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adamantine and mythril are now datum mats (mythril still admin only), adamantine has 1.5 strength buff to whatever is made out of it, mythril adds rpg loot elements to whatever is made out of it you can now put plastic, adamantine and mythril in the autolathe and coin mint you can now put titanium in coin mint switches a bunch of stuff in cargo exports, including mythril and plastic being worth cash money coin code has been changed to datum mats, the custom sprites have been lost except for antag token
82 lines
3.6 KiB
Plaintext
82 lines
3.6 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.gold
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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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///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_NO_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(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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var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
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// This is to keep the same damage relative to the max integrity of the object
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o.obj_integrity = (o.obj_integrity / o.max_integrity) * new_max_integrity
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o.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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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_NO_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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var/new_max_integrity = initial(o.max_integrity)
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// This is to keep the same damage relative to the max integrity of the object
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o.obj_integrity = (o.obj_integrity / o.max_integrity) * new_max_integrity
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o.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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