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); } } }