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authorZefram <zefram@fysh.org>2014-04-28 10:44:07 +0100
committerZefram <zefram@fysh.org>2014-04-30 00:21:55 +0100
commit99fd5dfee5a70b0656e40787168d2c67ba417738 (patch)
treed25ae81f2ca71b7825bb5873ca5dcfb7ec32eec9 /technic_worldgen/textures
parentca69473664d4212aa787e4dca3cd7a918788c724 (diff)
Genericise handling of multiple meanings of wear
The tool workshop is meant to repair mechanical damage to tools, so is at risk of `repairing' tools that use the wear bar to represent something other than mechanical wear. It had special-case recognition of the water and lava cans, which use the wear bar to represent how much content they're carrying, and wouldn't repair them. But it didn't avoid `repairing' RE chargeable items, which use the wear bar to represent how much energy they have stored. It would modify the wear bar without actually affecting the charge, so the wear bar would jump back to the correct place when the next charging or discharging event occurred. To genericise, introduce a new item property, "wear_represents", which indicates how the wear bar is used for this item. Currently defined values are "mechanical_wear" (straightforward damage to tools that start out perfect), "technic_RE_charge" (electrical energy, canonically represented in the meta rather than the wear bar), and "content_level" (how full a container is). For backcompat, nil is interpreted as "mechanical_wear". The tool workshop will only repair "mechanical_wear" tools. As a bonus, set_RE_wear() will only set the wear bar for "technic_RE_charge" items: this means developers will notice if they forget to declare wear_represents, but also means that with no further changes it's possible to have an RE chargeable item that uses its wear bar to represent something else.
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