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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>
158 lines
6.4 KiB
Plaintext
158 lines
6.4 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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/// What the material is referred to as IC.
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var/name = "material"
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/// A short description of the material. Not used anywhere, yet...
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var/desc = "its..stuff."
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/// What the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.
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var/id
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/**
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* Base color of the material, for items that don't have greyscale configs nor are made of multiple materials. Item isn't changed in color if this is null.
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* This can be a RGB or color matrix, but it cannot be RGBA as alpha is automatically filled in.
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*/
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var/color
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/**
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* If the color is a color matrix and either the item uses greyscale configs or is made of multiple colored materials. This will be used instead because
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* neither greyscale configs nor BlendRGB() support color matrices.
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* Also this has to be RRGGBB, six characters, no alpha channel as it's automatically filled in.
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*
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* Basically, set this if the color is a color matrix (list)
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*/
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var/greyscale_color
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/// Base alpha of the material
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var/alpha = 255
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///Starlight color of the material
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///This is the color of light it'll emit if its turf is transparent and over space. Defaults to COLOR_STARLIGHT if not set
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var/starlight_color
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///Bitflags that influence how SSmaterials handles this material.
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var/init_flags = MATERIAL_INIT_MAPLOAD
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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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/// What type of ore is this material associated with? Used for mining, and not every material has one.
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var/obj/item/ore_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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///This is the minimum value of the material, used in the stock market for any mat that isn't set to null
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var/minimum_value_override = null
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///Is this material traded on the stock market?
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var/tradable = FALSE
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///If this material is tradable, what is the base quantity of the material on the stock market?
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var/tradable_base_quantity = 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, 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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///Can be used to override the sound items make, lets add some SLOSHing.
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var/item_sound_override
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///Can be used to override the stepsound a turf makes. MORE SLOOOSH
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var/turf_sound_override
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///what texture icon state to overlay
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var/texture_layer_icon_state
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///a cached icon for the texture filter
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var/cached_texture_filter_icon
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///What type of shard the material will shatter to
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var/obj/item/shard_type
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///How resistant the material is to rusting when applied to a turf
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var/mat_rust_resistance = RUST_RESISTANCE_ORGANIC
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///What type of debris the tile will leave behind when shattered.
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var/obj/effect/decal/debris_type
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/// How likely this mineral is to be found in a boulder during mining.
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var/mineral_rarity = MATERIAL_RARITY_COMMON
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/// How many points per units of ore does this grant?
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var/points_per_unit = 1
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/// The slowdown that is added to items.
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var/added_slowdown = 0
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/** Handles initializing the material.
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*
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* Arguments:
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* - _id: The ID the material should use. Overrides the existing ID.
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*/
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/datum/material/proc/Initialize(_id, ...)
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if(_id)
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id = _id
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else if(isnull(id))
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id = type
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if(texture_layer_icon_state)
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cached_texture_filter_icon = icon('icons/turf/composite.dmi', texture_layer_icon_state)
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return TRUE
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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, mat_amount, multiplier)
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return
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///This proc is called when the material becomes the one the object is composed of the most
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/datum/material/proc/on_main_applied(atom/source, mat_amount, multiplier)
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return
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/datum/material/proc/setup_glow(turf/on)
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if(GET_TURF_PLANE_OFFSET(on) != GET_LOWEST_STACK_OFFSET(on.z)) // We ain't the bottom brother
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return
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// We assume no parallax means no space means no light
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if(SSmapping.level_trait(on.z, ZTRAIT_NOPARALLAX))
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return
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if(!starlight_color)
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on.RegisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED, TYPE_PROC_REF(/turf, material_starlight_changed))
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RegisterSignal(on, COMSIG_QDELETING, PROC_REF(lit_turf_deleted))
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on.set_light(2, 1, starlight_color || GLOB.starlight_color, l_height = LIGHTING_HEIGHT_SPACE)
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/turf/proc/material_starlight_changed(datum/source, old_star, new_star)
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if(light_color == old_star)
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set_light_color(new_star)
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/datum/material/proc/lit_turf_deleted(turf/source)
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source.set_light(0, 0, null)
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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, amount, material_flags)
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return
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///This proc is called when the material is no longer the one the object is composed by the most
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/datum/material/proc/on_main_removed(atom/source, mat_amount, multiplier)
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return
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/**
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* This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption.
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* Arguments
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* * M - person consuming the mat
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* * S - (optional) item the mat is contained in (NOT the item with the mat itself)
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*/
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/datum/material/proc/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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return FALSE
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/** Returns the composition of this material.
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*
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* Mostly used for alloys when breaking down materials.
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*
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* Arguments:
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* - amount: The amount of the material to break down.
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*/
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/datum/material/proc/return_composition(amount = 1)
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// Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.
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return list((src) = amount)
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///Returns the list of armor modifiers, with each element having its assoc value multiplied by the multiplier arg
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/datum/material/proc/get_armor_modifiers(multiplier)
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SHOULD_NOT_OVERRIDE(TRUE)
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var/list/return_list = list()
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for(var/armor in armor_modifiers)
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return_list[armor] = return_list[armor] * multiplier
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return return_list
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