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Bubberstation/code/game/objects/structures/table_frames.dm
T
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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/* Table Frames
* Contains:
* Frames
* Wooden Frames
*/
/*
* Normal Frames
*/
/obj/structure/table_frame
name = "table frame"
desc = "Four metal legs with four framing rods for a table. You could easily pass through this."
icon = 'icons/obj/structures.dmi'
icon_state = "table_frame"
density = FALSE
anchored = FALSE
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
max_integrity = 100
var/framestack = /obj/item/stack/rods
var/framestackamount = 2
/obj/structure/table_frame/Initialize(mapload)
. = ..()
register_context()
/obj/structure/table_frame/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
if(isnull(held_item))
return NONE
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
if(isstack(held_item) && get_table_type(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Construct table"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/table_frame/wrench_act(mob/living/user, obj/item/tool)
balloon_alert(user, "deconstructing...")
tool.play_tool_sound(src)
if(!tool.use_tool(src, user, 3 SECONDS))
return ITEM_INTERACT_BLOCKING
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/structure/table_frame/wrench_act_secondary(mob/living/user, obj/item/tool)
return wrench_act(user, tool)
/obj/structure/table_frame/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!isstack(tool))
return NONE
var/obj/item/stack/our_stack = tool
var/table_type = get_table_type(our_stack)
if(isnull(table_type))
return NONE
if(our_stack.get_amount() < 1)
balloon_alert(user, "need more material!")
return ITEM_INTERACT_BLOCKING
if(locate(/obj/structure/table) in loc)
balloon_alert(user, "can't stack tables!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "constructing table...")
if(!do_after(user, 2 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
if((locate(/obj/structure/table) in loc) || !our_stack.use(1))
return ITEM_INTERACT_BLOCKING
new table_type(loc, src, our_stack)
qdel(src)
return ITEM_INTERACT_SUCCESS
/// Gets the table type we make with our given stack.
/obj/structure/table_frame/proc/get_table_type(obj/item/stack/our_stack)
return our_stack.get_table_type()
/obj/structure/table_frame/atom_deconstruct(disassembled = TRUE)
new framestack(get_turf(src), framestackamount)
/obj/structure/table_frame/narsie_act()
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
/*
* Wooden Frames
*/
/obj/structure/table_frame/wood
name = "wooden table frame"
desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this."
icon_state = "wood_frame"
framestack = /obj/item/stack/sheet/mineral/wood
framestackamount = 2
resistance_flags = FLAMMABLE
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 2)
/obj/structure/table_frame/wood/get_table_type(obj/item/stack/our_stack)
if(istype(our_stack, /obj/item/stack/sheet/mineral/wood))
return /obj/structure/table/wood
if(istype(our_stack, /obj/item/stack/tile/carpet))
return /obj/structure/table/wood/poker