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_material.dm
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/*! Material datum
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.
*/
/datum/material
var/name = "material"
var/desc = "It's...stuff." // I'm stuff :stuff:
///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
var/id = "mat"
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
///Deprecated, use greyscale_color instead.
var/color
///Determines the color palette of the material. Formatted the same as atom/var/greyscale_colors
var/greyscale_colors
///Base alpha of the material, is used for greyscale icons.
var/alpha
///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for.gold
var/list/categories = list()
///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets.
var/sheet_type
///The type of coin this material spawns. This should be replaced as soon as possible by greyscale coins.
var/coin_type
///This is a modifier for force, and resembles the strength of the material
var/strength_modifier = 1
///This is a modifier for integrity, and resembles the strength of the material
var/integrity_modifier = 1
///what texture icon state to overlay
var/texture_layer_icon_state
///a cached icon for the texture filter
var/cached_texture_filter_icon
/** Handles initializing the material.
*
* Arugments:
* - _id: The ID the material should use. Overrides the existing ID.
*/
/datum/material/proc/Initialize(_id, ...)
if(_id)
id = _id
else if(isnull(id))
id = type
if(texture_layer_icon_state)
cached_texture_filter_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
return TRUE
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color) //Do we have a custom color?
source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if(alpha)
source.alpha = alpha
if(texture_layer_icon_state)
ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.add_filter("material_texture_[name]",1,layering_filter(icon=cached_texture_filter_icon,blend_mode=BLEND_INSET_OVERLAY))
if(material_flags & MATERIAL_GREYSCALE)
var/config_path = get_greyscale_config_for(source.greyscale_config)
source.set_greyscale(greyscale_colors, config_path)
if(alpha < 255)
source.opacity = FALSE
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(isobj(source)) //objs
on_applied_obj(source, amount, material_flags)
source.mat_update_desc(src)
///This proc is called when a material updates an object's description
/atom/proc/mat_update_desc(datum/material/mat)
return
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
// This is to keep the same damage relative to the max integrity of the object
o.modify_max_integrity(new_max_integrity, FALSE)
o.force *= strength_modifier
o.throwforce *= strength_modifier
if(!isitem(o))
return
var/obj/item/item = o
if(material_flags & MATERIAL_GREYSCALE)
var/worn_path = get_greyscale_config_for(item.greyscale_config_worn)
var/lefthand_path = get_greyscale_config_for(item.greyscale_config_inhand_left)
var/righthand_path = get_greyscale_config_for(item.greyscale_config_inhand_right)
item.set_greyscale(
new_worn_config = worn_path,
new_inhand_left = lefthand_path,
new_inhand_right = righthand_path
)
/datum/material/proc/on_applied_turf(turf/T, amount, material_flags)
return
/datum/material/proc/get_greyscale_config_for(datum/greyscale_config/config_path)
if(!config_path)
return
for(var/datum/greyscale_config/path as anything in subtypesof(config_path))
if(type != initial(path.material_skin))
continue
return path
///This proc is called when the material is removed from an object.
/datum/material/proc/on_removed(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color)
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
if(texture_layer_icon_state)
source.remove_filter("material_texture_[name]")
REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.alpha = initial(source.alpha)
if(material_flags & MATERIAL_GREYSCALE)
source.set_greyscale(initial(source.greyscale_colors), initial(source.greyscale_config))
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = initial(source.name)
if(isobj(source)) //objs
on_removed_obj(source, amount, material_flags)
if(istype(source, /turf)) //turfs
on_removed_turf(source, amount, material_flags)
///This proc is called when the material is removed from an object specifically.
/datum/material/proc/on_removed_obj(obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
o.modify_max_integrity(initial(o.max_integrity), FALSE)
o.force = initial(o.force)
o.throwforce = initial(o.throwforce)
if(isitem(o) && (material_flags & MATERIAL_GREYSCALE))
var/obj/item/item = o
item.set_greyscale(
new_worn_config = initial(item.greyscale_config_worn),
new_inhand_left = initial(item.greyscale_config_inhand_left),
new_inhand_right = initial(item.greyscale_config_inhand_right)
)
/datum/material/proc/on_removed_turf(turf/T, amount, material_flags)
return
/**
* This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption.
* Arguments
* * M - person consuming the mat
* * S - (optional) item the mat is contained in (NOT the item with the mat itself)
*/
/datum/material/proc/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
return FALSE
/** Returns the composition of this material.
*
* Mostly used for alloys when breaking down materials.
*
* Arguments:
* - amount: The amount of the material to break down.
* - breakdown_flags: Some flags dictating how exactly this material is being broken down.
*/
/datum/material/proc/return_composition(amount=1, breakdown_flags=NONE)
return list((src) = amount) // Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.