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https://github.com/Bubberstation/Bubberstation.git
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[READY] Meat material & material datum turf support (#49402)
* temp * meatwalls * more * adds sheetifier * fix * two * mat texture + 4dplanner admin (#21) * mat texture + 4dplanner admin * keep together trait * counter instead of trait * finalizations * woops * fixes * oopsie * only set starting keep_together if necessary (#24) * keep together as trait again * remove false comment * doc for TRAIT_KEEP_TOGETHER * remove needless scoping Co-authored-by: 4dplanner <3combined@gmail.com>
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@@ -28,6 +28,22 @@ Simple datum which is instanced once per type and is used for every object of sa
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var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
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///How beautiful is this material per unit
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var/beauty_modifier = 0
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///Can be used to override the sound items make, lets add some SLOSHing.
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var/item_sound_override
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///Can be used to override the stepsound a turf makes. MORE SLOOOSH
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var/turf_sound_override
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///what texture icon state to overlay
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var/texture_layer_icon_state
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///a cached filter for the texture icon
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var/cached_texture_filter
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/datum/material/New()
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. = ..()
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if(texture_layer_icon_state)
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var/texture_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
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cached_texture_filter = filter(type="layer", icon=texture_icon, blend_mode = BLEND_INSET_OVERLAY)
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///This proc is called when the material is added to an object.
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/datum/material/proc/on_applied(atom/source, amount, material_flags)
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@@ -36,6 +52,9 @@ Simple datum which is instanced once per type and is used for every object of sa
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source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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if(alpha)
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source.alpha = alpha
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if(texture_layer_icon_state)
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ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
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source.filters += cached_texture_filter
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = "[name] [source.name]"
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@@ -46,8 +65,11 @@ Simple datum which is instanced once per type and is used for every object of sa
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if(istype(source, /obj)) //objs
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on_applied_obj(source, amount, material_flags)
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if(istype(source, /turf)) //turfs
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on_applied_turf(source, amount, material_flags)
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///This proc is called when the material is added to an object specifically.
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/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
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/datum/material/proc/on_applied_obj(obj/o, amount, material_flags)
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
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o.modify_max_integrity(new_max_integrity)
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@@ -63,12 +85,37 @@ Simple datum which is instanced once per type and is used for every object of sa
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for(var/i in current_armor)
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temp_armor_list[i] = current_armor[i] * armor_modifiers[i]
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o.armor = getArmor(arglist(temp_armor_list))
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if(!isitem(o))
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return
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var/obj/item/I = o
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if(!item_sound_override)
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return
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I.hitsound = item_sound_override
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I.usesound = item_sound_override
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I.mob_throw_hit_sound = item_sound_override
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I.equip_sound = item_sound_override
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I.pickup_sound = item_sound_override
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I.drop_sound = item_sound_override
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/datum/material/proc/on_applied_turf(var/turf/T, amount, material_flags)
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if(isopenturf(T))
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if(!turf_sound_override)
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return
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var/turf/open/O = T
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O.footstep = turf_sound_override
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O.barefootstep = turf_sound_override
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O.clawfootstep = turf_sound_override
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O.heavyfootstep = turf_sound_override
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return
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///This proc is called when the material is removed from an object.
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/datum/material/proc/on_removed(atom/source, material_flags)
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if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
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if(color)
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source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
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if(texture_layer_icon_state)
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source.filters -= cached_texture_filter
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REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
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source.alpha = initial(source.alpha)
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if(material_flags & MATERIAL_ADD_PREFIX)
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@@ -77,10 +124,16 @@ Simple datum which is instanced once per type and is used for every object of sa
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if(istype(source, /obj)) //objs
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on_removed_obj(source, material_flags)
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if(istype(source, /turf)) //turfs
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on_removed_turf(source, material_flags)
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///This proc is called when the material is removed from an object specifically.
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/datum/material/proc/on_removed_obj(var/obj/o, amount, material_flags)
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/datum/material/proc/on_removed_obj(obj/o, material_flags)
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/new_max_integrity = initial(o.max_integrity)
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o.modify_max_integrity(new_max_integrity)
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o.force = initial(o.force)
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o.throwforce = initial(o.throwforce)
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/datum/material/proc/on_removed_turf(turf/T, material_flags)
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return
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@@ -0,0 +1,34 @@
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///It's gross, gets the name of it's owner, and is all kinds of fucked up
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/datum/material/meat
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name = "meat"
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id = "meat"
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desc = "Meat"
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color = rgb(214, 67, 67)
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/meat
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value_per_unit = 0.05
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beauty_modifier = -0.3
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strength_modifier = 0.7
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armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
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item_sound_override = 'sound/effects/meatslap.ogg'
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turf_sound_override = FOOTSTEP_MEAT
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texture_layer_icon_state = "meat"
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/datum/material/meat/on_removed(atom/source, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/edible))
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/datum/material/meat/on_applied_obj(obj/O, amount, material_flags)
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. = ..()
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O.obj_flags |= UNIQUE_RENAME //So you can name it after the person its made from, a depressing comprimise.
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make_edible(O, amount, material_flags)
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/datum/material/meat/on_applied_turf(turf/T, amount, material_flags)
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. = ..()
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make_edible(T, amount, material_flags)
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/datum/material/meat/proc/make_edible(atom/source, amount, material_flags)
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var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
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var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
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source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, RAW | MEAT | GROSS, null, 30, list("Fleshy"))
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