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use crate::{
AllEnum, AllOrAllSolidEnum, ColorToken, DietInfoEnum, InorganicToken, ItemReferenceArg,
MaterialStateEnum, MaterialTokenArgWithLocalCreatureMat, NoneEnum, OverwriteSolidEnum,
PluralEnum, ReactionToken, StandardPluralEnum, SyndromeToken, TissueShapeEnum, TissueToken,
};
use df_ls_core::{Choose, DFChar, Reference, ReferenceTo};
use df_ls_syntax_analysis::TokenDeserialize;
use serde::{Deserialize, Serialize};
/// Begins defining a new local tissue in the creature.
#[derive(Serialize, Deserialize, Clone, Debug, Default, TokenDeserialize, PartialEq, Eq)]
pub struct LocalTissueToken {
/// Argument 1 of `[TISSUE:...]`
#[token_de(token = "TISSUE", on_duplicate_to_parent, primary_token)]
pub reference: Option<Reference>,
// region: Tissue Tokens ======================================================================
/// Name of the tissue.
///
/// Arguments are: `<name>:<plural>`
///
/// Plural can alternatively be `NP` (No Plural) or `STP (Standard Plural,
/// adds an 's' on the end).
#[token_de(token = "TISSUE_NAME")]
pub name: Option<(String, Choose<PluralEnum, String>)>,
/// Defines the tissue material.
#[token_de(token = "TISSUE_MATERIAL")]
pub material: Option<MaterialTokenArgWithLocalCreatureMat>,
/// The relative thickness of the tissue.
/// A higher thickness is harder to penetrate, but raising a tissue's relative thickness
/// decreases the thickness of all other tissues.
#[token_de(token = "RELATIVE_THICKNESS")]
pub relative_thickness: Option<u32>,
/// Speed at which the tissue heals itself; lower is faster. Common values are `100` and `1000`
///
/// Omitting the token will result in a tissue that never heals.
#[token_de(token = "HEALING_RATE")]
pub healing_rate: Option<u32>,
/// How many arteries/veins are in the tissue.
/// Related to how much said tissue bleeds.
///
/// Higher = More bleeding (Which is why the heart has the highest value.)
/// - Default heart = `10`
/// - Default skin = `1`
///
/// Also see: `MAJOR_ARTERIES` and `ARTERIES`
#[token_de(token = "VASCULAR")]
pub vascular: Option<i32>,
/// Related to how much pain your character will suffer when said tissue is damaged.
/// Higher = More pain when damaged (which is why the bone tissue has a much higher value
/// than other tissues; a broken bone hurts a lot more than a flesh cut).
/// - Default bones = `50`
/// - Default skin = `5`
#[token_de(token = "PAIN_RECEPTORS")]
pub pain_receptors: Option<i32>,
/// The thickness of the tissue increases when character strength increases.
/// Used for muscles in vanilla.
#[token_de(token = "THICKENS_ON_STRENGTH")]
pub thickness_on_strength: Option<()>,
/// Thickness of said tissue increases when the
/// character eats and doesn't exercise sufficiently.
/// Used for fat in vanilla.
#[token_de(token = "THICKENS_ON_ENERGY_STORAGE")]
pub thickness_on_energy_storage: Option<()>,
/// The tissue contains arteries.
/// Edged attacks have the chance to break an artery, increasing blood loss.
/// Used for muscles in vanilla.
///
/// Also see: `MAJOR_ARTERIES` and `VASCULAR`
#[token_de(token = "ARTERIES")]
pub arteries: Option<()>,
/// Denotes whether or not the tissue will be scarred once healed.
#[token_de(token = "SCARS")]
pub scars: Option<()>,
/// Holds the body part together.
/// A cut or a fracture will disable the body part it's in.
#[token_de(token = "STRUCTURAL")]
pub structural: Option<()>,
/// Any ligaments or tendons are part of this tissue.
/// Vulnerable to edged attacks, damage disables the limb.
///
/// Used for bones and chitin in vanilla.
#[token_de(token = "CONNECTIVE_TISSUE_ANCHOR")]
pub connective_tissue_anchor: Option<()>,
/// The tissue will not heal, or heals slower, until it is set by a bone doctor.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SETTABLE")]
pub settable: Option<()>,
/// The broken tissue can be fixed with a cast or a splint to restore function while it heals.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SPLINTABLE")]
pub splintable: Option<()>,
/// The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.)
/// An organ with such a function will stop working if a sufficient amount of damage is
/// sustained by its `FUNCTIONAL` tissues. If an organ has no `FUNCTIONAL` tissues,
/// it will stop working only if it is severed or destroyed entirely by heat or cold.
#[token_de(token = "FUNCTIONAL")]
pub functional: Option<()>,
/// Nervous function - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "NERVOUS")]
pub nervous: Option<()>,
/// If a creature has no functioning parts with the `THOUGHT` token, it will be unable to move
/// or breathe; `NO_THOUGHT_CENTER_FOR_MOVEMENT` bypasses this limitation.
/// Mostly used in `[OBJECT:BODY]`.
#[token_de(token = "THOUGHT")]
pub though: Option<()>,
/// Seems to affect where sensory or motor nerves are located,
/// and whether damage to this tissue will render a limb useless.
#[token_de(token = "MUSCULAR")]
pub muscular: Option<()>,
/// Used to smell - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SMELL")]
pub smell: Option<()>,
/// Used to hearing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "HEAR")]
pub hear: Option<()>,
/// Unknown - not used.
/// Most likely related to flying.
#[token_de(token = "FLIGHT")]
pub flight: Option<()>,
/// Used to breathing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "BREATHE")]
pub breathe: Option<()>,
/// Used to seeing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SIGHT")]
pub sight: Option<()>,
/// Holds body parts together.
/// A body part will not be severed unless all of its component tissues with the
/// `CONNECTS` tag are severed.
#[token_de(token = "CONNECTS")]
pub connects: Option<()>,
/// Causes tissue to sometimes severely bleed when damaged.
/// This is independent of its `VASCULAR` value.
///
/// Also see: `ARTERIES`
#[token_de(token = "MAJOR_ARTERIES")]
pub major_arteries: Option<()>,
/// Tissue supplies the creature with heat insulation.
/// Higher values result in more insulation.
#[token_de(token = "INSULATION")]
pub insulation: Option<u32>,
/// Unknown - not used.
/// Maybe makes the tissue have no direct purpose?
///
/// Also see: `STYLEABLE`
#[token_de(token = "COSMETIC")]
pub cosmetic: Option<()>,
/// The tissue can be styled as per a tissue style (defined in an entity entry)
///
/// Also see: `COSMETIC`
#[token_de(token = "STYLEABLE")]
pub styleable: Option<()>,
/// The shape of the tissue, like if it is a layer or feathers.
#[token_de(token = "TISSUE_SHAPE")]
pub tissue_shape: Option<TissueShapeEnum>,
/// Tissue is implicitly attached to another tissue and will fall off if that tissue
/// layer is destroyed. Used for hair and feathers in vanilla, which are subordinate to skin.
#[token_de(token = "SUBORDINATE_TO_TISSUE")]
pub subordinate_to_tissue: Option<ReferenceTo<TissueToken>>,
/// Sets/forces a default material state for the selected tissue.
#[token_de(token = "TISSUE_MAT_STATE")]
pub tissue_mat_state: Option<MaterialStateEnum>,
/// The selected tissue leaks out of the creature when the layers above it are pierced.
#[token_de(token = "TISSUE_LEAKS")]
pub tissue_leaks: Option<()>,
// endregion ==================================================================================
}
/// Defines a new local creature tissue and populates it with all properties defined in the
/// local tissue specified in the second argument.
