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98 lines
2.8 KiB
Plaintext
98 lines
2.8 KiB
Plaintext
// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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// This class of weapons takes force and appearance data from a material datum.
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// They are also fragile based on material data and many can break/smash apart.
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/obj/item/material
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health = 10
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gender = NEUTER
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throw_speed = 3
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throw_range = 7
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w_class = ITEMSIZE_NORMAL
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sharp = 0
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edge = FALSE
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icon = 'icons/obj/weapons.dmi'
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var/use_material_name = TRUE // Does the finished item put the material name in front of it?
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var/use_material_sound = TRUE
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var/applies_material_colour = 1
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var/unbreakable
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var/force_divisor = 0.5
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var/thrown_force_divisor = 0.5
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/material
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var/drops_debris = 1
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/obj/item/material/New(var/newloc, var/material_key)
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..(newloc)
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if(!material_key)
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material_key = default_material
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set_material(material_key)
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if(!material)
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qdel(src)
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return
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matter = material.get_matter()
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if(matter.len)
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for(var/material_type in matter)
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if(!isnull(matter[material_type]))
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matter[material_type] *= force_divisor // May require a new var instead.
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/obj/item/material/get_material()
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return material
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/obj/item/material/proc/update_force()
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if(edge || sharp)
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force = material.get_edge_damage()
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else
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force = material.get_blunt_damage()
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force = round(force*force_divisor)
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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/obj/item/material/proc/set_material(var/new_material)
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material = SSmaterials.get_material_by_name(new_material)
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if(!material)
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qdel(src)
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else
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if(use_material_name)
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name = "[material.display_name] [initial(name)]"
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if(use_material_sound)
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if(sharp && !material.weapon_hitsound == 'sound/weapons/metalhit.ogg' || !sharp)
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// wooden swords don't sound like metal swords.
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// metalhit check is so swords when metal use their regular slice sfx.
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hitsound = material.weapon_hitsound
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drop_sound = material.weapon_drop_sound
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pickup_sound = material.weapon_pickup_sound
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health = round(material.integrity/10)
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if(applies_material_colour)
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color = material.icon_colour
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if(material.products_need_process())
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START_PROCESSING(SSprocessing, src)
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update_force()
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/obj/item/material/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/material/apply_hit_effect()
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. = ..()
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if(!unbreakable)
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if(material.is_brittle())
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health = 0
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else if(!prob(material.hardness))
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health--
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check_health()
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/obj/item/material/proc/check_health(var/consumed)
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if(health<=0)
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shatter(consumed)
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/obj/item/material/proc/shatter(var/consumed)
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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var/mob/living/M = loc
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M.drop_from_inventory(src)
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playsound(src, material.shatter_sound, 70, 1)
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if(!consumed && drops_debris) material.place_shard(T)
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qdel(src)
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