mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 04:22:39 +01:00
Materials Repath (#22388)
Soft-ish port of https://github.com/NebulaSS13/Nebula/pull/540. Except we call them singletons. Repaths all materials as singletons instead of datums, and replaces material defines from strings to paths so that we can just run GET_SINGLETON instead of needing to use SSMaterials. This is Step One. This PR has no player-facing changes. changes: - refactor: "Repaths /material to /singleton/material." - refactor: "Replaces all material string defines to path defines, replacing SSmaterials procs w/ GET_SINGLETON instead." - refactor: "Removes all material var edited objects from all maps, adding new presets where necessary." - refactor: "Updates recipes unit test to run all recipes against all material singletons." --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com> Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
This commit is contained in:
co-authored by
kano-dot
parent
2e61d8fd15
commit
eebb8b971c
@@ -117,19 +117,19 @@ Class Procs:
|
||||
var/power_init_complete = FALSE
|
||||
/// What power channel does this fall under in APCs? Possible channels include: AREA_USAGE_EQUIP, AREA_USAGE_ENVIRON or AREA_USAGE_LIGHT
|
||||
var/power_channel = AREA_USAGE_EQUIP
|
||||
|
||||
/* List of types that should be spawned as component_parts for this machine.
|
||||
Structure:
|
||||
type -> num_objects
|
||||
|
||||
num_objects is optional, and will be treated as 1 if omitted.
|
||||
|
||||
example:
|
||||
component_types = list(
|
||||
/obj/foo/bar,
|
||||
/obj/baz = 2
|
||||
)
|
||||
*/
|
||||
/**
|
||||
* List of types that should be spawned as component_parts for this machine.
|
||||
* Structure:
|
||||
* type -> num_objects
|
||||
*
|
||||
* num_objects is optional, and will be treated as 1 if omitted.
|
||||
*
|
||||
* example:
|
||||
* component_types = list(
|
||||
* /obj/foo/bar,
|
||||
* /obj/baz = 2
|
||||
* )
|
||||
**/
|
||||
var/list/component_types
|
||||
/// List of all the parts used to build it, if made from certain kinds of frames.
|
||||
var/list/component_parts = null
|
||||
|
||||
@@ -102,7 +102,7 @@ GLOBAL_LIST_EMPTY(total_active_bonfires)
|
||||
return
|
||||
else if(istype(attacking_item, /obj/item/material))
|
||||
var/obj/item/material/M = attacking_item
|
||||
if(M.material.name in burnable_materials)
|
||||
if(M.material.type in burnable_materials)
|
||||
var/fuel_add = burnable_materials[M.material] * (M.w_class / 5) //if you crafted a small item, it's not worth as much fuel
|
||||
fuel = min(fuel + fuel_add, max_fuel)
|
||||
user.visible_message(SPAN_NOTICE("\The [user] tosses \the [M] into \the [src]."))
|
||||
@@ -359,7 +359,7 @@ GLOBAL_LIST_EMPTY(total_active_bonfires)
|
||||
fuel = 0 //don't start with fuel
|
||||
if(!material_name)
|
||||
material_name = MATERIAL_MARBLE
|
||||
material = SSmaterials.get_material_by_name(material_name)
|
||||
material = GET_SINGLETON(material_name)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -6,7 +6,7 @@ ABSTRACT_TYPE(/obj/structure/cart)
|
||||
density = TRUE
|
||||
climbable = TRUE
|
||||
build_amt = 15
|
||||
material = DEFAULT_WALL_MATERIAL
|
||||
material = MATERIAL_STEEL
|
||||
slowdown = 0
|
||||
atom_flags = CRITICAL_ATOM
|
||||
var/movesound = 'sound/effects/roll.ogg'
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
|
||||
/obj/structure/curtain/Initialize()
|
||||
. = ..()
|
||||
material = SSmaterials.get_material_by_name(curtain_material)
|
||||
material = GET_SINGLETON(curtain_material)
|
||||
AddComponent(/datum/component/turf_hand)
|
||||
|
||||
/obj/structure/curtain/open
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
anchored = TRUE
|
||||
opacity = TRUE
|
||||
climbable = TRUE
|
||||
material = DEFAULT_WALL_MATERIAL
|
||||
material = MATERIAL_STEEL
|
||||
|
||||
/obj/structure/fluff/evidenceshelf/attackby(obj/item/attacking_item, mob/user)
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
/// How much cover the girder provides against projectiles.