#[derive(Serialize, Deserialize, Clone, Debug, Default, TokenDeserialize, PartialEq, Eq)]
pub struct UseTissue {
/// Argument 1 of `[USE_TISSUE:...]`
#[token_de(token = "USE_TISSUE", on_duplicate_to_parent, primary_token)]
pub reference: Option<(Reference, Reference)>,
// region: Tissue Tokens ======================================================================
/// Name of the tissue.
///
/// Arguments are: `<name>:<plural>`
///
/// Plural can alternatively be `NP` (No Plural) or `STP (Standard Plural,
/// adds an 's' on the end).
#[token_de(token = "TISSUE_NAME")]
pub name: Option<(String, Choose<PluralEnum, String>)>,
/// Defines the tissue material.
#[token_de(token = "TISSUE_MATERIAL")]
pub material: Option<MaterialTokenArgWithLocalCreatureMat>,
/// The relative thickness of the tissue.
/// A higher thickness is harder to penetrate, but raising a tissue's relative thickness
/// decreases the thickness of all other tissues.
#[token_de(token = "RELATIVE_THICKNESS")]
pub relative_thickness: Option<u32>,
/// Speed at which the tissue heals itself; lower is faster. Common values are `100` and `1000`
///
/// Omitting the token will result in a tissue that never heals.
#[token_de(token = "HEALING_RATE")]
pub healing_rate: Option<u32>,
/// How many arteries/veins are in the tissue.
/// Related to how much said tissue bleeds.
///
/// Higher = More bleeding (Which is why the heart has the highest value.)
/// - Default heart = `10`
/// - Default skin = `1`
///
/// Also see: `MAJOR_ARTERIES` and `ARTERIES`
#[token_de(token = "VASCULAR")]
pub vascular: Option<i32>,
/// Related to how much pain your character will suffer when said tissue is damaged.
/// Higher = More pain when damaged (which is why the bone tissue has a much higher value
/// than other tissues; a broken bone hurts a lot more than a flesh cut).
/// - Default bones = `50`
/// - Default skin = `5`
#[token_de(token = "PAIN_RECEPTORS")]
pub pain_receptors: Option<i32>,
/// The thickness of the tissue increases when character strength increases.
/// Used for muscles in vanilla.
#[token_de(token = "THICKENS_ON_STRENGTH")]
pub thickness_on_strength: Option<()>,
/// Thickness of said tissue increases when the
/// character eats and doesn't exercise sufficiently.
/// Used for fat in vanilla.
#[token_de(token = "THICKENS_ON_ENERGY_STORAGE")]
pub thickness_on_energy_storage: Option<()>,
/// The tissue contains arteries.
/// Edged attacks have the chance to break an artery, increasing blood loss.
/// Used for muscles in vanilla.
///
/// Also see: `MAJOR_ARTERIES` and `VASCULAR`
#[token_de(token = "ARTERIES")]
pub arteries: Option<()>,
/// Denotes whether or not the tissue will be scarred once healed.
#[token_de(token = "SCARS")]
pub scars: Option<()>,
/// Holds the body part together.
/// A cut or a fracture will disable the body part it's in.
#[token_de(token = "STRUCTURAL")]
pub structural: Option<()>,
/// Any ligaments or tendons are part of this tissue.
/// Vulnerable to edged attacks, damage disables the limb.
///
/// Used for bones and chitin in vanilla.
#[token_de(token = "CONNECTIVE_TISSUE_ANCHOR")]
pub connective_tissue_anchor: Option<()>,
/// The tissue will not heal, or heals slower, until it is set by a bone doctor.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SETTABLE")]
pub settable: Option<()>,
/// The broken tissue can be fixed with a cast or a splint to restore function while it heals.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SPLINTABLE")]
pub splintable: Option<()>,
/// The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.)
/// An organ with such a function will stop working if a sufficient amount of damage is
/// sustained by its `FUNCTIONAL` tissues. If an organ has no `FUNCTIONAL` tissues,
/// it will stop working only if it is severed or destroyed entirely by heat or cold.
#[token_de(token = "FUNCTIONAL")]
pub functional: Option<()>,
/// Nervous function - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "NERVOUS")]
pub nervous: Option<()>,
/// If a creature has no functioning parts with the `THOUGHT` token, it will be unable to move
/// or breathe; `NO_THOUGHT_CENTER_FOR_MOVEMENT` bypasses this limitation.
/// Mostly used in `[OBJECT:BODY]`.
#[token_de(token = "THOUGHT")]
pub though: Option<()>,
/// Seems to affect where sensory or motor nerves are located,
/// and whether damage to this tissue will render a limb useless.
#[token_de(token = "MUSCULAR")]
pub muscular: Option<()>,
/// Used to smell - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SMELL")]
pub smell: Option<()>,
/// Used to hearing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "HEAR")]
pub hear: Option<()>,
/// Unknown - not used.
/// Most likely related to flying.
#[token_de(token = "FLIGHT")]
pub flight: Option<()>,
/// Used to breathing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "BREATHE")]
pub breathe: Option<()>,
/// Used to seeing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SIGHT")]
pub sight: Option<()>,
/// Holds body parts together.
/// A body part will not be severed unless all of its component tissues with the
/// `CONNECTS` tag are severed.
#[token_de(token = "CONNECTS")]
pub connects: Option<()>,
/// Causes tissue to sometimes severely bleed when damaged.
/// This is independent of its `VASCULAR` value.
///
/// Also see: `ARTERIES`
#[token_de(token = "MAJOR_ARTERIES")]
pub major_arteries: Option<()>,
/// Tissue supplies the creature with heat insulation.
/// Higher values result in more insulation.
#[token_de(token = "INSULATION")]
pub insulation: Option<u32>,
/// Unknown - not used.
/// Maybe makes the tissue have no direct purpose?
///
/// Also see: `STYLEABLE`
#[token_de(token = "COSMETIC")]
pub cosmetic: Option<()>,
/// The tissue can be styled as per a tissue style (defined in an entity entry)
///
/// Also see: `COSMETIC`
#[token_de(token = "STYLEABLE")]
pub styleable: Option<()>,
/// The shape of the tissue, like if it is a layer or feathers.
#[token_de(token = "TISSUE_SHAPE")]
pub tissue_shape: Option<TissueShapeEnum>,
/// Tissue is implicitly attached to another tissue and will fall off if that tissue
/// layer is destroyed. Used for hair and feathers in vanilla, which are subordinate to skin.
#[token_de(token = "SUBORDINATE_TO_TISSUE")]
pub subordinate_to_tissue: Option<ReferenceTo<TissueToken>>,
/// Sets/forces a default material state for the selected tissue.
#[token_de(token = "TISSUE_MAT_STATE")]
pub tissue_mat_state: Option<MaterialStateEnum>,
/// The selected tissue leaks out of the creature when the layers above it are pierced.
#[token_de(token = "TISSUE_LEAKS")]
pub tissue_leaks: Option<()>,
// endregion ==================================================================================
}
/// Loads a tissue template listed in `OBJECT:TISSUE_TEMPLATE` files, such as
/// `tissue_template_default.txt`.
#[derive(Serialize, Deserialize, Clone, Debug, Default, TokenDeserialize, PartialEq, Eq)]
pub struct UseTissueTemplate {
/// Argument 1 of `[USE_TISSUE_TEMPLATE:...]`
#[token_de(token = "USE_TISSUE_TEMPLATE", on_duplicate_to_parent, primary_token)]
pub reference: Option<(Reference, ReferenceTo<TissueToken>)>,
// region: Tissue Tokens ======================================================================
/// Name of the tissue.
///
/// Arguments are: `<name>:<plural>`
///
/// Plural can alternatively be `NP` (No Plural) or `STP (Standard Plural,
/// adds an 's' on the end).
