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* Custom statues and sculpting changes. (#53154) ### Gameplay changes: - Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now. - You can now create carving blocks out of 5 sheets of most materials. - Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before). - Chisels can be printed at autolathe, there's also one in art storage. ### Code changes: - Squeak component now squeaks on attack_hand for structures. - Radials now accept atom paths automatically extracting the name with initial. - Base and rigid stack recipes renamed appropriately. - Statues now use custom materials. * Custom statues and sculpting changes. Co-authored-by: AnturK <AnturK@users.noreply.github.com>
67 lines
3.3 KiB
Plaintext
67 lines
3.3 KiB
Plaintext
/*! How material datums work
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Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
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These materials call on_applied() on whatever item they are applied to, common effects are adding components, changing color and changing description. This allows us to differentiate items based on the material they are made out of.area
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*/
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SUBSYSTEM_DEF(materials)
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name = "Materials"
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flags = SS_NO_FIRE | SS_NO_INIT
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///Dictionary of material.type || material ref
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var/list/materials
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///Dictionary of category || list of material refs
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var/list/materials_by_category
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///Dictionary of category || list of material types, mostly used by rnd machines like autolathes.
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var/list/materialtypes_by_category
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///A cache of all material combinations that have been used
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var/list/list/material_combos
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///List of stackcrafting recipes for materials using base recipes
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var/list/base_stack_recipes = list(
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new /datum/stack_recipe("Chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
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new /datum/stack_recipe("Toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
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new /datum/stack_recipe("Sink Frame", /obj/structure/sinkframe, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
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new /datum/stack_recipe("Floor tile", /obj/item/stack/tile/material, 1, 4, 20, applies_mats = TRUE),
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)
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///List of stackcrafting recipes for materials using rigid recipes
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var/list/rigid_stack_recipes = list(
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new /datum/stack_recipe("Carving block", /obj/structure/carving_block, 5, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
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)
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///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
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/datum/controller/subsystem/materials/proc/InitializeMaterials()
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materials = list()
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materials_by_category = list()
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materialtypes_by_category = list()
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material_combos = list()
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for(var/type in subtypesof(/datum/material))
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var/datum/material/ref = new type
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materials[type] = ref
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for(var/c in ref.categories)
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materials_by_category[c] += list(ref)
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materialtypes_by_category[c] += list(type)
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/datum/controller/subsystem/materials/proc/GetMaterialRef(datum/material/fakemat)
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if(!materials)
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InitializeMaterials()
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return materials[fakemat] || fakemat
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///Returns a list to be used as an object's custom_materials. Lists will be cached and re-used based on the parameters.
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/datum/controller/subsystem/materials/proc/FindOrCreateMaterialCombo(list/materials_declaration, multiplier)
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if(!material_combos)
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InitializeMaterials()
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var/list/combo_params = list()
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for(var/x in materials_declaration)
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var/datum/material/mat = x
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var/path_name = ispath(mat) ? "[mat]" : "[mat.type]"
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combo_params += "[path_name]=[materials_declaration[mat] * multiplier]"
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sortTim(combo_params, /proc/cmp_text_asc) // We have to sort now in case the declaration was not in order
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var/combo_index = combo_params.Join("-")
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var/list/combo = material_combos[combo_index]
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if(!combo)
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combo = list()
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for(var/mat in materials_declaration)
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combo[GetMaterialRef(mat)] = materials_declaration[mat] * multiplier
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material_combos[combo_index] = combo
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return combo
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