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This PR fixes a case where certain materials caused issues when working with stacking machines, because they did not have set merge_type from the get go, which meant that initial() of that variable returned null. To clarify further - if /obj/item/stack does not have set merge_type, it is generated merge_type upon Initialize(), which is the same as its typepath. For example, currently /obj/item/stack/sheet/bluespace_crystal does not have any merge_type set, and it is given merge_type = /obj/item/stack/sheet/bluespace_crystal upon Initialize(). Each Initialize(). Again and again. There are quite a bit of these cases in the codebase, especially if its some older code. I have gone through them and set all of them their set merge_type, which they would inevitably receive anyway upon initializing and it fixes a bug mentioned above. To prevent this happening again, I have also included unit test to check if merge types are set for stacks, included exceptions are usually abstract paths like /obj/item/stack/sheet/mineral, which contains zero behavior on its own and does not spawn unless done via admin tools.
58 lines
2.4 KiB
Plaintext
58 lines
2.4 KiB
Plaintext
/obj/item/stack/circuit_stack
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name = "polycircuit aggregate"
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desc = "A dense, overdesigned cluster of electronics which attempted to function as a multipurpose circuit electronic. Circuits can be removed from it... if you don't bleed out in the process."
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icon_state = "circuit_mess"
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inhand_icon_state = "rods"
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w_class = WEIGHT_CLASS_TINY
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max_amount = 8
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merge_type = /obj/item/stack/circuit_stack
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var/circuit_type = /obj/item/electronics/airlock
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var/chosen_circuit = "airlock"
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/obj/item/stack/circuit_stack/attack_self(mob/user)// Prevents the crafting menu, and tells you how to use it.
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to_chat(user, "<span class='warning'>You can't use [src] by itself, you'll have to try and remove one of these circuits by hand... carefully.</span>")
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/obj/item/stack/circuit_stack/attack_hand(mob/user)
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var/mob/living/carbon/human/H = user
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if(user.get_inactive_held_item() != src)
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return ..()
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else
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if(zero_amount())
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return
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chosen_circuit = input("What type of circuit would you like to remove?", "Choose a Circuit Type", chosen_circuit) in list("airlock","firelock","fire alarm","air alarm","APC","cancel")
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if(zero_amount())
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return
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if(loc != user)
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return
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switch(chosen_circuit)
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if("cancel")
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to_chat(user, "<span class='notice'>You wisely avoid putting your hands anywhere near [src].</span>")
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return
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if("airlock")
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circuit_type = /obj/item/electronics/airlock
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if("firelock")
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circuit_type = /obj/item/electronics/firelock
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if("fire alarm")
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circuit_type = /obj/item/electronics/firealarm
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if("air alarm")
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circuit_type = /obj/item/electronics/airalarm
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if("APC")
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circuit_type = /obj/item/electronics/apc
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to_chat(user, "<span class='notice'>You spot your circuit, and carefully attempt to remove it from [src], hold still!</span>")
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if(do_after(user, 30, target = user))
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if(!src || QDELETED(src))//Sanity Check.
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return
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var/returned_circuit = new circuit_type(src)
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user.put_in_hands(returned_circuit)
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use(1)
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if(!amount)
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to_chat(user, "<span class='notice'>You navigate the sharp edges of circuitry and remove the last board.</span>")
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else
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to_chat(user, "<span class='notice'>You navigate the sharp edges of circuitry and remove a single board from [src]</span>")
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else
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H.apply_damage(15, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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to_chat(user, "<span class='warning'>You give yourself a wicked cut on [src]'s many sharp corners and edges!</span>")
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/obj/item/stack/circuit_stack/full
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amount = 8
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