#[token_de(token = "TISSUE_NAME")]
pub name: Option<(String, Choose<PluralEnum, String>)>,
/// Defines the tissue material.
#[token_de(token = "TISSUE_MATERIAL")]
pub material: Option<MaterialTokenArgWithLocalCreatureMat>,
/// The relative thickness of the tissue.
/// A higher thickness is harder to penetrate, but raising a tissue's relative thickness
/// decreases the thickness of all other tissues.
#[token_de(token = "RELATIVE_THICKNESS")]
pub relative_thickness: Option<u32>,
/// Speed at which the tissue heals itself; lower is faster. Common values are `100` and `1000`
///
/// Omitting the token will result in a tissue that never heals.
#[token_de(token = "HEALING_RATE")]
pub healing_rate: Option<u32>,
/// How many arteries/veins are in the tissue.
/// Related to how much said tissue bleeds.
///
/// Higher = More bleeding (Which is why the heart has the highest value.)
/// - Default heart = `10`
/// - Default skin = `1`
///
/// Also see: `MAJOR_ARTERIES` and `ARTERIES`
#[token_de(token = "VASCULAR")]
pub vascular: Option<i32>,
/// Related to how much pain your character will suffer when said tissue is damaged.
/// Higher = More pain when damaged (which is why the bone tissue has a much higher value
/// than other tissues; a broken bone hurts a lot more than a flesh cut).
/// - Default bones = `50`
/// - Default skin = `5`
#[token_de(token = "PAIN_RECEPTORS")]
pub pain_receptors: Option<i32>,
/// The thickness of the tissue increases when character strength increases.
/// Used for muscles in vanilla.
#[token_de(token = "THICKENS_ON_STRENGTH")]
pub thickness_on_strength: Option<()>,
/// Thickness of said tissue increases when the
/// character eats and doesn't exercise sufficiently.
/// Used for fat in vanilla.
#[token_de(token = "THICKENS_ON_ENERGY_STORAGE")]
pub thickness_on_energy_storage: Option<()>,
/// The tissue contains arteries.
/// Edged attacks have the chance to break an artery, increasing blood loss.
/// Used for muscles in vanilla.
///
/// Also see: `MAJOR_ARTERIES` and `VASCULAR`
#[token_de(token = "ARTERIES")]
pub arteries: Option<()>,
/// Denotes whether or not the tissue will be scarred once healed.
#[token_de(token = "SCARS")]
pub scars: Option<()>,
/// Holds the body part together.
/// A cut or a fracture will disable the body part it's in.
#[token_de(token = "STRUCTURAL")]
pub structural: Option<()>,
/// Any ligaments or tendons are part of this tissue.
/// Vulnerable to edged attacks, damage disables the limb.
///
/// Used for bones and chitin in vanilla.
#[token_de(token = "CONNECTIVE_TISSUE_ANCHOR")]
pub connective_tissue_anchor: Option<()>,
/// The tissue will not heal, or heals slower, until it is set by a bone doctor.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SETTABLE")]
pub settable: Option<()>,
/// The broken tissue can be fixed with a cast or a splint to restore function while it heals.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SPLINTABLE")]
pub splintable: Option<()>,
/// The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.)
/// An organ with such a function will stop working if a sufficient amount of damage is
/// sustained by its `FUNCTIONAL` tissues. If an organ has no `FUNCTIONAL` tissues,
/// it will stop working only if it is severed or destroyed entirely by heat or cold.
#[token_de(token = "FUNCTIONAL")]
pub functional: Option<()>,
/// Nervous function - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "NERVOUS")]
pub nervous: Option<()>,
/// If a creature has no functioning parts with the `THOUGHT` token, it will be unable to move
/// or breathe; `NO_THOUGHT_CENTER_FOR_MOVEMENT` bypasses this limitation.
/// Mostly used in `[OBJECT:BODY]`.
#[token_de(token = "THOUGHT")]
pub though: Option<()>,
/// Seems to affect where sensory or motor nerves are located,
/// and whether damage to this tissue will render a limb useless.
#[token_de(token = "MUSCULAR")]
pub muscular: Option<()>,
/// Used to smell - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SMELL")]
pub smell: Option<()>,
/// Used to hearing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "HEAR")]
pub hear: Option<()>,
/// Unknown - not used.
/// Most likely related to flying.
#[token_de(token = "FLIGHT")]
pub flight: Option<()>,
/// Used to breathing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "BREATHE")]
pub breathe: Option<()>,
/// Used to seeing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SIGHT")]
pub sight: Option<()>,
/// Holds body parts together.
/// A body part will not be severed unless all of its component tissues with the
/// `CONNECTS` tag are severed.
#[token_de(token = "CONNECTS")]
pub connects: Option<()>,
/// Causes tissue to sometimes severely bleed when damaged.
/// This is independent of its `VASCULAR` value.
///
/// Also see: `ARTERIES`
#[token_de(token = "MAJOR_ARTERIES")]
pub major_arteries: Option<()>,
/// Tissue supplies the creature with heat insulation.
/// Higher values result in more insulation.
#[token_de(token = "INSULATION")]
pub insulation: Option<u32>,
/// Unknown - not used.
/// Maybe makes the tissue have no direct purpose?
///
/// Also see: `STYLEABLE`
#[token_de(token = "COSMETIC")]
pub cosmetic: Option<()>,
/// The tissue can be styled as per a tissue style (defined in an entity entry)
///
/// Also see: `COSMETIC`
#[token_de(token = "STYLEABLE")]
pub styleable: Option<()>,
/// The shape of the tissue, like if it is a layer or feathers.
#[token_de(token = "TISSUE_SHAPE")]
pub tissue_shape: Option<TissueShapeEnum>,
/// Tissue is implicitly attached to another tissue and will fall off if that tissue
/// layer is destroyed. Used for hair and feathers in vanilla, which are subordinate to skin.
#[token_de(token = "SUBORDINATE_TO_TISSUE")]
pub subordinate_to_tissue: Option<ReferenceTo<TissueToken>>,
/// Sets/forces a default material state for the selected tissue.
#[token_de(token = "TISSUE_MAT_STATE")]
pub tissue_mat_state: Option<MaterialStateEnum>,
/// The selected tissue leaks out of the creature when the layers above it are pierced.
#[token_de(token = "TISSUE_LEAKS")]
pub tissue_leaks: Option<()>,
// endregion ==================================================================================
}
/// Selects a tissue for editing.
#[derive(Serialize, Deserialize, Clone, Debug, Default, TokenDeserialize, PartialEq, Eq)]
pub struct SelectTissue {
/// Argument 1 of `[SELECT_TISSUE:...]`
#[token_de(token = "SELECT_TISSUE", on_duplicate_to_parent, primary_token)]
pub reference: Option<Reference>,
// region: Tissue Tokens ======================================================================
/// Name of the tissue.
///
/// Arguments are: `<name>:<plural>`
///
/// Plural can alternatively be `NP` (No Plural) or `STP (Standard Plural,
/// adds an 's' on the end).
#[token_de(token = "TISSUE_NAME")]
pub name: Option<(String, Choose<PluralEnum, String>)>,
/// Defines the tissue material.
#[token_de(token = "TISSUE_MATERIAL")]
pub material: Option<MaterialTokenArgWithLocalCreatureMat>,
/// The relative thickness of the tissue.
/// A higher thickness is harder to penetrate, but raising a tissue's relative thickness
/// decreases the thickness of all other tissues.
#[token_de(token = "RELATIVE_THICKNESS")]
pub relative_thickness: Option<u32>,
/// Speed at which the tissue heals itself; lower is faster. Common values are `100` and `1000`
///
/// Omitting the token will result in a tissue that never heals.
