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## 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>
170 lines
8.1 KiB
Plaintext
170 lines
8.1 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.id || material ref
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var/list/materials
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///Dictionary of type || list of material refs
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var/list/materials_by_type
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///Dictionary of type || list of material ids
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var/list/materialids_by_type
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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 ids, mostly used by rnd machines like autolathes.
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var/list/materialids_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, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_FURNITURE),
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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),
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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),
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new /datum/stack_recipe("Material floor tile", /obj/item/stack/tile/material, 1, 4, 20, crafting_flags = CRAFT_APPLIES_MATS, category = CAT_TILES),
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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),
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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, time = 3 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND | CRAFT_APPLIES_MATS, category = CAT_STRUCTURE),
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)
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///A list of dimensional themes used by the dimensional anomaly and other things, most of which require materials to function.
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var/list/datum/dimension_theme/dimensional_themes
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///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropriate 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_type = list()
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materialids_by_type = list()
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materials_by_category = list()
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materialids_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/mat_type = type
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if(!(initial(mat_type.init_flags) & MATERIAL_INIT_MAPLOAD))
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continue // Do not initialize at mapload
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InitializeMaterial(list(mat_type))
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dimensional_themes = init_subtypes_w_path_keys(/datum/dimension_theme)
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/** Creates and caches a material datum.
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*
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* Arguments:
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* - [arguments][/list]: The arguments to use to create the material datum
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* - The first element is the type of material to initialize.
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*/
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/datum/controller/subsystem/materials/proc/InitializeMaterial(list/arguments)
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var/datum/material/mat_type = arguments[1]
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if(initial(mat_type.init_flags) & MATERIAL_INIT_BESPOKE)
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arguments[1] = GetIdFromArguments(arguments)
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var/datum/material/mat_ref = new mat_type
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if(!mat_ref.Initialize(arglist(arguments)))
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return null
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var/mat_id = mat_ref.id
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materials[mat_id] = mat_ref
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materials_by_type[mat_type] += list(mat_ref)
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materialids_by_type[mat_type] += list(mat_id)
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for(var/category in mat_ref.categories)
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materials_by_category[category] += list(mat_ref)
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materialids_by_category[category] += list(mat_id)
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SEND_SIGNAL(src, COMSIG_MATERIALS_INIT_MAT, mat_ref)
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return mat_ref
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/** Fetches a cached material singleton when passed sufficient arguments.
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*
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* Arguments:
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* - [arguments][/list]: The list of arguments used to fetch the material ref.
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* - The first element is a material datum, text string, or material type.
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* - [Material datums][/datum/material] are assumed to be references to the cached datum and are returned
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* - Text is assumed to be the text ID of a material and the corresponding material is fetched from the cache
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* - A material type is checked for bespokeness:
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* - 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.
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* - 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.
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* - The following elements are used to generate bespoke IDs
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*/
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/datum/controller/subsystem/materials/proc/_GetMaterialRef(list/arguments)
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if(!materials)
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InitializeMaterials()
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var/datum/material/key = arguments[1]
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if(istype(key))
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return key // We are assuming here that the only thing allowed to create material datums is [/datum/controller/subsystem/materials/proc/InitializeMaterial]
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if(istext(key)) // Handle text id
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. = materials[key]
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if(!.)
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WARNING("Attempted to fetch material ref with invalid text id '[key]'")
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return
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if(!ispath(key, /datum/material))
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CRASH("Attempted to fetch material ref with invalid key [key]")
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if(!(initial(key.init_flags) & MATERIAL_INIT_BESPOKE))
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. = materials[key]
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if(!.)
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WARNING("Attempted to fetch reference to an abstract material with key [key]")
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return
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key = GetIdFromArguments(arguments)
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return materials[key] || InitializeMaterial(arguments)
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/** I'm not going to lie, this was swiped from [SSdcs][/datum/controller/subsystem/processing/dcs].
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* Credit does to ninjanomnom
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*
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* Generates an id for bespoke ~~elements~~ materials when given the argument list
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* Generating the id here is a bit complex because we need to support named arguments
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* Named arguments can appear in any order and we need them to appear after ordered arguments
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* We assume that no one will pass in a named argument with a value of null
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**/
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/datum/controller/subsystem/materials/proc/GetIdFromArguments(list/arguments)
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var/datum/material/mattype = arguments[1]
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var/list/fullid = list("[initial(mattype.id) || mattype]")
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var/list/named_arguments = list()
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for(var/i in 2 to length(arguments))
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var/key = arguments[i]
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var/value
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if(istext(key))
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value = arguments[key]
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if(!(istext(key) || isnum(key)))
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key = REF(key)
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key = "[key]" // Key is stringified so numbers don't break things
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if(!isnull(value))
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if(!(istext(value) || isnum(value)))
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value = REF(value)
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named_arguments["[key]"] = value
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else
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fullid += "[key]"
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if(length(named_arguments))
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named_arguments = sort_list(named_arguments)
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fullid += named_arguments
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return list2params(fullid)
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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 = 1)
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if(!LAZYLEN(materials_declaration))
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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.
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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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combo_params += "[istype(mat) ? mat.id : mat]=[OPTIMAL_COST(materials_declaration[mat] * multiplier)]"
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sortTim(combo_params, GLOBAL_PROC_REF(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[GET_MATERIAL_REF(mat)] = OPTIMAL_COST(materials_declaration[mat] * multiplier)
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material_combos[combo_index] = combo
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return combo
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