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2016-03-06 20:52:14 +01:00

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//The stuff below is very rough and will be refined once im done writing the actual systems.
/*
The system has gotten a bit convoluted so im gonna write down some notes here to help people.
How do i add new Material trigger procs?
-Add a new datum for it in the Mat_MaterialProcs.dm file
-Make sure the signature for the execute proc matches what will be passed in. See the Mat_Materials.dm file and the calling procs therein - for example "triggerOnLife" - to find the signatures.
-In the New proc of the material datum, do something like addDelegate(triggersOnAdd, new /datum/materialProc/erebite_flash())
How do i add a new Trigger?
-Add a list and a calling proc for it in the base material definition
-Add the name of the list to triggerVars in Mat_ProcsDefines.dm
-Add the required handling for the new trigger in the getFusedMaterial proc in Mat_ProcsDefines.dm - See the existing ones for an example.
-Make sure the calling proc you created in step one is called from somewhere in the game.
-If possible, make sure that the call for your new trigger has the object owning the material or a relevant entity as its first argument.
How do i add a new material flag?
-Add it in _setup.dm
-Add the handling for it in the getFusedMaterial proc in Mat_ProcsDefines.dm
-Give it a name in getMatFlagString in Mat_ProcsDefines.dm
MATERIAL PROPERTIES:
Tensile Strength: How much a material can be stretched before it snaps
Compressive Strength: How much a material can resist being crushed
Shear Strength: Essentially resistance to being cut or abrased
Ductility: How much it can be fucked with until it is permanently deformed
Toughness: How much force it can absorb without fracturing
*/