#[token_de(token = "HEALING_RATE")]
pub healing_rate: Option<u32>,
/// How many arteries/veins are in the tissue.
/// Related to how much said tissue bleeds.
///
/// Higher = More bleeding (Which is why the heart has the highest value.)
/// - Default heart = `10`
/// - Default skin = `1`
///
/// Also see: `MAJOR_ARTERIES` and `ARTERIES`
#[token_de(token = "VASCULAR")]
pub vascular: Option<i32>,
/// Related to how much pain your character will suffer when said tissue is damaged.
/// Higher = More pain when damaged (which is why the bone tissue has a much higher value
/// than other tissues; a broken bone hurts a lot more than a flesh cut).
/// - Default bones = `50`
/// - Default skin = `5`
#[token_de(token = "PAIN_RECEPTORS")]
pub pain_receptors: Option<i32>,
/// The thickness of the tissue increases when character strength increases.
/// Used for muscles in vanilla.
#[token_de(token = "THICKENS_ON_STRENGTH")]
pub thickness_on_strength: Option<()>,
/// Thickness of said tissue increases when the
/// character eats and doesn't exercise sufficiently.
/// Used for fat in vanilla.
#[token_de(token = "THICKENS_ON_ENERGY_STORAGE")]
pub thickness_on_energy_storage: Option<()>,
/// The tissue contains arteries.
/// Edged attacks have the chance to break an artery, increasing blood loss.
/// Used for muscles in vanilla.
///
/// Also see: `MAJOR_ARTERIES` and `VASCULAR`
#[token_de(token = "ARTERIES")]
pub arteries: Option<()>,
/// Denotes whether or not the tissue will be scarred once healed.
#[token_de(token = "SCARS")]
pub scars: Option<()>,
/// Holds the body part together.
/// A cut or a fracture will disable the body part it's in.
#[token_de(token = "STRUCTURAL")]
pub structural: Option<()>,
/// Any ligaments or tendons are part of this tissue.
/// Vulnerable to edged attacks, damage disables the limb.
///
/// Used for bones and chitin in vanilla.
#[token_de(token = "CONNECTIVE_TISSUE_ANCHOR")]
pub connective_tissue_anchor: Option<()>,
/// The tissue will not heal, or heals slower, until it is set by a bone doctor.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SETTABLE")]
pub settable: Option<()>,
/// The broken tissue can be fixed with a cast or a splint to restore function while it heals.
/// Used for bones, shell and chitin in vanilla.
#[token_de(token = "SPLINTABLE")]
pub splintable: Option<()>,
/// The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.)
/// An organ with such a function will stop working if a sufficient amount of damage is
/// sustained by its `FUNCTIONAL` tissues. If an organ has no `FUNCTIONAL` tissues,
/// it will stop working only if it is severed or destroyed entirely by heat or cold.
#[token_de(token = "FUNCTIONAL")]
pub functional: Option<()>,
/// Nervous function - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "NERVOUS")]
pub nervous: Option<()>,
/// If a creature has no functioning parts with the `THOUGHT` token, it will be unable to move
/// or breathe; `NO_THOUGHT_CENTER_FOR_MOVEMENT` bypasses this limitation.
/// Mostly used in `[OBJECT:BODY]`.
#[token_de(token = "THOUGHT")]
pub though: Option<()>,
/// Seems to affect where sensory or motor nerves are located,
/// and whether damage to this tissue will render a limb useless.
#[token_de(token = "MUSCULAR")]
pub muscular: Option<()>,
/// Used to smell - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SMELL")]
pub smell: Option<()>,
/// Used to hearing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "HEAR")]
pub hear: Option<()>,
/// Unknown - not used.
/// Most likely related to flying.
#[token_de(token = "FLIGHT")]
pub flight: Option<()>,
/// Used to breathing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "BREATHE")]
pub breathe: Option<()>,
/// Used to seeing - not used.
/// This token is used in `[OBJECT:BODY]` tokens.
#[token_de(token = "SIGHT")]
pub sight: Option<()>,
/// Holds body parts together.
/// A body part will not be severed unless all of its component tissues with the
/// `CONNECTS` tag are severed.
#[token_de(token = "CONNECTS")]
pub connects: Option<()>,
/// Causes tissue to sometimes severely bleed when damaged.
/// This is independent of its `VASCULAR` value.
///
/// Also see: `ARTERIES`
#[token_de(token = "MAJOR_ARTERIES")]
pub major_arteries: Option<()>,
/// Tissue supplies the creature with heat insulation.
/// Higher values result in more insulation.
#[token_de(token = "INSULATION")]
pub insulation: Option<u32>,
/// Unknown - not used.
/// Maybe makes the tissue have no direct purpose?
///
/// Also see: `STYLEABLE`
#[token_de(token = "COSMETIC")]
pub cosmetic: Option<()>,
/// The tissue can be styled as per a tissue style (defined in an entity entry)
///
/// Also see: `COSMETIC`
#[token_de(token = "STYLEABLE")]
pub styleable: Option<()>,
/// The shape of the tissue, like if it is a layer or feathers.
#[token_de(token = "TISSUE_SHAPE")]
pub tissue_shape: Option<TissueShapeEnum>,
/// Tissue is implicitly attached to another tissue and will fall off if that tissue
/// layer is destroyed. Used for hair and feathers in vanilla, which are subordinate to skin.
#[token_de(token = "SUBORDINATE_TO_TISSUE")]
pub subordinate_to_tissue: Option<ReferenceTo<TissueToken>>,
/// Sets/forces a default material state for the selected tissue.
#[token_de(token = "TISSUE_MAT_STATE")]
pub tissue_mat_state: Option<MaterialStateEnum>,
/// The selected tissue leaks out of the creature when the layers above it are pierced.
#[token_de(token = "TISSUE_LEAKS")]
pub tissue_leaks: Option<()>,
// endregion ==================================================================================
}
/// Selects a locally defined material for editing. You can select `ALL` to modify all materials
/// in the creature.
#[derive(Serialize, Deserialize, Clone, Debug, Default, TokenDeserialize, PartialEq, Eq)]
pub struct SelectMaterial {
/// Arguments of `[SELECT_MATERIAL:...]`
#[token_de(token = "SELECT_MATERIAL", on_duplicate_to_parent, primary_token)]
//#[referenceable(self_reference)]
pub reference: Option<Choose<AllEnum, Reference>>,
/// Adds a material to selected materials. Used immediately after `[SELECT_MATERIAL]`.
#[token_de(token = "PLUS_MATERIAL")] // TODO nest
pub plus_material: Vec<Reference>,
// region: Not Permitted in MatDef ============================================================
/// Applies a prefix to all items made from the material. For `PLANT` and `CREATURE` materials,
/// this defaults to the plant/creature name. Not permitted in material template definitions.
#[token_de(token = "PREFIX")]
pub prefix: Option<Choose<NoneEnum, String>>,
/// Multiplies the value of the material. Not permitted in material template definitions.
#[token_de(token = "MULTIPLY_VALUE")]
pub multiply_value: Option<u32>,
/// Changes a material's `HEATDAM_POINT`, but only if it was not set to `NONE`. Not permitted in
/// material template definitions.
#[token_de(token = "IF_EXISTS_SET_HEATDAM_POINT")]
pub if_exists_set_heatdam_point: Option<Choose<u32, NoneEnum>>,
/// Changes a material's `COLDDAM_POINT`, but only if it was not set to `NONE`. Not permitted in
/// material template definitions.
#[token_de(token = "IF_EXISTS_SET_COLDDAM_POINT")]
pub if_exists_set_colddam_point: Option<Choose<u32, NoneEnum>>,
/// Changes a material's `IGNITE_POINT`, but only if it was not set to `NONE`. Not permitted in
/// material template definitions.
