Materials system. (#84)

This commit is contained in:
Pieter-Jan Briers
2018-07-27 17:11:58 +02:00
committed by GitHub
parent cb439ba39a
commit 74b38c49fb
6 changed files with 212 additions and 1 deletions

View File

@@ -147,5 +147,7 @@
<None Include="packages.config" /> <None Include="packages.config" />
<Compile Include="GameObjects\Components\Power\SmesComponent.cs" /> <Compile Include="GameObjects\Components\Power\SmesComponent.cs" />
<Compile Include="GameObjects\Components\Power\ApcComponent.cs" /> <Compile Include="GameObjects\Components\Power\ApcComponent.cs" />
<Compile Include="Materials\Material.cs" />
<Compile Include="GameObjects\Components\Materials\MaterialComponent.cs" />
</ItemGroup> </ItemGroup>
</Project> </Project>

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@@ -25,6 +25,7 @@ using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile; using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
using Content.Server.GameObjects.Components.Projectiles; using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Weapon.Melee; using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.GameObjects.Components.Materials;
namespace Content.Server namespace Content.Server
{ {
@@ -93,6 +94,7 @@ namespace Content.Server
factory.Register<PoweredLightComponent>(); factory.Register<PoweredLightComponent>();
factory.Register<SmesComponent>(); factory.Register<SmesComponent>();
factory.Register<ApcComponent>(); factory.Register<ApcComponent>();
factory.Register<MaterialComponent>();
} }
/// <inheritdoc /> /// <inheritdoc />

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@@ -0,0 +1,81 @@
using System.Collections.Generic;
using Content.Server.Materials;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.Reflection;
using SS14.Shared.Interfaces.Serialization;
using SS14.Shared.IoC;
using SS14.Shared.Prototypes;
using SS14.Shared.Serialization;
using SS14.Shared.Utility;
namespace Content.Server.GameObjects.Components.Materials
{
/// <summary>
/// Component to store data such as "this object is made out of steel".
/// This is not a storage system for say smelteries.
/// </summary>
public class MaterialComponent : Component
{
public const string SerializationCache = "mat";
public override string Name => "Material";
Dictionary<object, Material> MaterialTypes;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// TODO: Writing.
if (!serializer.Reading)
{
return;
}
if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
{
MaterialTypes = cached.ShallowClone();
return;
}
MaterialTypes = new Dictionary<object, Material>();
if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
{
var protoMan = IoCManager.Resolve<IPrototypeManager>();
int index = 0;
foreach (var entry in list)
{
var proto = protoMan.Index<MaterialPrototype>(entry.Value);
MaterialTypes[entry.Key] = proto.Material;
index++;
}
}
serializer.SetCacheData(SerializationCache, MaterialTypes.ShallowClone());
}
class MaterialDataEntry : IExposeData
{
public object Key;
public string Value;
public void ExposeData(ObjectSerializer serializer)
{
if (!serializer.Reading)
{
return;
}
var refl = IoCManager.Resolve<IReflectionManager>();
Value = serializer.ReadDataField("mat", "unobtanium");
var key = serializer.ReadDataField("key", string.Empty);
if (refl.TryParseEnumReference(key, out var @enum))
{
Key = @enum;
return;
}
Key = key;
}
}
}
}

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@@ -0,0 +1,109 @@
using SS14.Shared.Interfaces.Serialization;
using SS14.Shared.Maths;
using SS14.Shared.Prototypes;
using SS14.Shared.Serialization;
using SS14.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Server.Materials
{
/// <summary>
/// Materials are read-only storage for the properties of specific materials.
/// Properties should be intrinsic (or at least as much is necessary for game purposes).
/// </summary>
public class Material : IExposeData
{
public string Name => _name;
private string _name = "unobtanium";
public Color Color => _color;
private Color _color = Color.Gray;
/// <summary>
/// Volumetric mass density, in kg.m^-3.
/// </summary>
public double Density => _density;
private double _density = 1;
/// <summary>
/// Electrical resistivity, NOT resistance.
/// Unit is ohm-meter (Ω⋅m).
/// </summary>
public double ElectricResistivity => _electricResistivity;
private double _electricResistivity = 1;
/// <summary>
/// Thermal conductivity, in W.m-1.K-1
/// </summary>
public double ThermalConductivity => _thermalConductivity;
private double _thermalConductivity = 1;
/// <summary>
/// Specific heat, in J.kg-1.K-1
/// </summary>
public double SpecificHeat => _specificHeat;
private double _specificHeat = 1;
/// <summary>
/// Controls how durable the material is.
/// Basically how slowly it degrades.
/// </summary>
public double Durability => _durability;
private double _durability = 1;
/// <summary>
/// Multiplier for how much this resists damage.
/// So higher means armor is more effective, for example.
/// </summary>
public double Hardness => _hardness;
private double _hardness = 1;
/// <summary>
/// Multiplier that determines damage on sharpness-based weapons like knives.
/// Higher means more damage is done.
/// </summary>
public double SharpDamage { get; } = 1;
private double _sharpDamage = 1;
/// <summary>
/// Multiplier that determines damage on blunt-based weapons like clubs.
/// Higher means more damage is done.
/// </summary>
public double BluntDamage { get; } = 1;
private double _bluntDamage = 1;
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref _name, "name", "unobtanium", alwaysWrite: true);
serializer.DataField(ref _color, "color", Color.Gray, alwaysWrite: true);
// All default material params are initialized to 1 because
// I'm too lazy to figure out for which that's necessary to prevent divisions by zero in case left out.
serializer.DataField(ref _density, "density", 1, alwaysWrite: true);
serializer.DataField(ref _electricResistivity, "electricresistivity", 1, alwaysWrite: true);
serializer.DataField(ref _thermalConductivity, "thermalconductivity", 1, alwaysWrite: true);
serializer.DataField(ref _specificHeat, "specificheat", 1, alwaysWrite: true);
serializer.DataField(ref _durability, "durability", 1, alwaysWrite: true);
serializer.DataField(ref _hardness, "hardness", 1, alwaysWrite: true);
serializer.DataField(ref _sharpDamage, "sharpdamage", 1, alwaysWrite: true);
serializer.DataField(ref _bluntDamage, "bluntdamage", 1, alwaysWrite: true);
}
}
[Prototype("material")]
public class MaterialPrototype : IPrototype, IIndexedPrototype
{
public string ID { get; private set; }
public Material Material { get; private set; }
public void LoadFrom(YamlMappingNode mapping)
{
ID = mapping["id"].AsString();
var ser = YamlObjectSerializer.NewReader(mapping);
Material = new Material();
Material.ExposeData(ser);
}
}
}

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@@ -0,0 +1,17 @@
- type: material
id: steel
name: Steel
color: gray
density: 7700
electricresistivity: 6.9e-7
thermalconductivity: 18
specificheat: 500
- type: material
id: glass
name: Glass
color: '#e8f0ff33'
density: 2500
electricresistivity: 1.0e+13
thermalconductivity: 0.9
specificheat: 840

2
engine

Submodule engine updated: 696bf486a6...8aa6d1ccc3