|
||||
var/cover = 50
|
||||
build_amt = 2
|
||||
var/material/reinf_material
|
||||
var/singleton/material/reinf_material
|
||||
var/reinforcing = 0
|
||||
var/plating = FALSE
|
||||
|
||||
@@ -232,7 +232,7 @@
|
||||
to_chat(user, SPAN_NOTICE("There isn't enough material here to construct a wall."))
|
||||
return 0
|
||||
|
||||
var/material/material = SSmaterials.get_material_by_name(mat_stack.default_type)
|
||||
var/singleton/material/material = GET_SINGLETON(mat_stack.default_type)
|
||||
if(!istype(material))
|
||||
return 0
|
||||
|
||||
@@ -282,7 +282,7 @@
|
||||
to_chat(user, SPAN_NOTICE("There isn't enough material here to reinforce the girder."))
|
||||
return 0
|
||||
|
||||
var/material/material = SSmaterials.get_material_by_name(mat_stack.default_type)
|
||||
var/singleton/material/material = GET_SINGLETON(mat_stack.default_type)
|
||||
if(!istype(material) || material.integrity < 50)
|
||||
to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
|
||||
return 0
|
||||
|
||||
@@ -31,7 +31,7 @@ Deployable Kits
|
||||
/obj/structure/blocker/proc/set_material(var/material_name)
|
||||
if(force_material)
|
||||
material_name = force_material
|
||||
material = SSmaterials.get_material_by_name(material_name)
|
||||
material = GET_SINGLETON(material_name)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -54,8 +54,6 @@
|
||||
var/obj/structure/machinery/door/airlock/close_other
|
||||
/// The ID of the connected door to close.
|
||||
var/close_other_id
|
||||
/// String (One of `MATERIAL_*`). The material the door is made from. If not set, defaults to steel.
|
||||
var/mineral
|
||||
/// Boolean. Whether or not the door's safeties are enabled. Tied to the safety wire.
|
||||
var/safe = TRUE
|
||||
/// Airlock electronics.
|
||||
@@ -127,7 +125,7 @@
|
||||
/// String (One of `MATERIAL_*`). The material used for the door's window if `glass` is set. Used to set `window_material` during init.
|
||||
var/init_material_window = MATERIAL_GLASS
|
||||
/// The material of the door's window.
|
||||
var/material/window_material
|
||||
var/singleton/material/window_material
|
||||
|
||||
hashatch = TRUE
|
||||
|
||||
@@ -243,7 +241,7 @@
|
||||
|
||||
if (glass)
|
||||
paintable |= AIRLOCK_PAINTABLE_WINDOW
|
||||
window_material = SSmaterials.get_material_by_name(init_material_window)
|
||||
window_material = GET_SINGLETON(init_material_window)
|
||||
opacity = FALSE
|
||||
update_icon()
|
||||
|
||||
@@ -284,9 +282,9 @@
|
||||
..()
|
||||
|
||||
/obj/structure/machinery/door/airlock/get_material()
|
||||
if(mineral)
|
||||
return SSmaterials.get_material_by_name(mineral)
|
||||
return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
|
||||
if(material)
|
||||
return GET_SINGLETON(material)
|
||||
return GET_SINGLETON(MATERIAL_STEEL)
|
||||
|
||||
/obj/structure/machinery/door/airlock/external//External airlocks start here
|
||||
name = "external airlock"
|
||||
@@ -718,23 +716,23 @@
|
||||
/obj/structure/machinery/door/airlock/gold
|
||||
name = "Gold Airlock"
|
||||
door_color = COLOR_GOLD
|
||||
mineral = "gold"
|
||||
material = MATERIAL_GOLD
|
||||
|
||||
/obj/structure/machinery/door/airlock/silver
|
||||
name = "Silver Airlock"
|
||||
door_color = COLOR_SILVER
|
||||
mineral = "silver"
|
||||
material = MATERIAL_SILVER
|
||||
|
||||
/obj/structure/machinery/door/airlock/diamond
|
||||
name = "Diamond Airlock"
|
||||
door_color = COLOR_DIAMOND
|
||||
mineral = "diamond"
|
||||
material = MATERIAL_DIAMOND
|
||||
maxhealth = OBJECT_HEALTH_EXTREMELY_HIGH
|
||||
|
||||
/obj/structure/machinery/door/airlock/sandstone
|
||||
name = "Sandstone Airlock"
|
||||
door_color = COLOR_BEIGE
|
||||
mineral = "sandstone"
|
||||
material = MATERIAL_SANDSTONE
|
||||
|
||||
/obj/structure/machinery/door/airlock/palepurple
|
||||
door_color = COLOR_PURPLE
|
||||
@@ -784,6 +782,7 @@
|
||||
MELEE = ARMOR_MELEE_MINOR,
|
||||
BULLET = ARMOR_BALLISTIC_MINOR
|
||||
)
|
||||
material = MATERIAL_DIONA
|
||||
|
||||
/// Placeholder object until it gets new sprites.
