From 82437acd43bce6fb3298f7242972ec2bd2012297 Mon Sep 17 00:00:00 2001 From: Matt Atlas Date: Wed, 18 Mar 2020 20:19:11 +0100 Subject: [PATCH] Materials subsystem, material defines instead of strings, structure materials. (#8447) The shitcode crusade begins. --- aurorastation.dme | 2 + code/__defines/materials.dm | 66 +++++++ code/controllers/subsystems/garbage-debug.dm | 1 - .../subsystems/initialization/misc_early.dm | 3 - code/controllers/subsystems/materials.dm | 41 ++++ code/defines/obj/weapon.dm | 2 +- code/game/gamemodes/cult/cultify/obj.dm | 6 +- code/game/machinery/alarm.dm | 2 +- code/game/machinery/autolathe.dm | 6 +- code/game/machinery/camera/camera_assembly.dm | 2 +- code/game/machinery/deployable.dm | 8 +- code/game/machinery/doors/airlock.dm | 4 +- .../machinery/doors/airlock_electronics.dm | 2 +- code/game/machinery/doors/firedoor.dm | 2 +- code/game/machinery/firealarm.dm | 2 +- code/game/machinery/floor_light.dm | 2 +- code/game/machinery/mecha_fabricator.dm | 14 +- code/game/objects/items/devices/debugger.dm | 2 +- .../items/devices/lighting/flashlight.dm | 6 +- code/game/objects/items/devices/lightmeter.dm | 2 +- code/game/objects/items/devices/multitool.dm | 2 +- code/game/objects/items/devices/powersink.dm | 2 +- .../items/devices/radio/electropack.dm | 2 +- .../game/objects/items/devices/radio/radio.dm | 2 +- code/game/objects/items/devices/scanners.dm | 12 +- .../objects/items/devices/suit_cooling.dm | 2 +- code/game/objects/items/devices/tagger.dm | 2 +- .../objects/items/devices/taperecorder.dm | 2 +- code/game/objects/items/glassjar.dm | 2 +- .../objects/items/robot/robot_upgrades.dm | 1 - code/game/objects/items/skrell.dm | 4 +- code/game/objects/items/stacks/nanopaste.dm | 2 +- .../objects/items/stacks/tiles/tile_types.dm | 26 +-- code/game/objects/items/weapons/RFD.dm | 2 +- .../items/weapons/implants/implanter.dm | 2 +- .../objects/items/weapons/material/ashtray.dm | 6 +- .../objects/items/weapons/material/bats.dm | 10 +- .../objects/items/weapons/material/kitchen.dm | 6 +- .../weapons/material/material_weapons.dm | 2 +- .../objects/items/weapons/material/shards.dm | 8 +- .../items/weapons/material/twohanded.dm | 7 +- .../game/objects/items/weapons/power_cells.dm | 22 +-- code/game/objects/items/weapons/shields.dm | 2 +- .../objects/items/weapons/surgery_tools.dm | 12 +- code/game/objects/items/weapons/tools.dm | 8 +- code/game/objects/structures.dm | 7 +- code/game/objects/structures/door_assembly.dm | 2 +- code/game/objects/structures/girders.dm | 8 +- code/game/objects/structures/simple_doors.dm | 26 ++- .../structures/stool_bed_chair_nest/bed.dm | 14 +- .../structures/stool_bed_chair_nest/chairs.dm | 18 +- .../structures/stool_bed_chair_nest/stools.dm | 12 +- code/game/objects/structures/therapy.dm | 4 +- code/game/turfs/simulated/wall_icon.dm | 2 +- code/game/turfs/simulated/wall_types.dm | 34 ++-- code/game/turfs/simulated/walls.dm | 6 +- code/modules/assembly/igniter.dm | 2 +- code/modules/assembly/infrared.dm | 3 +- code/modules/assembly/mousetrap.dm | 2 +- code/modules/assembly/proximity.dm | 2 +- code/modules/assembly/signaler.dm | 2 +- code/modules/assembly/timer.dm | 2 +- code/modules/assembly/voice.dm | 2 +- code/modules/clothing/clothing.dm | 2 +- code/modules/clothing/head/misc_special.dm | 2 +- code/modules/clothing/rings/material.dm | 24 +-- .../clothing/spacesuits/rig/modules/combat.dm | 6 +- .../spacesuits/rig/modules/computer.dm | 4 +- .../spacesuits/rig/modules/modules.dm | 4 +- .../spacesuits/rig/modules/utility.dm | 14 +- .../clothing/spacesuits/rig/modules/vision.dm | 8 +- .../heavy_vehicle/components/_components.dm | 2 +- .../modules/heavy_vehicle/components/frame.dm | 2 +- .../heavy_vehicle/equipment/_equipment.dm | 2 +- .../modules/heavy_vehicle/premade/_premade.dm | 2 +- .../heavy_vehicle/premade/powerloader.dm | 2 +- code/modules/hydroponics/seed_datums.dm | 2 +- code/modules/hydroponics/trays/tray_tools.dm | 2 +- .../item_worth/Value_procs/obj/items.dm | 2 +- code/modules/materials/material_sheets.dm | 60 +++--- code/modules/materials/material_synth.dm | 12 +- code/modules/materials/materials.dm | 177 +++++++----------- code/modules/mining/drilling/drill.dm | 14 +- code/modules/mining/machine_processing.dm | 4 +- code/modules/mining/ore_datum.dm | 22 +-- .../carbon/human/species/station/golem.dm | 2 +- .../mob/living/silicon/robot/analyzer.dm | 2 +- code/modules/paperwork/handlabeler.dm | 2 +- code/modules/power/cable.dm | 2 +- code/modules/power/lights/bulbs.dm | 6 +- code/modules/projectiles/ammunition/boxes.dm | 6 +- .../modules/projectiles/ammunition/bullets.dm | 10 +- .../projectiles/guns/launcher/crossbow.dm | 2 +- .../projectiles/guns/launcher/syringe_gun.dm | 2 +- .../Chemistry-Reagents-Other.dm | 2 +- code/modules/reagents/Chemistry-Recipes.dm | 8 +- .../reagent_containers/food/drinks/bottle.dm | 2 +- .../food/drinks/drinkingglass.dm | 2 +- .../reagent_containers/food/drinks/jar.dm | 2 +- .../reagents/reagent_containers/glass.dm | 10 +- .../reagents/reagent_containers/hypospray.dm | 2 +- .../reagents/reagent_containers/inhaler.dm | 2 +- .../reagents/reagent_containers/syringes.dm | 2 +- code/modules/recycling/sortingmachinery.dm | 2 +- code/modules/research/circuitprinter.dm | 2 +- code/modules/research/designs.dm | 46 ++--- .../research/designs/AI_modules_designs.dm | 6 +- .../research/designs/circuit_designs.dm | 4 +- .../designs/mechfab/hardsuit/modules.dm | 34 ++-- .../research/designs/mechfab/hardsuit/rigs.dm | 14 +- .../designs/mechfab/mechs/designs_exosuits.dm | 22 +-- .../designs/mechfab/prosthetics/internal.dm | 2 +- .../research/designs/mechfab/robot/robot.dm | 4 +- .../designs/mechfab/robot/robot_upgrades.dm | 8 +- .../research/designs/medical_designs.dm | 26 +-- .../research/designs/mining_designs.dm | 12 +- .../designs/modular_computer_designs.dm | 24 +-- .../modules/research/designs/power_designs.dm | 10 +- .../research/designs/stock_parts_designs.dm | 34 ++-- .../research/designs/weapon_designs.dm | 108 +++++------ code/modules/research/protolathe.dm | 2 +- code/modules/research/research.dm | 4 +- code/modules/research/stockparts.dm | 32 ++-- .../research/xenoarchaeology/chemistry.dm | 2 +- code/modules/tables/debug.dm | 22 --- code/modules/tables/presets.dm | 4 +- code/modules/tables/tables.dm | 3 +- 127 files changed, 687 insertions(+), 646 deletions(-) create mode 100644 code/__defines/materials.dm create mode 100644 code/controllers/subsystems/materials.dm delete mode 100644 code/modules/tables/debug.dm diff --git a/aurorastation.dme b/aurorastation.dme index 456080e5533..69d8cc3af74 100644 --- a/aurorastation.dme +++ b/aurorastation.dme @@ -34,6 +34,7 @@ #include "code\__defines\lists.dm" #include "code\__defines\machinery.dm" #include "code\__defines\master_controller.dm" +#include "code\__defines\materials.dm" #include "code\__defines\math_physics.dm" #include "code\__defines\minimap.dm" #include "code\__defines\mining.dm" @@ -184,6 +185,7 @@ #include "code\controllers\subsystems\law.dm" #include "code\controllers\subsystems\lighting.dm" #include "code\controllers\subsystems\machinery.dm" +#include "code\controllers\subsystems\materials.dm" #include "code\controllers\subsystems\mob.dm" #include "code\controllers\subsystems\mob_ai.dm" #include "code\controllers\subsystems\news.dm" diff --git a/code/__defines/materials.dm b/code/__defines/materials.dm new file mode 100644 index 00000000000..11cf6d4a390 --- /dev/null +++ b/code/__defines/materials.dm @@ -0,0 +1,66 @@ +#define MATERIAL_PLASTIC "plastic" +#define MATERIAL_PLASTIC_HOLO "holoplastic" +#define MATERIAL_PLASTEEL "plasteel" +#define MATERIAL_STEEL "steel" +#define MATERIAL_GLASS "glass" +#define MATERIAL_GLASS_REINFORCED "rglass" +#define MATERIAL_GLASS_WIRED "wired glass" +#define MATERIAL_GLASS_PHORON "borosilicate glass" +#define MATERIAL_GLASS_REINFORCED_PHORON "reinforced borosilicate glass" +#define MATERIAL_GOLD "gold" +#define MATERIAL_SILVER "silver" +#define MATERIAL_DIAMOND "diamond" +#define MATERIAL_PHORON "phoron" +#define MATERIAL_URANIUM "uranium" +#define MATERIAL_SANDSTONE "sandstone" +#define MATERIAL_CONCRETE "concrete" +#define MATERIAL_IRON "iron" +#define MATERIAL_PLATINUM "platinum" +#define MATERIAL_BRONZE "bronze" +#define MATERIAL_OSMIUM "osmium" +#define MATERIAL_MARBLE "marble" +#define MATERIAL_CULT "cult" +#define MATERIAL_CULT_REINFORCED "cult_reinforced" +#define MATERIAL_TITANIUM "titanium" +#define MATERIAL_SAND "sand" +#define MATERIAL_DIONA "biomass" +#define MATERIAL_VAURCA "alien biomass" +#define MATERIAL_TRITIUM "tritium" +#define MATERIAL_HYDROGEN_METALLIC "mhydrogen" +#define MATERIAL_ELEVATOR "elevatorium" +#define MATERIAL_SHUTTLE "shuttle" +#define MATERIAL_SHUTTLE_SKRELL "skrell" +#define MATERIAL_RUST "rust" +#define MATERIAL_CARDBOARD "cardboard" + +// Leathers and related. +#define MATERIAL_RESIN "resin" +#define MATERIAL_LEATHER "leather" +#define MATERIAL_BONE "bone" +#define MATERIAL_BONE_CURSED "cursed bone" +#define MATERIAL_HIDE "hide" +#define MATERIAL_HIDE_CORGI "corgi hide" +#define MATERIAL_HIDE_CAT "cat hide" +#define MATERIAL_HIDE_MONKEY "monkey hide" +#define MATERIAL_HIDE_LIZARD "lizard hide" +#define MATERIAL_HIDE_ALIEN "alien hide" +#define MATERIAL_HIDE_HUMAN "human hide" + +// Wood. +#define MATERIAL_WOOD "wood" +#define MATERIAL_WOOD_HOLO "holowood" +#define MATERIAL_WOOD_LOG "log" +#define MATERIAL_WOOD_BRANCH "branch" + +// Cloth and related. +#define MATERIAL_CLOTH "cloth" +#define MATERIAL_COTTON "cotton" +#define MATERIAL_CARPET "carpet" +#define MATERIAL_CLOTH_TEAL "teal" +#define MATERIAL_CLOTH_BLACK "black" +#define MATERIAL_CLOTH_GREEN "green" +#define MATERIAL_CLOTH_PURPLE "purple" +#define MATERIAL_CLOTH_BLUE "blue" +#define MATERIAL_CLOTH_BEIGE "beige" +#define MATERIAL_CLOTH_LIME "lime" + diff --git a/code/controllers/subsystems/garbage-debug.dm b/code/controllers/subsystems/garbage-debug.dm index ac19afb0db3..010c8ffb509 100644 --- a/code/controllers/subsystems/garbage-debug.dm +++ b/code/controllers/subsystems/garbage-debug.dm @@ -747,7 +747,6 @@ SearchVar(swapmaps_initialized) SearchVar(swapmaps_loaded) SearchVar(swapmaps_byname) - SearchVar(name_to_material) SearchVar(minevendor_list) SearchVar(total_extraction_beacons) SearchVar(ore_data) diff --git a/code/controllers/subsystems/initialization/misc_early.dm b/code/controllers/subsystems/initialization/misc_early.dm index 1321e0d9c14..31690fd1813 100644 --- a/code/controllers/subsystems/initialization/misc_early.dm +++ b/code/controllers/subsystems/initialization/misc_early.dm @@ -21,9 +21,6 @@ global_hud.holomap ) - // This is kinda important. Set