Materials system. (#84)
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109
Content.Server/Materials/Material.cs
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109
Content.Server/Materials/Material.cs
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using SS14.Shared.Interfaces.Serialization;
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using SS14.Shared.Maths;
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using SS14.Shared.Prototypes;
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using SS14.Shared.Serialization;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Server.Materials
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{
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/// <summary>
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/// Materials are read-only storage for the properties of specific materials.
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/// Properties should be intrinsic (or at least as much is necessary for game purposes).
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/// </summary>
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public class Material : IExposeData
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{
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public string Name => _name;
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private string _name = "unobtanium";
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public Color Color => _color;
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private Color _color = Color.Gray;
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/// <summary>
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/// Volumetric mass density, in kg.m^-3.
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/// </summary>
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public double Density => _density;
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private double _density = 1;
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/// <summary>
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/// Electrical resistivity, NOT resistance.
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/// Unit is ohm-meter (Ω⋅m).
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/// </summary>
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public double ElectricResistivity => _electricResistivity;
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private double _electricResistivity = 1;
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/// <summary>
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/// Thermal conductivity, in W.m-1.K-1
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/// </summary>
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public double ThermalConductivity => _thermalConductivity;
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private double _thermalConductivity = 1;
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/// <summary>
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/// Specific heat, in J.kg-1.K-1
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/// </summary>
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public double SpecificHeat => _specificHeat;
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private double _specificHeat = 1;
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/// <summary>
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/// Controls how durable the material is.
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/// Basically how slowly it degrades.
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/// </summary>
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public double Durability => _durability;
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private double _durability = 1;
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/// <summary>
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/// Multiplier for how much this resists damage.
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/// So higher means armor is more effective, for example.
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/// </summary>
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public double Hardness => _hardness;
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private double _hardness = 1;
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/// <summary>
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/// Multiplier that determines damage on sharpness-based weapons like knives.
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/// Higher means more damage is done.
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/// </summary>
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public double SharpDamage { get; } = 1;
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private double _sharpDamage = 1;
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/// <summary>
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/// Multiplier that determines damage on blunt-based weapons like clubs.
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/// Higher means more damage is done.
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/// </summary>
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public double BluntDamage { get; } = 1;
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private double _bluntDamage = 1;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _name, "name", "unobtanium", alwaysWrite: true);
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serializer.DataField(ref _color, "color", Color.Gray, alwaysWrite: true);
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// All default material params are initialized to 1 because
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// I'm too lazy to figure out for which that's necessary to prevent divisions by zero in case left out.
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serializer.DataField(ref _density, "density", 1, alwaysWrite: true);
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serializer.DataField(ref _electricResistivity, "electricresistivity", 1, alwaysWrite: true);
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serializer.DataField(ref _thermalConductivity, "thermalconductivity", 1, alwaysWrite: true);
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serializer.DataField(ref _specificHeat, "specificheat", 1, alwaysWrite: true);
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serializer.DataField(ref _durability, "durability", 1, alwaysWrite: true);
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serializer.DataField(ref _hardness, "hardness", 1, alwaysWrite: true);
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serializer.DataField(ref _sharpDamage, "sharpdamage", 1, alwaysWrite: true);
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serializer.DataField(ref _bluntDamage, "bluntdamage", 1, alwaysWrite: true);
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}
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}
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[Prototype("material")]
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public class MaterialPrototype : IPrototype, IIndexedPrototype
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{
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public string ID { get; private set; }
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public Material Material { get; private set; }
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public void LoadFrom(YamlMappingNode mapping)
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{
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ID = mapping["id"].AsString();
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var ser = YamlObjectSerializer.NewReader(mapping);
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Material = new Material();
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Material.ExposeData(ser);
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}
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}
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}
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