|
||||
/obj/structure/machinery/door/airlock/diona/external
|
||||
@@ -794,7 +793,7 @@
|
||||
name = "Uranium Airlock"
|
||||
desc = "And they said I was crazy."
|
||||
door_color = COLOR_GREEN
|
||||
mineral = "uranium"
|
||||
material = MATERIAL_URANIUM
|
||||
var/last_event = 0
|
||||
|
||||
/obj/structure/machinery/door/airlock/uranium/process()
|
||||
@@ -809,7 +808,7 @@
|
||||
name = "Phoron Airlock"
|
||||
desc = "No way this can end badly."
|
||||
door_color = COLOR_VIOLET
|
||||
mineral = MATERIAL_PHORON
|
||||
material = MATERIAL_PHORON
|
||||
|
||||
/obj/structure/machinery/door/airlock/phoron/fire_act(exposed_temperature, exposed_volume)
|
||||
. = ..()
|
||||
@@ -1719,8 +1718,8 @@ About the new airlock wires panel:
|
||||
da.set_dir(src.dir)
|
||||
|
||||
da.anchored = 1
|
||||
if(mineral)
|
||||
da.glass = mineral
|
||||
if(material)
|
||||
da.glass = material
|
||||
else if(glass && !da.glass)
|
||||
da.glass = 1
|
||||
da.state = 1
|
||||
|
||||
@@ -204,7 +204,7 @@
|
||||
..()
|
||||
|
||||
/obj/structure/machinery/door/firedoor/get_material()
|
||||
return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
|
||||
return GET_SINGLETON(DEFAULT_WALL_MATERIAL)
|
||||
|
||||
/obj/structure/machinery/door/firedoor/CollidedWith(atom/bumped_atom)
|
||||
if(p_open || operating)
|
||||
|
||||
@@ -231,7 +231,7 @@
|
||||
var/obj/item/stack/material/M = attacking_item
|
||||
if(!M.material)
|
||||
return ..()
|
||||
if(!(M.material.name in list(MATERIAL_STEEL, MATERIAL_GLASS, MATERIAL_GOLD, MATERIAL_SILVER, MATERIAL_DIAMOND, MATERIAL_PHORON, MATERIAL_URANIUM, MATERIAL_PLASTEEL, MATERIAL_ALUMINIUM, MATERIAL_LEAD)))
|
||||
if(!(M.material.type in list(MATERIAL_STEEL, MATERIAL_GLASS, MATERIAL_GOLD, MATERIAL_SILVER, MATERIAL_DIAMOND, MATERIAL_PHORON, MATERIAL_URANIUM, MATERIAL_PLASTEEL, MATERIAL_ALUMINIUM, MATERIAL_LEAD)))
|
||||
to_chat(user, SPAN_WARNING("\The [src] cannot hold [M.material.name]."))
|
||||
return TRUE
|
||||
|
||||
@@ -465,7 +465,7 @@
|
||||
if(!amount)
|
||||
return
|
||||
material = lowertext(material)
|
||||
var/material/mattype = SSmaterials.get_material_by_name(material)
|
||||
var/singleton/material/mattype = GET_SINGLETON(material)
|
||||
var/stack_type = mattype.stack_type
|
||||
|
||||
var/real_amount = round(amount / SHEET_MATERIAL_AMOUNT)
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
|
||||
/obj/structure/plasticflaps/Initialize()
|
||||
. = ..()
|
||||
material = SSmaterials.get_material_by_name(MATERIAL_PLASTIC)
|
||||
material = GET_SINGLETON(MATERIAL_PLASTIC)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/plasticflaps/update_icon()
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
/obj/structure/railing/mapped/no_density/low
|
||||
icon_state = "railing0-0"
|
||||
|
||||
/obj/structure/railing/New(var/newloc, var/material_key = DEFAULT_WALL_MATERIAL)
|
||||
/obj/structure/railing/New(var/newloc, var/material_key = MATERIAL_STEEL)
|
||||
material = material_key // Converted to datum in initialize().
