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Aurora.3/code/game/objects/items/weapons/material/material_weapons.dm
2021-03-24 00:20:12 -03:00

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