#[token_de(token = "IF_EXISTS_SET_IGNITE_POINT")]
pub if_exists_set_ignite_point: Option<Choose<u32, NoneEnum>>,
/// Changes a material's `MELTING_POINT`, but only if it was not set to `NONE`. Not permitted in
/// material template definitions.
#[token_de(token = "IF_EXISTS_SET_MELTING_POINT")]
pub if_exists_set_melting_point: Option<Choose<u32, NoneEnum>>,
/// Changes a material's `BOILING_POINT`, but only if it was not set to `NONE`. Not permitted in
/// material template definitions.
#[token_de(token = "IF_EXISTS_SET_BOILING_POINT")]
pub if_exists_set_boiling_point: Option<Choose<u32, NoneEnum>>,
/// Changes a material's `MAT_FIXED_TEMP`, but only if it was not set to `NONE`. Not permitted
/// in material template definitions.
#[token_de(token = "IF_EXISTS_SET_MAT_FIXED_TEMP")]
pub if_exists_set_mat_fixed_temp: Option<Choose<u32, NoneEnum>>,
// endregion ==================================================================================
// region: MatDef but not allowed in INORGANIC ================================================
/// The material forms "wafers" instead of "bars".
#[token_de(token = "WAFERS")]
pub wafers: Option<()>,
/// Makes `BOULDER` acceptable as a reagent in reactions that require `METAL_ORE:MATERIAL_NAME`,
/// as well as smelting directly into metal bars.
///
/// Places the material under "Metal Ores" in Stone stockpiles.
///
/// The specified value determines the probability for this product
/// (see [Tetrahedrite](https://dwarffortresswiki.org/index.php/Tetrahedrite)
/// or [Galena](https://dwarffortresswiki.org/index.php/Galena) for details).
#[token_de(token = "METAL_ORE")]
pub metal_ore: Option<(ReferenceTo<InorganicToken>, u32)>,
/// Makes `BOULDER` items made of the material acceptable for strand extraction into threads;
/// see also `STOCKPILE_THREAD_METAL`.
///
/// The value presumably determines the probability of this product extracted.
#[token_de(token = "THREAD_METAL")]
pub thread_metal: Option<(ReferenceTo<InorganicToken>, u32)>,
// endregion ==================================================================================
// region: Material definition tokens =========================================================
/// List of syndromes tied to the material.
#[token_de(token = "SYNDROME")]
pub syndrome: Vec<SyndromeToken>,
/// Overrides the name of `BOULDER` items (i.e. mined-out stones) made of the material (used for
/// native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders").
#[token_de(token = "STONE_NAME")]
pub stone_name: Option<String>,
/// Used to indicate that said material is a gemstone - when tiles are mined out, rough gems
/// will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to
/// the singular form, and `OVERWRITE_SOLID` will override the relevant `STATE_NAME` and
/// `STATE_ADJ` values.
#[token_de(token = "IS_GEM")]
pub is_gem: Option<(
String,
Choose<StandardPluralEnum, String>,
Option<OverwriteSolidEnum>,
)>,
/// Specifies what the material should be treated as when drinking water contaminated by it, for
/// generating unhappy thoughts.
#[token_de(token = "TEMP_DIET_INFO")]
pub temp_diet_info: Option<DietInfoEnum>,
/// Allows the material to be used as dye, and defines color of dyed items.
#[token_de(token = "POWDER_DYE")]
pub powder_dye: Option<ReferenceTo<ColorToken>>,
/// Specifies the tile that will be used to represent unmined tiles made of this material.
/// Generally only used with stones. Defaults to 219 ('â–ˆ').
#[token_de(token = "TILE")]
pub tile: Option<DFChar>,
/// Specifies the tile that will be used to represent `BOULDER` items made of this material.
/// Generally only used with stones. Defaults to 7 ('•').
#[token_de(token = "ITEM_SYMBOL")]
pub item_symbol: Option<DFChar>,
/// The on-screen color of the material. Uses a standard 3-digit color token. Equivalent to
/// `[TILE_COLOR:a:b:c]`, `[BUILD_COLOR:b:a:X]` (X = 1 if 'a' equals 'b', 0 otherwise), and
/// `[BASIC_COLOR:a:c]`.
#[token_de(token = "DISPLAY_COLOR")]
pub display_color: Option<(u8, u8, u8)>,
/// The color of objects made of this material which use both the foreground and background
/// color: doors, floodgates, hatch covers, bins, barrels, and cages. Defaults to 7:7:1 (white).
#[token_de(token = "BUILD_COLOR")]
pub build_color: Option<(u8, u8, u8)>,
/// The color of unmined tiles containing this material (for stone and soil), as well as
/// engravings in this material. Defaults to 7:7:1 (white).
#[token_de(token = "TILE_COLOR")]
pub tile_color: Option<(u8, u8, u8)>,
/// The color of objects made of this material which use only the foreground color, including
/// workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).
#[token_de(token = "BASIC_COLOR")]
pub basic_color: Option<(u8, u8)>,
/// Determines the color of the material at the specified state. Colors come from
/// `descriptor_color_standard.txt`. The nearest color value is used to display contaminants
/// and body parts made of this material.
#[token_de(token = "STATE_COLOR")]
pub state_color: Vec<(
Choose<MaterialStateEnum, AllOrAllSolidEnum>,
ReferenceTo<ColorToken>,
)>,
/// Determines the name of the material at the specified state, as displayed in-game.
#[token_de(token = "STATE_NAME")]
pub state_name: Vec<(Choose<MaterialStateEnum, AllOrAllSolidEnum>, String)>,
/// Like `STATE_NAME`, but used in different situations. Equipment made from the material uses
/// the state adjective and not the state name.
#[token_de(token = "STATE_ADJ")]
pub state_adj: Vec<(Choose<MaterialStateEnum, AllOrAllSolidEnum>, String)>,
/// Sets both `STATE_NAME` and `STATE_ADJ` at the same time.
#[token_de(token = "STATE_NAME_ADJ")]
pub state_name_adj: Vec<(Choose<MaterialStateEnum, AllOrAllSolidEnum>, String)>,
/// The material's tendency to absorb liquids. Containers made of materials with nonzero
/// absorption cannot hold liquids unless they have been glazed. Defaults to 0.
#[token_de(token = "ABSORPTION")]
pub absorption: Option<u32>,
/// Specifies how hard of an impact (in kilopascals) the material can withstand before it will
/// start deforming permanently. Used for blunt-force combat. Defaults to 10000.
#[token_de(token = "IMPACT_YIELD")]
pub impact_yield: Option<u32>,
/// Specifies how hard of an impact the material can withstand before it will fail entirely.
/// Used for blunt-force combat. Defaults to 10000.
#[token_de(token = "IMPACT_FRACTURE")]
pub impact_fracture: Option<u32>,
/// Specifies how much the material will have given (in parts-per-100000) when the yield point
/// is reached. Used for blunt-force combat. Defaults to 0.
///
/// Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000),
/// torn (value between 25000 and 49999), or fractured (value <= 24999).
#[token_de(token = "IMPACT_STRAIN_AT_YIELD", alias = "IMPACT_ELASTICITY")]
pub impact_strain_at_yield: Option<u32>,
/// Specifies how hard the material can be compressed before it will start deforming
/// permanently. Determines a tissue's resistance to pinching and response to strangulation.
/// Defaults to 10000.
#[token_de(token = "COMPRESSIVE_YIELD")]
pub compressive_yield: Option<u32>,
/// Specifies how hard the material can be compressed before it will fail entirely. Determines a
/// tissue's resistance to pinching and response to strangulation. Defaults to 10000.