|
||||
..(newloc)
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
|
||||
if(!non_material_object)
|
||||
if(!isnull(material) && !istype(material))
|
||||
material = SSmaterials.get_material_by_name(material)
|
||||
material = GET_SINGLETON(material)
|
||||
if(!istype(material))
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
|
||||
@@ -30,11 +30,11 @@
|
||||
health -= material.combustion_effect(get_turf(src),temperature, 0.3)
|
||||
CheckHealth()
|
||||
|
||||
/obj/structure/simple_door/New(var/newloc, var/material_name, var/locked)
|
||||
/obj/structure/simple_door/New(var/newloc, var/newmaterial, var/locked)
|
||||
..()
|
||||
if(!material_name)
|
||||
material_name = DEFAULT_WALL_MATERIAL
|
||||
material = SSmaterials.get_material_by_name(material_name)
|
||||
if(!newmaterial)
|
||||
newmaterial = MATERIAL_STEEL
|
||||
material = GET_SINGLETON(newmaterial)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -25,23 +25,27 @@
|
||||
buckle_lying = 1
|
||||
build_amt = 2
|
||||
pass_flags_self = PASSTABLE
|
||||
var/material/padding_material
|
||||
var/singleton/material/padding_material
|
||||
|
||||
var/base_icon = "bed"
|
||||
var/buckling_sound = 'sound/effects/buckle.ogg'
|
||||
|
||||
var/painted_colour // Used for paint gun and preset colours. I know this name sucks.
|
||||
/// Used for paint gun and preset colours. I know this name sucks.
|
||||
var/painted_colour
|
||||
|
||||
var/can_dismantle = TRUE
|
||||
var/can_pad = TRUE
|
||||
|
||||
var/makes_rolling_sound = FALSE
|
||||
var/held_item = null // Set to null if you don't want people to pick this up.
|
||||
/// Set to null if you don't want people to pick this up.
|
||||
var/held_item = null
|
||||
slowdown = 2.5
|
||||
|
||||
var/driving = FALSE // Shit for wheelchairs. Doesn't really get used here, but it's for code cleanliness.
|
||||
/// Shit for wheelchairs. Doesn't really get used here, but it's for code cleanliness.
|
||||
var/driving = FALSE
|
||||
var/mob/living/pulling = null
|
||||
var/propelled = 0 // Check for fire-extinguisher-driven chairs
|
||||
/// Check for fire-extinguisher-driven chairs
|
||||
var/propelled = 0
|
||||
|
||||
/obj/structure/bed/mechanics_hints()
|
||||
. = list()
|
||||
@@ -76,12 +80,12 @@
|
||||
|
||||
/obj/structure/bed/New(newloc, new_material = MATERIAL_STEEL, new_padding_material, new_painted_colour)
|
||||
..(newloc)
|
||||
material = SSmaterials.get_material_by_name(new_material)
|
||||
material = GET_SINGLETON(new_material)
|
||||
if(!istype(material))
|
||||
qdel(src)
|
||||
return
|
||||
if(new_padding_material)
|
||||
padding_material = SSmaterials.get_material_by_name(new_padding_material)
|
||||
padding_material = GET_SINGLETON(new_padding_material)
|
||||
if(new_painted_colour)
|
||||
painted_colour = new_painted_colour
|
||||
update_icon()
|
||||
@@ -104,7 +108,7 @@
|
||||
generate_overlay_cache(padding_material, CACHE_TYPE_PADDING, apply_painted_colour = TRUE)
|
||||
|
||||
/obj/structure/bed/proc/generate_overlay_cache(var/new_material, var/cache_type, var/cache_layer = layer, var/apply_painted_colour = FALSE) // Cache type refers to what cache we're making. Material type refers if we're taking from the padding or the chair material itself.
|
||||
var/material/overlay_material = new_material
|
||||
var/singleton/material/overlay_material = new_material
|
||||
var/list/furniture_cache = SSicon_cache.furniture_cache
|
||||
var/cache_key = "[base_icon]-[overlay_material.name]" // Basically, generates a cache key for an overlay.
