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Bubberstation/code/datums/materials/_material.dm
SkyratBot 33d7bdecc2 [MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389)

## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that

The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑

* Removes material breakdown flags, traits & miscellaneous fixes.

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-25 10:13:29 +00:00

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/*! Material datum
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.
*/
/datum/material
/// What the material is referred to as IC.
var/name = "material"
/// A short description of the material. Not used anywhere, yet...
var/desc = "its..stuff."
/// What the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.
var/id
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
///Deprecated, use greyscale_color instead.
var/color
///Determines the color palette of the material. Formatted the same as atom/var/greyscale_colors
var/greyscale_colors
///Base alpha of the material, is used for greyscale icons.
var/alpha = 255
///Starlight color of the material
///This is the color of light it'll emit if its turf is transparent and over space. Defaults to COLOR_STARLIGHT if not set
var/starlight_color
///Bitflags that influence how SSmaterials handles this material.
var/init_flags = MATERIAL_INIT_MAPLOAD
///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for
var/list/categories = list()
///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets
var/sheet_type
///This is a modifier for force, and resembles the strength of the material
var/strength_modifier = 1
///This is a modifier for integrity, and resembles the strength of the material
var/integrity_modifier = 1
///This is the amount of value per 1 unit of the material
var/value_per_unit = 0
///This is the minimum value of the material, used in the stock market for any mat that isn't set to null
var/minimum_value_override = null
///Is this material traded on the stock market?
var/tradable = FALSE
///If this material is tradable, what is the base quantity of the material on the stock market?
var/tradable_base_quantity = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, FIRE = 1, ACID = 1)
///How beautiful is this material per unit.
var/beauty_modifier = 0
///Can be used to override the sound items make, lets add some SLOSHing.
var/item_sound_override
///Can be used to override the stepsound a turf makes. MORE SLOOOSH
var/turf_sound_override
///what texture icon state to overlay
var/texture_layer_icon_state
///a cached icon for the texture filter
var/cached_texture_filter_icon
///What type of shard the material will shatter to
var/obj/item/shard_type
///What type of debris the tile will leave behind when shattered.
var/obj/effect/decal/debris_type
/** Handles initializing the material.
*
* Arugments:
* - _id: The ID the material should use. Overrides the existing ID.
*/
/datum/material/proc/Initialize(_id, ...)
if(_id)
id = _id
else if(isnull(id))
id = type
if(texture_layer_icon_state)
cached_texture_filter_icon = icon('icons/turf/composite.dmi', texture_layer_icon_state)
return TRUE
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color) //Do we have a custom color?
source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if(alpha)
source.alpha = alpha
if(texture_layer_icon_state)
ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.add_filter("material_texture_[name]",1,layering_filter(icon=cached_texture_filter_icon,blend_mode=BLEND_INSET_OVERLAY))
if(material_flags & MATERIAL_GREYSCALE)
var/config_path = get_greyscale_config_for(source.greyscale_config)
source.set_greyscale(greyscale_colors, config_path)
if(alpha < 255)
source.opacity = FALSE
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(beauty_modifier)
source.AddElement(/datum/element/beauty, beauty_modifier * amount)
if(isobj(source)) //objs
on_applied_obj(source, amount, material_flags)
else if(istype(source, /turf)) //turfs
on_applied_turf(source, amount, material_flags)
source.mat_update_desc(src)
///This proc is called when a material updates an object's description
/atom/proc/mat_update_desc(datum/material/mat)
return
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
o.modify_max_integrity(new_max_integrity)
o.force *= strength_modifier
o.throwforce *= strength_modifier
