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Makes datum materials support GAGS icons without too much configuration needed. You just need to specify a base config and subtype configurations can be for specific materials. I used the cleric mace as a testing item due to it having 2 distinct regions to color, so it got migrated to this system. Moving forward we should not be using the regular color system for datum mat items as you can get conflicts with other code adding colors whereas with this the sprite has the base colors baked in. Also I made the gold mace shimmer, for fun.
71 lines
3.1 KiB
Plaintext
71 lines
3.1 KiB
Plaintext
/// Is the material from an ore? currently unused but exists atm for categorizations sake
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#define MAT_CATEGORY_ORE "ore capable"
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/// Hard materials, such as iron or silver
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#define MAT_CATEGORY_RIGID "rigid material"
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/// Materials that can be used to craft items
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#define MAT_CATEGORY_ITEM_MATERIAL "item material"
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///Use this flag on TRUE if you want the basic recipes
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#define MAT_CATEGORY_BASE_RECIPES "basic recipes"
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/// Used to make a material initialize at roundstart.
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#define MATERIAL_INIT_MAPLOAD (1<<0)
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/// Used to make a material type able to be instantiated on demand after roundstart.
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#define MATERIAL_INIT_BESPOKE (1<<1)
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//Material Container Flags.
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///If the container shows the amount of contained materials on examine.
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#define MATCONTAINER_EXAMINE (1<<0)
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///If the container cannot have materials inserted through attackby().
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#define MATCONTAINER_NO_INSERT (1<<1)
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///if the user can insert mats into the container despite the intent.
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#define MATCONTAINER_ANY_INTENT (1<<2)
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///if the user won't receive a warning when attacking the container with an unallowed item.
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#define MATCONTAINER_SILENT (1<<3)
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// The following flags are for decomposing alloys. Should be expanded upon and diversified once someone gets around to reworking recycling.
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/// Can reduce an alloy into its component materials.
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#define BREAKDOWN_ALLOYS (1<<4)
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/// Makes the material composition include transmuted materials objects
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#define BREAKDOWN_INCLUDE_ALCHEMY (1<<5)
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/// Breakdown flags used by techfabs and circuit printers.
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#define BREAKDOWN_FLAGS_LATHE (BREAKDOWN_ALLOYS)
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/// Breakdown flags used by the ORM.
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#define BREAKDOWN_FLAGS_ORM (BREAKDOWN_ALLOYS)
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/// Breakdown flags used by the recycler.
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#define BREAKDOWN_FLAGS_RECYCLER (BREAKDOWN_ALLOYS)
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/// Breakdown flags used by the sheetifier.
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#define BREAKDOWN_FLAGS_SHEETIFIER (BREAKDOWN_ALLOYS)
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/// Breakdown flags used by the ore processor.
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#define BREAKDOWN_FLAGS_ORE_PROCESSOR (BREAKDOWN_ALLOYS)
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/// Breakdown flags used by the drone dispenser.
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#define BREAKDOWN_FLAGS_DRONE_DISPENSER (BREAKDOWN_ALLOYS)
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/// Breakdown flags used when exporting materials.
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#define BREAKDOWN_FLAGS_EXPORT (NONE)
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/// Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
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#define MATERIAL_COLOR (1<<0)
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/// Whether a prefix describing the material should be added to the name
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#define MATERIAL_ADD_PREFIX (1<<1)
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/// Whether a material's mechanical effects should apply to the atom
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#define MATERIAL_NO_EFFECTS (1<<2)
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/// Whether a material should affect the stats of the atom
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#define MATERIAL_AFFECT_STATISTICS (1<<3)
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/// Applies the material greyscale color to the atom's greyscale color.
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#define MATERIAL_GREYSCALE (1<<4)
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/// Wrapper for fetching material references. Exists exclusively so that people don't need to wrap everything in a list every time.
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#define GET_MATERIAL_REF(arguments...) SSmaterials._GetMaterialRef(list(##arguments))
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#define MATERIAL_SOURCE(mat) "[mat.name]_material"
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// Slowdown values.
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/// The slowdown value of one [MINERAL_MATERIAL_AMOUNT] of plasteel.
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#define MATERIAL_SLOWDOWN_PLASTEEL (0.05)
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/// The slowdown value of one [MINERAL_MATERIAL_AMOUNT] of alien alloy.
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#define MATERIAL_SLOWDOWN_ALIEN_ALLOY (0.1)
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