|
||||
if(cache_type)
|
||||
@@ -180,7 +184,7 @@
|
||||
else if(istype(attacking_item,/obj/item/stack/material))
|
||||
var/obj/item/stack/material/M = attacking_item
|
||||
if(M.material && (M.material.flags & MATERIAL_PADDING))
|
||||
padding_type = "[M.material.name]"
|
||||
padding_type = M.material.type
|
||||
if(!padding_type)
|
||||
to_chat(user, "You cannot pad \the [src] with that.")
|
||||
return
|
||||
@@ -249,8 +253,8 @@
|
||||
generate_strings(TRUE)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/bed/proc/add_padding(padding_type)
|
||||
padding_material = SSmaterials.get_material_by_name(padding_type)
|
||||
/obj/structure/bed/proc/add_padding(var/padding_type)
|
||||
padding_material = GET_SINGLETON(padding_type)
|
||||
generate_strings(TRUE)
|
||||
update_icon()
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
if(!held_item || use_check_and_message(user) || buckled || (anchored && padding_material)) // Make sure held_item = null if you don't want it to get picked up.
|
||||
return
|
||||
user.visible_message(SPAN_NOTICE("[user] [withdraw_verb]s \the [src.name]."), SPAN_NOTICE("You [withdraw_verb] \the [src.name]."))
|
||||
var/obj/item/material/stool/S = new held_item(src.loc, material.name, padding_material?.name, painted_colour) // Handles all the material code so you don't have to.
|
||||
var/obj/item/material/stool/S = new held_item(src.loc, material.type, padding_material?.type, painted_colour) // Handles all the material code so you don't have to.
|
||||
if(material_alteration & MATERIAL_ALTERATION_COLOR) // For snowflakes like wood chairs.
|
||||
S.color = material.icon_colour
|
||||
if(material_alteration & MATERIAL_ALTERATION_NAME)
|
||||
@@ -182,7 +182,7 @@
|
||||
force_divisor = 0.4
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
contained_sprite = TRUE
|
||||
var/material/padding_material
|
||||
var/singleton/material/padding_material
|
||||
var/obj/structure/bed/stool/origin_type = /obj/structure/bed/stool
|
||||
var/deploy_verb = "right"
|
||||
var/painted_colour
|
||||
@@ -194,7 +194,7 @@
|
||||
/obj/item/material/stool/New(var/newloc, var/new_material, var/new_padding_material, var/new_painted_colour)
|
||||
..(newloc, new_material) // new_material handled in material_weapons.dm
|
||||
if(new_padding_material)
|
||||
padding_material = SSmaterials.get_material_by_name(new_padding_material)
|
||||
padding_material = GET_SINGLETON(new_padding_material)
|
||||
if(new_painted_colour)
|
||||
painted_colour = new_painted_colour
|
||||
update_icon()
|
||||
@@ -242,7 +242,7 @@
|
||||
user.visible_message(SPAN_NOTICE("[user] [deploy_verb]s \the [src.name]."), SPAN_NOTICE("You [deploy_verb] \the [name]."))
|
||||
// playsound(src, deploy_sound ? deploy_sound : drop_sound, DROP_SOUND_VOLUME)
|
||||
user.drop_from_inventory(src)
|
||||
var/obj/structure/bed/stool/S = new origin_type(get_turf(loc), material?.name, padding_material?.name, painted_colour) // Fuck me.
|
||||
var/obj/structure/bed/stool/S = new origin_type(get_turf(loc), material?.type, padding_material?.type, painted_colour) // Fuck me.
|
||||
S.dir = user.dir // Plant it where the user's facing
|
||||
if(blood_DNA)
|
||||
S.blood_DNA |= blood_DNA // Transfer blood.
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
/obj/structure/target_stake/Initialize(mapload)
|
||||
. = ..()
|
||||
material = SSmaterials.get_material_by_name(MATERIAL_STEEL)
|
||||
material = GET_SINGLETON(MATERIAL_STEEL)
|
||||
|
||||
/obj/structure/target_stake/attackby(obj/item/attacking_item, mob/user)
|
||||
if(istype(attacking_item, /obj/item/target))
|
||||
|
||||
Reference in New Issue
Block a user