food types are now passed down when cooking from recipes. For example, a plate of corned "beef" made from giant killer tomato slabs no longer counts as meat but only vegetables now. fix: Fixed a metric ton of inconsistencies with food types and recipes. fix: Dank-pockets (the weed variant) can now be microwaved. /🆑
62 lines
2.8 KiB
Plaintext
62 lines
2.8 KiB
Plaintext
/// These tests perform no behavior of their own, and have their tests offloaded onto other procs.
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/// This is useful in cases like in build_appearance_list where we want to know if any fail,
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/// but is not useful to right a test for.
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/// This file exists so that you can change any of these to TEST_FOCUS and only check for that test.
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/// For example, change /datum/unit_test/focus_only/invalid_overlays to TEST_FOCUS(/datum/unit_test/focus_only/invalid_overlays),
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/// and you will only test the check for invalid overlays in appearance building.
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/datum/unit_test/focus_only
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/// Checks that every created emissive has a valid icon_state
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/datum/unit_test/focus_only/invalid_emissives
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/// Checks that every overlay passed into build_appearance_list exists in the icon
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/datum/unit_test/focus_only/invalid_overlays
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/// Checks that every icon sent to the research_designs spritesheet is valid
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/datum/unit_test/focus_only/invalid_research_designs
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/// Checks that every icon sent to vending machines is valid
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/datum/unit_test/focus_only/invalid_vending_machine_icon_states
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/// Checks that space does not initialize multiple times
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/datum/unit_test/focus_only/multiple_space_initialization
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/// Checks that smoothing_groups and canSmoothWith are properly sorted in /atom/Initialize
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/datum/unit_test/focus_only/sorted_smoothing_groups
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/// Checks that floor tiles are properly mapped to broken/burnt
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/datum/unit_test/focus_only/valid_turf_states
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/// Checks that nightvision eyes have a full set of color lists
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/datum/unit_test/focus_only/nightvision_color_cutoffs
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/// Checks that no light shares a tile/pixel offsets with another
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/datum/unit_test/focus_only/stacked_lights
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/// Checks for bad icon / icon state setups in cooking crafting menu
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/datum/unit_test/focus_only/bad_cooking_crafting_icons
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/// Ensures openspace never spawns on the bottom of a z stack
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/datum/unit_test/focus_only/openspace_clear
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/// Checks to ensure that variables expected to exist in a job datum (for config reasons) actually exist
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/datum/unit_test/focus_only/missing_job_datum_variables
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/// Checks that the contents of the fish_counts list are also present in fish_table
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/datum/unit_test/focus_only/fish_sources_tables
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/// Checks that maploaded mobs with either the `atmos_requirements` or `body_temp_sensitive`
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/datum/unit_test/focus_only/atmos_and_temp_requirements
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/// Ensures only whitelisted planes can have TOPDOWN_LAYERing, and vis versa
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/datum/unit_test/focus_only/topdown_filtering
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/// Catches any invalid footstep types set for humans
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/datum/unit_test/focus_only/humanstep_validity
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/// Checks icon states generated at runtime are valid
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/datum/unit_test/focus_only/runtime_icon_states
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/// Checks that foodtypes are the same for food whether it's spawned or crafted (with the exact required types)
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/datum/unit_test/focus_only/check_foodtypes
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