#[token_de(token = "COMPRESSIVE_FRACTURE")]
pub compressive_fracture: Option<u32>,
/// Specifies how much the material will have given when it has been compressed to its yield
/// point. Determines a tissue's resistance to pinching and response to strangulation. Defaults
/// to 0.
#[token_de(
token = "COMPRESSIVE_STRAIN_AT_YIELD",
alias = "COMPRESSIVE_ELASTICITY"
)]
pub compressive_strain_at_yield: Option<u32>,
/// Specifies how hard the material can be stretched before it will start deforming permanently.
/// Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
#[token_de(token = "TENSILE_YIELD")]
pub tensile_yield: Option<u32>,
/// Specifies how hard the material can be stretched before it will fail entirely. Determines a
/// tissue's resistance to a latching and tearing bite. Defaults to 10000.
#[token_de(token = "TENSILE_FRACTURE")]
pub tensile_fracture: Option<u32>,
/// Specifies how much the material will have given when it is stretched to its yield point.
/// Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.
#[token_de(token = "TENSILE_STRAIN_AT_YIELD", alias = "TENSILE_ELASTICITY")]
pub tensile_strain_at_yield: Option<u32>,
/// Specifies how hard the material can be twisted before it will start deforming permanently.
/// Used for latching and shaking with a blunt attack (no default creature has such an attack,
/// but they can be modded in). Defaults to 10000.
#[token_de(token = "TORSION_YIELD")]
pub torsion_yield: Option<u32>,
/// Specifies how hard the material can be twisted before it will fail entirely. Used for
/// latching and shaking with a blunt attack (no default creature has such an attack, but they
/// can be modded in). Defaults to 10000.
#[token_de(token = "TORSION_FRACTURE")]
pub torsion_fracture: Option<u32>,
/// Specifies how much the material will have given when it is twisted to its yield point. Used
/// for latching and shaking with a blunt attack (no default creature has such an attack, but
/// they can be modded in). Defaults to 0.
#[token_de(token = "TORSION_STRAIN_AT_YIELD", alias = "TORSION_ELASTICITY")]
pub torsion_strain_at_yield: Option<u32>,
/// Specifies how hard the material can be sheared before it will start deforming permanently.
/// Used for cutting calculations. Defaults to 10000.
#[token_de(token = "SHEAR_YIELD")]
pub shear_yield: Option<u32>,
/// Specifies how hard the material can be sheared before it will fail entirely. Used for
/// cutting calculations. Defaults to 10000.
#[token_de(token = "SHEAR_FRACTURE")]
pub shear_fracture: Option<u32>,
/// Specifies how much the material will have given when sheared to its yield point. Used for
/// cutting calculations. Defaults to 0.
#[token_de(token = "SHEAR_STRAIN_AT_YIELD", alias = "SHEAR_ELASTICITY")]
pub shear_strain_at_yield: Option<u32>,
/// Specifies how hard the material can be bent before it will start deforming permanently.
/// Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
#[token_de(token = "BENDING_YIELD")]
pub bending_yield: Option<u32>,
/// Specifies how hard the material can be bent before it will fail entirely. Determines a
/// tissue's resistance to being mangled with a joint lock. Defaults to 10000.
#[token_de(token = "BENDING_FRACTURE")]
pub bending_fracture: Option<u32>,
/// Specifies how much the material will have given when bent to its yield point. Determines a
/// tissue's resistance to being mangled with a joint lock. Defaults to 0.
#[token_de(token = "BENDING_STRAIN_AT_YIELD", alias = "BENDING_ELASTICITY")]
pub bending_strain_at_yield: Option<u32>,
/// How sharp the material is. Used in cutting calculations. Does not allow an inferior metal to
/// penetrate superior armor. Applying a value of at least 10000 to a stone will allow weapons
/// to be made from that stone. Defaults to 10000.
#[token_de(token = "MAX_EDGE")]
pub max_edge: Option<u32>,
/// Value modifier for the material. Defaults to 1. This number can be made negative by placing
/// a "-" in front, resulting in things that you are paid to buy and must pay to sell.
#[token_de(token = "MATERIAL_VALUE")]
pub material_value: Option<i32>,
/// Rate at which the material heats up or cools down (in joules/kilokelvin). If set to `NONE`,
/// the temperature will be fixed at its initial value.
/// See [Temperature](https://dwarffortresswiki.org/index.php/Temperature) for more information.
/// Defaults to `NONE`.
#[token_de(token = "SPEC_HEAT")]
pub spec_heat: Option<Choose<u32, NoneEnum>>,
/// Temperature above which the material takes damage from heat. May be set to `NONE`. If the
/// material has an ignite point but no heatdam point, it will burn for a very long time (9
/// months and 16.8 days). Defaults to `NONE`.
#[token_de(token = "HEATDAM_POINT")]
pub heatdam_point: Option<Choose<u32, NoneEnum>>,
/// Temperature below which the material takes damage from cold. Defaults to `NONE`.
#[token_de(token = "COLDDAM_POINT")]
pub colddam_point: Option<Choose<u32, NoneEnum>>,
/// Temperature at which the material will catch fire. Defaults to `NONE`.
#[token_de(token = "IGNITE_POINT")]
pub ignite_point: Option<Choose<u32, NoneEnum>>,
/// Temperature at which the material melts. Defaults to `NONE`.
#[token_de(token = "MELTING_POINT")]
pub melting_point: Option<Choose<u32, NoneEnum>>,
/// Temperature at which the material boils. Defaults to `NONE`.
#[token_de(token = "BOILING_POINT")]
pub boiling_point: Option<Choose<u32, NoneEnum>>,
/// Items composed of this material will initially have this temperature. Used in conjunction
/// with `[SPEC_HEAT:NONE]` to make material's temperature fixed at the specified value.
/// Defaults to `NONE`.
#[token_de(token = "MAT_FIXED_TEMP")]
pub mat_fixed_temp: Option<Choose<u32, NoneEnum>>,
/// Specifies the density (in kilograms per cubic meter) of the material when in solid form.
/// Also affects combat calculations; affects blunt-force damage and ability of edged weapons to
/// pierce tissue layers. Defaults to `NONE`.
#[token_de(token = "SOLID_DENSITY")]
pub solid_density: Option<Choose<u32, NoneEnum>>,
/// Specifies the density of the material when in liquid form. Defaults to `NONE`.
#[token_de(token = "LIQUID_DENSITY")]
pub liquid_density: Option<Choose<u32, NoneEnum>>,
/// Supposedly not used. Theoretically, should determine density (at given pressure) in
/// gas state, on which in turn would depend (together with weight of vaporized material) on the
/// volume covered by spreading vapors. Defaults to `NONE`.
#[token_de(token = "MOLAR_MASS")]
pub molar_mass: Option<Choose<u32, NoneEnum>>,
/// Specifies the type of container used to store the material. Used in conjunction with the
/// `[EXTRACT_BARREL]`, `[EXTRACT_VIAL]`, or `[EXTRACT_STILL_VIAL]` plant tokens. Defaults to
/// `BARREL`.
#[token_de(token = "EXTRACT_STORAGE")]
pub extract_storage: Option<Reference>, // TODO: ref is container type
/// Specifies the item type used for butchering results made of this material. Stock raws use
/// `GLOB:NONE` for fat and `MEAT:NONE` for other meat materials.
#[token_de(token = "BUTCHER_SPECIAL")]
pub butcher_special: Option<ItemReferenceArg>,
/// When a creature is butchered, meat yielded from organs made from this material will be named
/// via this token.
#[token_de(token = "MEAT_NAME")]
pub meat_name: Option<(Choose<NoneEnum, String>, String, String)>,
/// Specifies the name of blocks made from this material.
