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Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
226 lines
8.4 KiB
Plaintext
226 lines
8.4 KiB
Plaintext
/*! Material datum
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Simple datum which is instanced once per type and is used for every object of said material. It has a variety of variables that define behavior. Subtyping from this makes it easier to create your own materials.
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*/
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/datum/material
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/// What the material is referred to as IC.
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var/name = "material"
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/// A short description of the material. Not used anywhere, yet...
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var/desc = "its..stuff."
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/// What the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.
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var/id
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///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
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///Deprecated, use greyscale_color instead.
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var/color
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///Determines the color palette of the material. Formatted the same as atom/var/greyscale_colors
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var/greyscale_colors
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///Base alpha of the material, is used for greyscale icons.
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var/alpha = 255
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///Bitflags that influence how SSmaterials handles this material.
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var/init_flags = MATERIAL_INIT_MAPLOAD
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///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for
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var/list/categories = list()
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///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets
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var/sheet_type
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///This is a modifier for force, and resembles the strength of the material
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var/strength_modifier = 1
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///This is a modifier for integrity, and resembles the strength of the material
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var/integrity_modifier = 1
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///This is the amount of value per 1 unit of the material
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var/value_per_unit = 0
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///Armor modifiers, multiplies an items normal armor vars by these amounts.
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var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 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 icon for the texture filter
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var/cached_texture_filter_icon
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///What type of shard the material will shatter to
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var/obj/item/shard_type
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/** Handles initializing the material.
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*
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* Arugments:
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* - _id: The ID the material should use. Overrides the existing ID.
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*/
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/datum/material/proc/Initialize(_id, ...)
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if(_id)
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id = _id
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else if(isnull(id))
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id = type
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if(texture_layer_icon_state)
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cached_texture_filter_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
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return TRUE
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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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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) //Do we have a custom color?
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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.add_filter("material_texture_[name]",1,layering_filter(icon=cached_texture_filter_icon,blend_mode=BLEND_INSET_OVERLAY))
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if(material_flags & MATERIAL_GREYSCALE)
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var/config_path = get_greyscale_config_for(source.greyscale_config)
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source.set_greyscale(greyscale_colors, config_path)
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if(alpha < 255)
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source.opacity = FALSE
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = "[name] [source.name]"
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if(beauty_modifier)
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source.AddElement(/datum/element/beauty, beauty_modifier * amount)
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if(istype(source, /obj)) //objs
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on_applied_obj(source, amount, material_flags)
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else if(istype(source, /turf)) //turfs
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on_applied_turf(source, amount, material_flags)
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source.mat_update_desc(src)
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///This proc is called when a material updates an object's description
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/atom/proc/mat_update_desc(datum/material/mat)
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return
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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(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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o.force *= strength_modifier
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o.throwforce *= strength_modifier
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var/list/temp_armor_list = list() //Time to add armor modifiers!
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if(!istype(o.armor))
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return
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var/list/current_armor = o.armor?.getList()
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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/item = o
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if(material_flags & MATERIAL_GREYSCALE)
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var/worn_path = get_greyscale_config_for(item.greyscale_config_worn)
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var/lefthand_path = get_greyscale_config_for(item.greyscale_config_inhand_left)
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var/righthand_path = get_greyscale_config_for(item.greyscale_config_inhand_right)
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item.set_greyscale(
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new_worn_config = worn_path,
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new_inhand_left = lefthand_path,
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new_inhand_right = righthand_path
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)
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if(!item_sound_override)
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return
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item.hitsound = item_sound_override
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item.usesound = item_sound_override
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item.mob_throw_hit_sound = item_sound_override
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item.equip_sound = item_sound_override
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item.pickup_sound = item_sound_override
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item.drop_sound = item_sound_override
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/datum/material/proc/on_applied_turf(turf/T, amount, material_flags)
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if(isopenturf(T))
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if(turf_sound_override)
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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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if(alpha < 255)
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T.AddElement(/datum/element/turf_z_transparency, TRUE)
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return
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/datum/material/proc/get_greyscale_config_for(datum/greyscale_config/config_path)
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if(!config_path)
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return
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for(var/datum/greyscale_config/path as anything in subtypesof(config_path))
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if(type != initial(path.material_skin))
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continue
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return path
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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, amount, 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.remove_filter("material_texture_[name]")
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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_GREYSCALE)
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source.set_greyscale(initial(source.greyscale_colors), initial(source.greyscale_config))
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = initial(source.name)
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if(beauty_modifier)
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source.RemoveElement(/datum/element/beauty, beauty_modifier * amount)
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if(istype(source, /obj)) //objs
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on_removed_obj(source, amount, material_flags)
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if(istype(source, /turf)) //turfs
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on_removed_turf(source, amount, 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(obj/o, amount, 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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if(isitem(o) && (material_flags & MATERIAL_GREYSCALE))
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var/obj/item/item = o
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item.set_greyscale(
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new_worn_config = initial(item.greyscale_config_worn),
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new_inhand_left = initial(item.greyscale_config_inhand_left),
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new_inhand_right = initial(item.greyscale_config_inhand_right)
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)
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/datum/material/proc/on_removed_turf(turf/T, amount, material_flags)
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if(alpha < 255)
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T.RemoveElement(/datum/element/turf_z_transparency, FALSE)
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/**
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* This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption.
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* Arguments
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* * M - person consuming the mat
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* * S - (optional) item the mat is contained in (NOT the item with the mat itself)
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*/
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/datum/material/proc/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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return FALSE
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/** Returns the composition of this material.
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*
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* Mostly used for alloys when breaking down materials.
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*
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* Arguments:
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* - amount: The amount of the material to break down.
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* - breakdown_flags: Some flags dictating how exactly this material is being broken down.
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*/
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/datum/material/proc/return_composition(amount=1, breakdown_flags=NONE)
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return list((src) = amount) // Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.
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