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* Adds a multi-dimensional bomb payload to the black market. (#81562) ## About The Pull Request This PR adds a !!!FUN!!! bomb payload to the blackmarket, which, upon detonation, transmutates all terrain in a range like the dimensional anomaly would. You can also select the dimensional theme to use by using it in your hand. I believe however, this thing should cost a fuckton to get and only show up occasionally. 8k to 10k was my original idea, but I think that's perhaps not high enough given its flagrant potential. Perhaps I should also make it so the more dangerous themes yield a shorter range than others. Suggestions are welcome. Screenshot of what happens when you don't set the theme:  This PR also turns dimension themes into singletons so we access them more easily. Nothing to write home about. ## Why It's Good For The Game The black market could always use some extra thingy or two anyway, and this thing could either be a source of emergent gameplay, or a recipe for a disaster. Perhaps second to the Big Slappy for how funny it could be. ## Changelog 🆑 add: Added a multi-dimensional bomb payload to the black market. It's very expensive. /🆑 * Adds a multi-dimensional bomb payload to the black market. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
172 lines
7.9 KiB
Plaintext
172 lines
7.9 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, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_FURNITURE),
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new /datum/stack_recipe("Toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_FURNITURE),
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new /datum/stack_recipe("Sink Frame", /obj/structure/sinkframe, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_FURNITURE),
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new /datum/stack_recipe("Material floor tile", /obj/item/stack/tile/material, 1, 4, 20, applies_mats = TRUE, check_density = FALSE, 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, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, 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, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, 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 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_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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* Arugments:
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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 dont 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)
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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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