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## About The Pull Request Changes hard density and flexibility requirements to be flag checks for valid item crafting flags for armor, and non-amorphous materials for everything else (so basically anything but snow and raw sand (not sandstone)) ## Why It's Good For The Game The restriction was mostly futureproofing and doesn't do much currently, I don't see this adding much, this just ended up removing some content like meat toolboxes/armor on accident. (this was intended to block snow/paper/sand from being made into material items, but after thinking a bit paper material stuff does make some sense) ## Changelog 🆑 balance: You can make toolboxes out of meat and paper again /🆑
61 lines
2.6 KiB
Plaintext
61 lines
2.6 KiB
Plaintext
/// A datum holding a set of flags or minimum/maximum properties to decide which materials can be used in a design
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/datum/material_requirement
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abstract_type = /datum/material_requirement
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/// Flags which materials need to have to pass
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var/required_flags = NONE
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/// Flags which materials need to not have in order to pass
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var/blacklisted_flags = NONE
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/// Minimum property values that materials need to have to pass
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var/list/property_minimums = null
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/// Maximum property values that materials need to have to pass
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var/list/property_maximums = null
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/// Returns a string description of materials that'd fit this requirement
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/datum/material_requirement/proc/get_description()
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var/list/flag_strings = list()
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for (var/flag in bitfield_to_list(required_flags))
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flag_strings += GLOB.material_flags_to_string[flag]
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for (var/flag in bitfield_to_list(blacklisted_flags))
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flag_strings += "not [GLOB.material_flags_to_string[flag]]"
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if (!length(property_minimums) && !length(property_maximums))
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return "[capitalize(english_list(flag_strings, and_text = " or "))] material"
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var/list/prop_reqs = list()
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for (var/prop_id in (property_minimums || list()) | (property_maximums || list()))
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var/datum/material_property/property = SSmaterials.properties[prop_id]
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if (property_minimums && property_maximums && !isnull(property_minimums[prop_id]) && !isnull(property_maximums[prop_id]))
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prop_reqs += "[LOWER_TEXT(property.name)] between [property_minimums[prop_id]] and [property_maximums[prop_id]]"
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else if (property_minimums && !isnull(property_minimums[prop_id]))
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prop_reqs += "[LOWER_TEXT(property.name)] equal to or above [property_minimums[prop_id]]"
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else
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prop_reqs += "[LOWER_TEXT(property.name)] equal to or below [property_maximums[prop_id]]"
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return "[capitalize(english_list(flag_strings, and_text = " or "))] material with [english_list(prop_reqs)]"
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/datum/material_requirement/proc/valid_material(datum/material/material)
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if (required_flags && !(material.mat_flags & required_flags))
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return FALSE
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if (blacklisted_flags && (material.mat_flags & blacklisted_flags))
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return FALSE
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for (var/prop_id, min_val in property_minimums)
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if (material.get_property(prop_id) < min_val)
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return FALSE
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for (var/prop_id, max_val in property_maximums)
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if (material.get_property(prop_id) > max_val)
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return FALSE
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return TRUE
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// Actual requirement datums
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/datum/material_requirement/armor_material
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required_flags = ITEM_MATERIAL_CLASSES
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/datum/material_requirement/solid_material
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blacklisted_flags = MATERIAL_CLASS_AMORPHOUS
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/datum/material_requirement/rigid_material
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required_flags = MATERIAL_CLASS_RIGID
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