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AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this. InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init. As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
87 lines
3.7 KiB
Plaintext
87 lines
3.7 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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var/name = "material"
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var/desc = "its..stuff."
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///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
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var/id = "mat"
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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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var/color
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///Base alpha of the material, is used for greyscale icons.
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var/alpha
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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, "rad" = 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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///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(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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addtimer(CALLBACK(source, /datum.proc/_AddComponent, list(/datum/component/beauty, beauty_modifier * amount)), 0)
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if(istype(source, /obj)) //objs
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on_applied_obj(source, amount, material_flags)
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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(var/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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///This proc is called when the material is removed from an object.
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/datum/material/proc/on_removed(atom/source, 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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source.alpha = initial(source.alpha)
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = initial(source.name)
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if(istype(source, /obj)) //objs
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on_removed_obj(source, 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(var/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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