using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Shared.Materials
{
///
/// 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).
///
public class Material : IExposeData
{
public string Name => _name;
private string _name = "unobtanium";
public Color Color => _color;
private Color _color = Color.Gray;
///
/// Volumetric mass density, in kg.m^-3.
///
public double Density => _density;
private double _density = 1;
///
/// Electrical resistivity, NOT resistance.
/// Unit is ohm-meter (Ω⋅m).
///
public double ElectricResistivity => _electricResistivity;
private double _electricResistivity = 1;
///
/// Thermal conductivity, in W.m-1.K-1
///
public double ThermalConductivity => _thermalConductivity;
private double _thermalConductivity = 1;
///
/// Specific heat, in J.kg-1.K-1
///
public double SpecificHeat => _specificHeat;
private double _specificHeat = 1;
///
/// Controls how durable the material is.
/// Basically how slowly it degrades.
///
public double Durability => _durability;
private double _durability = 1;
///
/// Multiplier for how much this resists damage.
/// So higher means armor is more effective, for example.
///
public double Hardness => _hardness;
private double _hardness = 1;
///
/// Multiplier that determines damage on sharpness-based weapons like knives.
/// Higher means more damage is done.
///
public double SharpDamage => _sharpDamage;
private double _sharpDamage = 1;
///
/// Multiplier that determines damage on blunt-based weapons like clubs.
/// Higher means more damage is done.
///
public double BluntDamage => _bluntDamage;
private double _bluntDamage = 1;
///
/// An icon used to represent the material in graphic interfaces.
///
public SpriteSpecifier Icon => _icon;
private SpriteSpecifier _icon = SpriteSpecifier.Invalid;
public string ID
{
get
{
var prototypeManager = IoCManager.Resolve();
foreach (var prototype in prototypeManager.EnumeratePrototypes())
{
if (prototype.Material == this) return prototype.ID;
}
return null;
}
}
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);
serializer.DataField(ref _icon, "icon", SpriteSpecifier.Invalid, 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);
}
}
}