#[token_de(token = "BLOCK_NAME")]
pub block_name: Option<(String, Choose<StandardPluralEnum, String>)>,
/// Used with reaction raws to associate a reagent material with a product material. The first
/// argument is used by `HAS_MATERIAL_REACTION_PRODUCT` and `GET_MATERIAL_FROM_REAGENT` in
/// reaction raws. The remainder is a material reference, generally `LOCAL_CREATURE_MAT:SUBTYPE`
/// or `LOCAL_PLANT_MAT:SUBTYPE` or `INORGANIC:STONETYPE`.
#[token_de(token = "MATERIAL_REACTION_PRODUCT")]
pub material_reaction_product: Vec<(
ReferenceTo<ReactionToken>,
MaterialTokenArgWithLocalCreatureMat,
)>,
/// Used with reaction raws to associate a reagent material with a complete item. The first
/// argument is used by `HAS_ITEM_REACTION_PRODUCT` and `GET_ITEM_DATA_FROM_REAGENT` in reaction
/// raws. The rest refers to the type of item, then its material.
#[token_de(token = "ITEM_REACTION_PRODUCT")]
pub item_reaction_product: Vec<(
Reference,
ItemReferenceArg,
MaterialTokenArgWithLocalCreatureMat,
)>,
/// Used to classify all items made of the material, so that reactions can use them as generic
/// reagents.
///
/// In default raws, the following classes are used:
/// - `FAT`, `TALLOW`, `SOAP`, `PARCHMENT`, `PAPER_PLANT`, `PAPER_SLURRY`, `MILK`, `CHEESE`, `WAX`
/// - `CAN_GLAZE` - items made from this material can be glazed.
/// - `FLUX` - can be used as flux in pig iron and steel making.
/// - `GYPSUM` - can be processed into gypsum plaster.
/// - `CALCIUM_CARBONATE` - can be used in production of quicklime.
#[token_de(token = "REACTION_CLASS")]
pub reaction_class: Vec<Reference>,
/// Allows the material to be used to make casts.
#[token_de(token = "HARDENS_WITH_WATER")]
pub hardens_with_water: Option<MaterialTokenArgWithLocalCreatureMat>,
/// Soap has `[SOAP_LEVEL:2]`. Effects unknown. Defaults to 0.
#[token_de(token = "SOAP_LEVEL")]
pub soap_level: Option<u32>,
// region: Material usage tokens (no args) ====================================================
/// Lets the game know that an animal was likely killed in the production of this item. Entities
/// opposed to killing animals (which currently does not include Elves) will refuse to accept
/// these items in trade.
#[token_de(token = "IMPLIES_ANIMAL_KILL")]
pub implies_animal_kill: Option<()>,
/// Classifies the material as plant-based alcohol, allowing its storage in food stockpiles
/// under "Drink (Plant)".
#[token_de(token = "ALCOHOL_PLANT")]
pub alcohol_plant: Option<()>,
/// Classifies the material as animal-based alcohol, allowing its storage in food stockpiles
/// under "Drink (Animal)".
#[token_de(token = "ALCOHOL_CREATURE")]
pub alcohol_creature: Option<()>,
/// Classifies the material as generic alcohol. Implied by both `ALCOHOL_PLANT` and
/// `ALCOHOL_CREATURE`. Exact behavior unknown, possibly vestigial.
#[token_de(token = "ALCOHOL")]
pub alcohol: Option<()>,
/// Classifies the material as plant-based cheese, allowing its storage in food stockpiles
/// under "Cheese (Plant)".
#[token_de(token = "CHEESE_PLANT")]
pub cheese_plant: Option<()>,
/// Classifies the material as animal-based cheese, allowing its storage in food stockpiles
/// under "Cheese (Animal)".
#[token_de(token = "CHEESE_CREATURE")]
pub cheese_creature: Option<()>,
/// Classifies the material as generic cheese. Implied by both `CHEESE_PLANT` and
/// `CHEESE_CREATURE`. Exact behavior unknown, possibly vestigial.
#[token_de(token = "CHEESE")]
pub cheese: Option<()>,
/// Classifies the material as plant powder, allowing its storage in food stockpiles under
/// "Milled Plant".
#[token_de(token = "POWDER_MISC_PLANT")]
pub powder_misc_plant: Option<()>,
/// Classifies the material as creature powder, allowing its storage in food stockpiles under
/// "Bone Meal".
#[token_de(token = "POWDER_MISC_CREATURE")]
pub powder_misc_creature: Option<()>,
/// Classifies the material as generic powder. Implied by both `POWDER_MISC_PLANT` and
/// `POWDER_MISC_CREATURE`. Exact behavior unknown, possibly vestigial.
#[token_de(token = "POWDER_MISC")]
pub powder_misc: Option<()>,
/// Permits globs of the material in solid form to be stored in food stockpiles under "Fat" -
/// without it, dwarves will come by and "clean" the items, destroying them (unless
/// `[DO_NOT_CLEAN_GLOB]` is also included).
#[token_de(token = "STOCKPILE_GLOB", alias = "STOCKPILE_GLOB_SOLID")]
pub stockpile_glob: Option<()>,
/// Classifies the material as milled paste, allowing its storage in food stockpiles under
/// "Paste".
#[token_de(token = "STOCKPILE_GLOB_PASTE")]
pub stockpile_glob_paste: Option<()>,
/// Classifies the material as pressed goods, allowing its storage in food stockpiles under
/// "Pressed Material".
#[token_de(token = "STOCKPILE_GLOB_PRESSED")]
pub stockpile_glob_pressed: Option<()>,
/// Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in
/// food stockpiles under Plant Growth/Fruit.
#[token_de(token = "STOCKPILE_PLANT_GROWTH")]
pub stockpile_plant_growth: Option<()>,
/// Classifies the material as a plant extract, allowing its storage in food stockpiles under
/// "Extract (Plant)".
#[token_de(token = "LIQUID_MISC_PLANT")]
pub liquid_misc_plant: Option<()>,
/// Classifies the material as a creature extract, allowing its storage in food stockpiles under
/// "Extract (Animal)".
#[token_de(token = "LIQUID_MISC_CREATURE")]
pub liquid_misc_creature: Option<()>,
/// Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles
/// under "Misc. Liquid" along with lye.
#[token_de(token = "LIQUID_MISC_OTHER")]
pub liquid_misc_other: Option<()>,
/// Classifies the material as a generic liquid. Implied by `LIQUID_MISC_PLANT`,
/// `LIQUID_MISC_CREATURE`, and `LIQUID_MISC_OTHER`. Exact behavior unknown, possibly vestigial.
#[token_de(token = "LIQUID_MISC")]
pub liquid_misc: Option<()>,
/// Classifies the material as a plant, allowing its storage in food stockpiles under "Plants".
#[token_de(token = "STRUCTURAL_PLANT_MAT")]
pub structural_plant_mat: Option<()>,
/// Classifies the material as a plant seed, allowing its storage in food stockpiles under
/// "Seeds".
#[token_de(token = "SEED_MAT")]
pub seed_mat: Option<()>,
/// Classifies the material as bone, allowing its use for bone carvers and restriction from
/// stockpiles by material.
#[token_de(token = "BONE")]
pub bone: Option<()>,
/// Classifies the material as wood, allowing its use for carpenters and storage in wood
/// stockpiles. Entities opposed to killing plants (i.e. Elves) will refuse to accept these
/// items in trade.
#[token_de(token = "WOOD")]
pub wood: Option<()>,
/// Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth
/// stockpiles under "Thread (Plant)" and "Cloth (Plant)".
#[token_de(token = "THREAD_PLANT")]
pub thread_plant: Option<()>,
/// Classifies the material as tooth, allowing its use for bone carvers and restriction from
/// stockpiles by material.