o.set_armor(o.get_armor().generate_new_with_multipliers(armor_modifiers))
if(!isitem(o))
return
var/obj/item/item = o
if(material_flags & MATERIAL_GREYSCALE)
var/worn_path = get_greyscale_config_for(item.greyscale_config_worn)
var/lefthand_path = get_greyscale_config_for(item.greyscale_config_inhand_left)
var/righthand_path = get_greyscale_config_for(item.greyscale_config_inhand_right)
item.set_greyscale(
new_worn_config = worn_path,
new_inhand_left = lefthand_path,
new_inhand_right = righthand_path
)
if(!item_sound_override)
return
item.hitsound = item_sound_override
item.usesound = item_sound_override
item.mob_throw_hit_sound = item_sound_override
item.equip_sound = item_sound_override
item.pickup_sound = item_sound_override
item.drop_sound = item_sound_override
/datum/material/proc/on_applied_turf(turf/T, amount, material_flags)
if(isopenturf(T))
if(turf_sound_override)
var/turf/open/O = T
O.footstep = turf_sound_override
O.barefootstep = turf_sound_override + "barefoot"
O.clawfootstep = turf_sound_override + "claw"
O.heavyfootstep = FOOTSTEP_GENERIC_HEAVY
if(alpha < 255)
T.AddElement(/datum/element/turf_z_transparency)
setup_glow(T)
return
/datum/material/proc/setup_glow(turf/on)
if(GET_TURF_PLANE_OFFSET(on) != GET_LOWEST_STACK_OFFSET(on.z)) // We ain't the bottom brother
return
// We assume no parallax means no space means no light
if(SSmapping.level_trait(on.z, ZTRAIT_NOPARALLAX))
return
if(!starlight_color)
on.RegisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED, TYPE_PROC_REF(/turf, material_starlight_changed))
RegisterSignal(on, COMSIG_QDELETING, PROC_REF(lit_turf_deleted))
on.set_light(2, 1, starlight_color || GLOB.starlight_color, l_height = LIGHTING_HEIGHT_SPACE)
/turf/proc/material_starlight_changed(datum/source, old_star, new_star)
if(light_color == old_star)
set_light_color(new_star)
/datum/material/proc/lit_turf_deleted(turf/source)
source.set_light(0, 0, null)
/datum/material/proc/get_greyscale_config_for(datum/greyscale_config/config_path)
if(!config_path)
return
for(var/datum/greyscale_config/path as anything in subtypesof(config_path))
if(type != initial(path.material_skin))
continue
return path
///This proc is called when the material is removed from an object.
/datum/material/proc/on_removed(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color)
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
if(texture_layer_icon_state)
source.remove_filter("material_texture_[name]")
REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.alpha = initial(source.alpha)
if(material_flags & MATERIAL_GREYSCALE)
source.set_greyscale(initial(source.greyscale_colors), initial(source.greyscale_config))
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = initial(source.name)
if(beauty_modifier)
source.RemoveElement(/datum/element/beauty, beauty_modifier * amount)
if(isobj(source)) //objs
on_removed_obj(source, amount, material_flags)
if(istype(source, /turf)) //turfs
on_removed_turf(source, amount, material_flags)
///This proc is called when the material is removed from an object specifically.
/datum/material/proc/on_removed_obj(obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/new_max_integrity = initial(o.max_integrity)
o.modify_max_integrity(new_max_integrity)
o.force = initial(o.force)
o.throwforce = initial(o.throwforce)
if(isitem(o) && (material_flags & MATERIAL_GREYSCALE))
var/obj/item/item = o
item.set_greyscale(
new_worn_config = initial(item.greyscale_config_worn),
new_inhand_left = initial(item.greyscale_config_inhand_left),
new_inhand_right = initial(item.greyscale_config_inhand_right)
)
/datum/material/proc/on_removed_turf(turf/T, amount, material_flags)
if(alpha < 255)
T.RemoveElement(/datum/element/turf_z_transparency)
// yeets glow
T.UnregisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED)
T.set_light(0, 0, null)
/**
* This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption.
* Arguments
* * M - person consuming the mat
* * S - (optional) item the mat is contained in (NOT the item with the mat itself)
*/
/datum/material/proc/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
return FALSE
/** Returns the composition of this material.
*
* Mostly used for alloys when breaking down materials.
*
* Arguments:
* - amount: The amount of the material to break down.
*/
/datum/material/proc/return_composition(amount = 1)
// Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.
return list((src) = amount)