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Bubberstation/code/controllers/subsystem/materials.dm
Ghom 2531d69ff4 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-11-11 00:43:40 -08:00

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/*! How material datums work
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.
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
*/
SUBSYSTEM_DEF(materials)
name = "Materials"
flags = SS_NO_FIRE | SS_NO_INIT
///Dictionary of material.id || material ref
var/list/materials
///Dictionary of type || list of material refs
var/list/materials_by_type
///Dictionary of type || list of material ids
var/list/materialids_by_type
///Dictionary of category || list of material refs
var/list/materials_by_category
///Dictionary of category || list of material ids, mostly used by rnd machines like autolathes.
var/list/materialids_by_category
///A cache of all material combinations that have been used
var/list/list/material_combos
///List of stackcrafting recipes for materials using base recipes
var/list/base_stack_recipes = list(
new /datum/stack_recipe("Chair", /obj/structure/chair/greyscale, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_FURNITURE),
new /datum/stack_recipe("Toilet", /obj/structure/toilet/greyscale, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_FURNITURE),
new /datum/stack_recipe("Sink Frame", /obj/structure/sinkframe, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_FURNITURE),
new /datum/stack_recipe("Material floor tile", /obj/item/stack/tile/material, 1, 4, 20, crafting_flags = CRAFT_APPLIES_MATS, category = CAT_TILES),
new /datum/stack_recipe("Material airlock assembly", /obj/structure/door_assembly/door_assembly_material, 4, time = 5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_DOORS),
)
///List of stackcrafting recipes for materials using rigid recipes
var/list/rigid_stack_recipes = list(
new /datum/stack_recipe("Carving block", /obj/structure/carving_block, 5, time = 3 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_STRUCTURE),
)
///A list of dimensional themes used by the dimensional anomaly and other things, most of which require materials to function.
var/list/datum/dimension_theme/dimensional_themes
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropriate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials()
materials = list()
materials_by_type = list()
materialids_by_type = list()
materials_by_category = list()
materialids_by_category = list()
material_combos = list()
for(var/type in subtypesof(/datum/material))
var/datum/material/mat_type = type
if(!(initial(mat_type.init_flags) & MATERIAL_INIT_MAPLOAD))
continue // Do not initialize at mapload
InitializeMaterial(list(mat_type))
dimensional_themes = init_subtypes_w_path_keys(/datum/dimension_theme)
/** Creates and caches a material datum.
*
* Arguments:
* - [arguments][/list]: The arguments to use to create the material datum
* - The first element is the type of material to initialize.
*/
/datum/controller/subsystem/materials/proc/InitializeMaterial(list/arguments)
var/datum/material/mat_type = arguments[1]
if(initial(mat_type.init_flags) & MATERIAL_INIT_BESPOKE)
arguments[1] = GetIdFromArguments(arguments)
var/datum/material/mat_ref = new mat_type
if(!mat_ref.Initialize(arglist(arguments)))
return null
var/mat_id = mat_ref.id
materials[mat_id] = mat_ref
materials_by_type[mat_type] += list(mat_ref)
materialids_by_type[mat_type] += list(mat_id)
for(var/category in mat_ref.categories)
materials_by_category[category] += list(mat_ref)
materialids_by_category[category] += list(mat_id)
SEND_SIGNAL(src, COMSIG_MATERIALS_INIT_MAT, mat_ref)
return mat_ref
/** Fetches a cached material singleton when passed sufficient arguments.
*
* Arguments:
* - [arguments][/list]: The list of arguments used to fetch the material ref.
* - The first element is a material datum, text string, or material type.
* - [Material datums][/datum/material] are assumed to be references to the cached datum and are returned
* - Text is assumed to be the text ID of a material and the corresponding material is fetched from the cache
* - A material type is checked for bespokeness:
* - If the material type is not bespoke the type is assumed to be the id for a material and the corresponding material is loaded from the cache.
* - If the material type is bespoke a text ID is generated from the arguments list and used to load a material datum from the cache.
* - The following elements are used to generate bespoke IDs
*/
/datum/controller/subsystem/materials/proc/_GetMaterialRef(list/arguments)
if(!materials)
InitializeMaterials()
var/datum/material/key = arguments[1]
if(istype(key))
return key // We are assuming here that the only thing allowed to create material datums is [/datum/controller/subsystem/materials/proc/InitializeMaterial]
if(istext(key)) // Handle text id
. = materials[key]
if(!.)
WARNING("Attempted to fetch material ref with invalid text id '[key]'")
return
if(!ispath(key, /datum/material))
CRASH("Attempted to fetch material ref with invalid key [key]")
if(!(initial(key.init_flags) & MATERIAL_INIT_BESPOKE))
. = materials[key]
if(!.)
WARNING("Attempted to fetch reference to an abstract material with key [key]")
return
key = GetIdFromArguments(arguments)
return materials[key] || InitializeMaterial(arguments)
/** I'm not going to lie, this was swiped from [SSdcs][/datum/controller/subsystem/processing/dcs].
* Credit does to ninjanomnom
*
* Generates an id for bespoke ~~elements~~ materials when given the argument list
* Generating the id here is a bit complex because we need to support named arguments
* Named arguments can appear in any order and we need them to appear after ordered arguments
* We assume that no one will pass in a named argument with a value of null
**/
/datum/controller/subsystem/materials/proc/GetIdFromArguments(list/arguments)
var/datum/material/mattype = arguments[1]
var/list/fullid = list("[initial(mattype.id) || mattype]")
var/list/named_arguments = list()
for(var/i in 2 to length(arguments))
var/key = arguments[i]
var/value
if(istext(key))
value = arguments[key]
if(!(istext(key) || isnum(key)))
key = REF(key)
key = "[key]" // Key is stringified so numbers don't break things
if(!isnull(value))
if(!(istext(value) || isnum(value)))
value = REF(value)
named_arguments["[key]"] = value
else
fullid += "[key]"
if(length(named_arguments))
named_arguments = sort_list(named_arguments)
fullid += named_arguments
return list2params(fullid)
/// Returns a list to be used as an object's custom_materials. Lists will be cached and re-used based on the parameters.
/datum/controller/subsystem/materials/proc/FindOrCreateMaterialCombo(list/materials_declaration, multiplier = 1)
if(!LAZYLEN(materials_declaration))
return null // If we get a null we pass it right back, we don't want to generate stack traces just because something is clearing out its materials list.
if(!material_combos)
InitializeMaterials()
var/list/combo_params = list()
for(var/x in materials_declaration)
var/datum/material/mat = x
combo_params += "[istype(mat) ? mat.id : mat]=[OPTIMAL_COST(materials_declaration[mat] * multiplier)]"
sortTim(combo_params, GLOBAL_PROC_REF(cmp_text_asc)) // We have to sort now in case the declaration was not in order
var/combo_index = combo_params.Join("-")
var/list/combo = material_combos[combo_index]
if(!combo)
combo = list()
for(var/mat in materials_declaration)
combo[GET_MATERIAL_REF(mat)] = OPTIMAL_COST(materials_declaration[mat] * multiplier)
material_combos[combo_index] = combo
return combo