#[token_de(token = "TOOTH")]
pub tooth: Option<()>,
/// Classifies the material as horn, allowing its use for bone carvers and restriction from
/// stockpiles by material.
#[token_de(token = "HORN")]
pub horn: Option<()>,
/// Classifies the material as pearl, allowing its use for bone carvers and restriction from
/// stockpiles by material.
#[token_de(token = "PEARL")]
pub pearl: Option<()>,
/// Classifies the material as shell, allowing its use for bone carvers and restriction from
/// stockpiles by material.
#[token_de(token = "SHELL")]
pub shell: Option<()>,
/// Classifies the material as leather, allowing its use for leatherworkers and storage in
/// leather stockpiles.
#[token_de(token = "LEATHER")]
pub leather: Option<()>,
/// Classifies the material as silk, allowing its use for clothiers and storage in cloth
/// stockpiles under "Thread (Silk)" and "Cloth (Silk)".
#[token_de(token = "SILK")]
pub silk: Option<()>,
/// Classifies the material as soap, allowing it to be used as a bath detergent and stored in
/// bar/block stockpiles under "Bars: Other Materials".
#[token_de(token = "SOAP")]
pub soap: Option<()>,
/// Material generates miasma when it rots.
#[token_de(token = "GENERATES_MIASMA")]
pub generates_miasma: Option<()>,
/// Classifies the material as edible meat.
#[token_de(token = "MEAT")]
pub meat: Option<()>,
/// Material will rot if not stockpiled appropriately. Currently only affects food and refuse,
/// other items made of this material will not rot.
#[token_de(token = "ROTS")]
pub rots: Option<()>,
/// Tells the game to classify contaminants of this material as being "blood" in Adventurer mode
/// tile descriptions ("Here we have a Dwarf in a slurry of blood.").
#[token_de(token = "BLOOD_MAP_DESCRIPTOR")]
pub blood_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "ichor".
#[token_de(token = "ICHOR_MAP_DESCRIPTOR")]
pub ichor_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "goo".
#[token_de(token = "GOO_MAP_DESCRIPTOR")]
pub goo_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "slime".
#[token_de(token = "SLIME_MAP_DESCRIPTOR")]
pub slime_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "pus".
#[token_de(token = "PUS_MAP_DESCRIPTOR")]
pub pus_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "sweat".
#[token_de(token = "SWEAT_MAP_DESCRIPTOR")]
pub sweat_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "tears".
#[token_de(token = "TEARS_MAP_DESCRIPTOR")]
pub tears_map_descriptor: Option<()>,
/// Tells the game to classify contaminants of this material as being "spit".
#[token_de(token = "SPIT_MAP_DESCRIPTOR")]
pub spit_map_descriptor: Option<()>,
/// Contaminants composed of this material evaporate over time, slowly disappearing from the
/// map. Used internally by water.
#[token_de(token = "EVAPORATES")]
pub evaporates: Option<()>,
/// Used for materials which cause syndromes, causes it to enter the creature's blood instead of
/// simply spattering on the surface.
#[token_de(token = "ENTERS_BLOOD")]
pub enters_blood: Option<()>,
/// Can be eaten by vermin.
#[token_de(token = "EDIBLE_VERMIN")]
pub edible_vermin: Option<()>,
/// Can be eaten raw.
#[token_de(token = "EDIBLE_RAW")]
pub edible_raw: Option<()>,
/// Can be cooked and then eaten.
#[token_de(token = "EDIBLE_COOKED")]
pub edible_cooked: Option<()>,
/// Prevents globs made of this material from being cleaned up and destroyed.
#[token_de(token = "DO_NOT_CLEAN_GLOB")]
pub do_not_clean_glob: Option<()>,
/// Prevents the material from showing up in Stone stockpile settings.
#[token_de(token = "NO_STONE_STOCKPILE")]
pub no_stone_stockpile: Option<()>,
/// Allows the creation of metal furniture at the metalsmith's forge.
#[token_de(token = "ITEMS_METAL")]
pub items_metal: Option<()>,
/// Equivalent to `ITEMS_HARD`. Given to bone.
#[token_de(token = "ITEMS_BARRED")]
pub items_barred: Option<()>,
/// Equivalent to `ITEMS_HARD`. Given to shell.
#[token_de(token = "ITEMS_SCALED")]
pub items_scaled: Option<()>,
/// Equivalent to `ITEMS_SOFT`. Given to leather.
#[token_de(token = "ITEMS_LEATHER")]
pub items_leather: Option<()>,
/// Random crafts made from this material cannot be made into rings, crowns, scepters or
/// figurines. Given to plant fiber, silk and wool.
#[token_de(token = "ITEMS_SOFT")]
pub items_soft: Option<()>,
/// Random crafts made from this material include all seven items. Given to stone, wood, bone,
/// shell, chitin, claws, teeth, horns, hooves and beeswax. Hair, pearls and eggshells also have
/// the tag.
#[token_de(token = "ITEMS_HARD")]
pub items_hard: Option<()>,
/// Used to define that the material is a stone. Allows its usage in masonry and stonecrafting
/// and storage in stone stockpiles, among other effects.
#[token_de(token = "IS_STONE")]
pub is_stone: Option<()>,
/// Used for a stone that cannot be dug into.
#[token_de(token = "UNDIGGABLE")]
pub undiggable: Option<()>,
/// Causes containers made of this material to be prefixed with "unglazed" if they have not yet
/// been glazed.
#[token_de(token = "DISPLAY_UNGLAZED")]
pub display_unglazed: Option<()>,
/// Classifies the material as yarn, allowing its use for clothiers and its storage in cloth
/// stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
#[token_de(token = "YARN")]
pub yarn: Option<()>,
/// Classifies the material as metal thread, permitting thread and cloth to be stored in cloth
/// stockpiles under "Thread (Metal)" and "Cloth (Metal)".
#[token_de(token = "STOCKPILE_THREAD_METAL")]
pub stockpile_thread_metal: Option<()>,
/// Defines the material as being metal, allowing it to be used at forges.
#[token_de(token = "IS_METAL")]
pub is_metal: Option<()>,
/// Used internally by green glass, clear glass, and crystal glass.
#[token_de(token = "IS_GLASS")]
pub is_glass: Option<()>,
/// Can be used in the production of crystal glass.
#[token_de(token = "CRYSTAL_GLASSABLE")]
pub crystal_glassable: Option<()>,
/// Melee weapons can be made out of this material.
#[token_de(token = "ITEMS_WEAPON")]
pub items_weapon: Option<()>,
/// Ranged weapons can be made out of this material.
#[token_de(token = "ITEMS_WEAPON_RANGED")]
pub items_weapon_ranged: Option<()>,
/// Anvils can be made out of this material.
#[token_de(token = "ITEMS_ANVIL")]
pub items_anvil: Option<()>,
/// Ammunition can be made out of this material.
#[token_de(token = "ITEMS_AMMO")]
pub items_ammo: Option<()>,
/// Picks can be made out of this material.
#[token_de(token = "ITEMS_DIGGER")]
pub items_digger: Option<()>,
/// Armor can be made out of this material.
#[token_de(token = "ITEMS_ARMOR")]
pub items_armor: Option<()>,
/// Used internally by amber and coral. Functionally equivalent to `ITEMS_HARD`.
#[token_de(token = "ITEMS_DELICATE")]
pub items_delicate: Option<()>,
/// Siege engine parts can be made out of this material. Does not appear to work.
#[token_de(token = "ITEMS_SIEGE_ENGINE")]
pub items_siege_engine: Option<()>,
/// Querns and millstones can be made out of this material.
#[token_de(token = "ITEMS_QUERN")]
pub items_quern: Option<()>,
// endregion ==================================================================================
// endregion ==================================================================================
}