Fixes transforming items getting their force incorrectly modified when metalgenned multiple times (#95739)

## About The Pull Request

Transforming weapons could change their sharpness which would break
material force modification as materials modify the force differently
based on item sharpness. Also the force was hard reset every time you
switched it on or off, which would also break the math.
I've rewritten the transforming component to preserve force and
sharpness, and account for different sharpness of the item when switched
on/off. Additionally, I've updated the two-handed component to use the
new system to make it easier to work with/less prone to breaking.

## Why It's Good For The Game

<img width="557" height="218" alt="image"
src="https://github.com/user-attachments/assets/59cfb21a-e97e-4843-9c11-c87ed32384a9"
/>

## Changelog
🆑
fix: Transforming items like eswords should no longer get absurd stats
when metalgenned multiple times in a row
/🆑
This commit is contained in:
SmArtKar
2026-04-19 22:58:37 +01:00
committed by GitHub
parent 99ec96a775
commit d68efbbf45
7 changed files with 166 additions and 63 deletions
+66 -41
View File
@@ -2066,47 +2066,8 @@
obj_flags |= CONDUCTS_ELECTRICITY
/obj/item/change_material_strength(datum/material/material, mat_amount, multiplier, remove = FALSE)
var/density = material.get_property(MATERIAL_DENSITY)
var/hardness = material.get_property(MATERIAL_HARDNESS)
var/flexibility = material.get_property(MATERIAL_FLEXIBILITY)
// Item force calculation depends on its initial (assumed to be main) sharpness
// Transforming component doesn't work with materials at all and will need a refactor to change that, so we don't care about it here.
var/force_mod = 1
var/throwforce_mod = 1
switch (sharpness)
if (NONE)
// Blunt items are really hurt by all the flexing
force_mod = (1 + (density - 4) * 0.1) / (1 + flexibility * 0.1)
throwforce_mod = 1 + (density - 4) * 0.1 - flexibility * 0.1
if (SHARP_EDGED)
// Sharp items don't care about density and need high hardness to get a real bonus, but can tolerate (and benefit from) some flex
force_mod = 1 + (hardness - 4) * 0.1
throwforce_mod = 1 + (hardness - 4) * 0.1
// Peaks out at 20% at flexibility of 1, drops off up to -80% at 10
if (flexibility < 2)
force_mod *= 1 + (1 - abs(1 - flexibility)) * 0.2
throwforce_mod += (1 - abs(1 - flexibility)) * 0.2
else
force_mod *= 1 - (flexibility - 2) * 0.1
throwforce_mod -= (flexibility - 2) * 0.1
if (SHARP_POINTY)
// Pointy items care about both density and hardness
force_mod = 1 + MATERIAL_PROPERTY_DIVERGENCE(density, 4, 6) * 0.05 + (hardness - 4) * 0.1
throwforce_mod = 1 + MATERIAL_PROPERTY_DIVERGENCE(density, 4, 6) * 0.05 * 0.05 + (hardness - 4) * 0.1
// But are not affected by flexibility until higher values, although they don't benefit from it either
if (flexibility > 4)
force_mod *= (1 - (flexibility - 4) * 0.2)
throwforce_mod -= (flexibility - 4) * 0.2
// Just for sanity in case something breaks
force_mod = round(clamp(force_mod, MATERIAL_MIN_FORCE_MULTIPLIER, MATERIAL_MAX_FORCE_MULTIPLIER), 0.01)
throwforce_mod = round(clamp(throwforce_mod, MATERIAL_MIN_FORCE_MULTIPLIER, MATERIAL_MAX_FORCE_MULTIPLIER), 0.01)
var/force_mod = get_material_force_modifier(material)
var/throwforce_mod = get_material_throwforce_modifier(material)
if (!remove)
force *= GET_MATERIAL_MODIFIER(force_mod, multiplier)
@@ -2115,6 +2076,70 @@
force /= GET_MATERIAL_MODIFIER(force_mod, multiplier)
throwforce /= GET_MATERIAL_MODIFIER(throwforce_mod, multiplier)
/// Returns a force multiplier from a material for a given sharpness
/obj/item/proc/get_material_force_modifier(datum/material/material, item_sharpness = get_sharpness())
var/density = material.get_property(MATERIAL_DENSITY)
var/hardness = material.get_property(MATERIAL_HARDNESS)
var/flexibility = material.get_property(MATERIAL_FLEXIBILITY)
var/force_mod = 1
switch (item_sharpness)
if (NONE)
// Blunt items are really hurt by all the flexing
force_mod = (1 + (density - 4) * 0.1) / (1 + flexibility * 0.1)
if (SHARP_EDGED)
// Sharp items don't care about density and need high hardness to get a real bonus, but can tolerate (and benefit from) some flex
force_mod = 1 + (hardness - 4) * 0.1
// Peaks out at 20% at flexibility of 1, drops off up to -80% at 10
if (flexibility < 2)
force_mod *= 1 + (1 - abs(1 - flexibility)) * 0.2
else
force_mod *= 1 - (flexibility - 2) * 0.1
if (SHARP_POINTY)
// Pointy items care about both density and hardness
force_mod = 1 + MATERIAL_PROPERTY_DIVERGENCE(density, 4, 6) * 0.05 + (hardness - 4) * 0.1
// But are not affected by flexibility until higher values, although they don't benefit from it either
if (flexibility > 4)
force_mod *= (1 - (flexibility - 4) * 0.2)
// Just for sanity in case something breaks
force_mod = round(clamp(force_mod, MATERIAL_MIN_FORCE_MULTIPLIER, MATERIAL_MAX_FORCE_MULTIPLIER), 0.01)
return force_mod
/// Returns a force multiplier from a material for a given sharpness
/obj/item/proc/get_material_throwforce_modifier(datum/material/material, item_sharpness = get_sharpness())
var/density = material.get_property(MATERIAL_DENSITY)
var/hardness = material.get_property(MATERIAL_HARDNESS)
var/flexibility = material.get_property(MATERIAL_FLEXIBILITY)
var/throwforce_mod = 1
switch (item_sharpness)
if (NONE)
// Blunt items are really hurt by all the flexing
throwforce_mod = 1 + (density - 4) * 0.1 - flexibility * 0.1
if (SHARP_EDGED)
// Sharp items don't care about density and need high hardness to get a real bonus, but can tolerate (and benefit from) some flex
throwforce_mod = 1 + (hardness - 4) * 0.1
// Peaks out at 20% at flexibility of 1, drops off up to -80% at 10
if (flexibility < 2)
throwforce_mod += (1 - abs(1 - flexibility)) * 0.2
else
throwforce_mod -= (flexibility - 2) * 0.1
if (SHARP_POINTY)
// Pointy items care about both density and hardness
throwforce_mod = 1 + MATERIAL_PROPERTY_DIVERGENCE(density, 4, 6) * 0.05 * 0.05 + (hardness - 4) * 0.1
// But are not affected by flexibility until higher values, although they don't benefit from it either
if (flexibility > 4)
throwforce_mod -= (flexibility - 4) * 0.2
// Just for sanity in case something breaks
throwforce_mod = round(clamp(throwforce_mod, MATERIAL_MIN_FORCE_MULTIPLIER, MATERIAL_MAX_FORCE_MULTIPLIER), 0.01)
return throwforce_mod
/**
* Returns the atom(either itself or an internal module) that will interact/attack the target on behalf of us
* For example an object can have different `tool_behaviours` (e.g borg omni tool) but will return an internal reference of that tool to attack for us