up details of what the hell things are made of. - populate_material_list() - // Create autolathe recipes, as above. populate_lathe_recipes() diff --git a/code/controllers/subsystems/materials.dm b/code/controllers/subsystems/materials.dm new file mode 100644 index 00000000000..24793f48536 --- /dev/null +++ b/code/controllers/subsystems/materials.dm @@ -0,0 +1,41 @@ +var/datum/controller/subsystem/materials/SSmaterials + +/datum/controller/subsystem/materials + name = "Materials" + init_order = SS_INIT_MISC_FIRST + flags = SS_NO_FIRE + + var/list/materials + var/list/materials_by_name + +/datum/controller/subsystem/materials/New() + NEW_SS_GLOBAL(SSmaterials) + +/datum/controller/subsystem/materials/Initialize() + create_material_lists() + . = ..() + +/datum/controller/subsystem/materials/proc/create_material_lists() + if(LAZYLEN(materials)) + return + + materials = list() + materials_by_name = list() + + for(var/M in subtypesof(/material)) + var/material/material = new M + if(material.name) + materials += material + materials_by_name[lowertext(material.name)] = material + +/datum/controller/subsystem/materials/proc/get_material_by_name(var/M) + if(!materials_by_name) + create_material_lists() + . = materials_by_name[M] + if(!.) + log_debug("Material not found: [M].") + +/datum/controller/subsystem/materials/proc/material_display_name(var/M) + var/material/material = get_material_by_name(M) + if(material) + return material.display_name diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 57f123d9771..edad2f65b94 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -377,7 +377,7 @@ name = "power control module" icon_state = "power_mod" desc = "Heavy-duty switching circuits for power control." - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /obj/item/module/power_control/attackby(obj/item/W, mob/user) if(W.ismultitool()) diff --git a/code/game/gamemodes/cult/cultify/obj.dm b/code/game/gamemodes/cult/cultify/obj.dm index cbc0825cb67..13ca9b471ef 100644 --- a/code/game/gamemodes/cult/cultify/obj.dm +++ b/code/game/gamemodes/cult/cultify/obj.dm @@ -130,10 +130,10 @@ ..() /obj/structure/table/cultify() - if(material == "cult" || reinforced == "cult") + if(material == SSmaterials.get_material_by_name(MATERIAL_CULT) || reinforced == SSmaterials.get_material_by_name(MATERIAL_CULT)) return - material = get_material_by_name("cult") - reinforced = get_material_by_name("cult") + material = SSmaterials.get_material_by_name(MATERIAL_CULT) + reinforced = SSmaterials.get_material_by_name(MATERIAL_CULT) update_desc() update_connections(1) update_icon() diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm index 597f479b1f6..6c016f213b8 100644 --- a/code/game/machinery/alarm.dm +++ b/code/game/machinery/alarm.dm @@ -840,6 +840,6 @@ Just a object used in constructing air alarms icon_state = "door_electronics" desc = "Looks like a circuit. Probably is." w_class = 2.0 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) // Fire Alarms moved to firealarm.dm \ No newline at end of file diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index f6942541b07..ff3557851b4 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -11,8 +11,8 @@ clickvol = 30 var/list/machine_recipes - var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0) - var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0) + var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0) + var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0) var/show_category = "All" var/hacked = FALSE @@ -300,7 +300,7 @@ /obj/machinery/autolathe/dismantle() for(var/mat in stored_material) - var/material/M = get_material_by_name(mat) + var/material/M = SSmaterials.get_material_by_name(mat) if(!istype(M)) continue var/obj/item/stack/material/S = new M.stack_type(get_turf(src)) diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index 86d80bb1298..53ea47020b2 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -6,7 +6,7 @@ w_class = 2 anchored = 0 - matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 300) // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/stock_parts/scanning_module) diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index 786d5c3e041..e2372e361a2 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -64,13 +64,12 @@ for reference: density = 1.0 var/health = 100 var/maxhealth = 100 - var/material/material /obj/structure/barricade/New(var/newloc, var/material_name) ..(newloc) if(!material_name) material_name = "wood" - material = get_material_by_name("[material_name]") + material = SSmaterials.get_material_by_name(material_name) if(!material) qdel(src) return @@ -80,9 +79,6 @@ for reference: maxhealth = material.integrity health = maxhealth -/obj/structure/barricade/get_material() - return material - /obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/stack)) var/obj/item/stack/D = W @@ -143,7 +139,7 @@ for reference: return 0 /obj/structure/barricade/steel/New(var/newloc) - .=..(newloc,"steel") + .=..(newloc, MATERIAL_STEEL) //Actual Deployable machinery stuff /obj/machinery/deployable diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index 06b1db8c524..2e45b2ac64e 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -75,8 +75,8 @@ /obj/machinery/door/airlock/get_material() if(mineral) - return get_material_by_name(mineral) - return get_material_by_name(DEFAULT_WALL_MATERIAL) + return SSmaterials.get_material_by_name(mineral) + return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) /obj/machinery/door/airlock/command name = "Airlock" diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm index c681ea94867..4877d98f441 100644 --- a/code/game/machinery/doors/airlock_electronics.dm +++ b/code/game/machinery/doors/airlock_electronics.dm @@ -4,7 +4,7 @@ icon_state = "door_electronics" w_class = ITEMSIZE_TINY - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) req_access = list(access_engine) diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index 53dc7227c87..2af02b009b5 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -143,7 +143,7 @@ ..() /obj/machinery/door/firedoor/get_material() - return get_material_by_name(DEFAULT_WALL_MATERIAL) + return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) /obj/machinery/door/firedoor/examine(mob/user) . = ..(user, 1) diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm index 1a0ca7a1900..69ba18cc0dc 100644 --- a/code/game/machinery/firealarm.dm +++ b/code/game/machinery/firealarm.dm @@ -279,7 +279,7 @@ Just a object used in constructing fire alarms icon_state = "door_electronics" desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\"" w_class = 2.0 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /obj/machinery/firealarm/partyalarm diff --git a/code/game/machinery/floor_light.dm b/code/game/machinery/floor_light.dm index a03775359d4..3cad52a2072 100644 --- a/code/game/machinery/floor_light.dm +++ b/code/game/machinery/floor_light.dm @@ -11,7 +11,7 @@ var/list/floor_light_cache = list() idle_power_usage = 2 active_power_usage = 20 power_channel = LIGHT - matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750) + matter = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 2750) var/on var/on_state = "on" diff --git a/code/game/machinery/mecha_fabricator.dm b/code/game/machinery/mecha_fabricator.dm index c623d84f4f8..a6d6b83143d 100644 --- a/code/game/machinery/mecha_fabricator.dm +++ b/code/game/machinery/mecha_fabricator.dm @@ -12,7 +12,7 @@ var/speed = 1 var/mat_efficiency = 1 - var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "diamond" = 0, "phoron" = 0, "uranium" = 0) + var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_DIAMOND = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0) var/res_max_amount = 200000 var/datum/research/files @@ -161,19 +161,19 @@ var/material switch(I.type) if(/obj/item/stack/material/gold) - material = "gold" + material = MATERIAL_GOLD if(/obj/item/stack/material/silver) - material = "silver" + material = MATERIAL_SILVER if(/obj/item/stack/material/diamond) - material = "diamond" + material = MATERIAL_DIAMOND if(/obj/item/stack/material/phoron) - material = "phoron" + material = MATERIAL_PHORON if(/obj/item/stack/material/steel) material = DEFAULT_WALL_MATERIAL if(/obj/item/stack/material/glass) - material = "glass" + material = MATERIAL_GLASS if(/obj/item/stack/material/uranium) - material = "uranium" + material = MATERIAL_URANIUM else return ..() diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm index b15b8f5facb..19c264c3b92 100644 --- a/code/game/objects/items/devices/debugger.dm +++ b/code/game/objects/items/devices/debugger.dm @@ -11,6 +11,6 @@ throw_range = 15 throw_speed = 3 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) \ No newline at end of file diff --git a/code/game/objects/items/devices/lighting/flashlight.dm b/code/game/objects/items/devices/lighting/flashlight.dm index 85ebcec0bd6..aeae621fb65 100644 --- a/code/game/objects/items/devices/lighting/flashlight.dm +++ b/code/game/objects/items/devices/lighting/flashlight.dm @@ -11,7 +11,7 @@ uv_intensity = 50 light_wedge = LIGHT_WIDE - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) action_button_name = "Toggle Flashlight" var/on = 0 @@ -126,7 +126,7 @@ brightness_on = 4 w_class = 3 uv_intensity = 60 - matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 70) + matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 70) light_wedge = LIGHT_SEMI /obj/item/device/flashlight/maglight @@ -139,7 +139,7 @@ w_class = 3 uv_intensity = 70 attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") - matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 100) hitsound = 'sound/weapons/smash.ogg' light_wedge = LIGHT_NARROW diff --git a/code/game/objects/items/devices/lightmeter.dm b/code/game/objects/items/devices/lightmeter.dm index 13708768f78..dfb81a6917d 100644 --- a/code/game/objects/items/devices/lightmeter.dm +++ b/code/game/objects/items/devices/lightmeter.dm @@ -13,7 +13,7 @@ throwforce = 5.0 throw_range = 15 throw_speed = 3 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) var/low = 0 var/high = 1 diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index 0669994d725..99ed816ad0c 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -16,7 +16,7 @@ throw_speed = 3 desc = "You can use this on airlocks or APCs to try to hack them without cutting wires." - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 3b05bf1e187..4d67cf39032 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -11,7 +11,7 @@ throw_speed = 1 throw_range = 2 - matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750) + matter = list(DEFAULT_WALL_MATERIAL = 750) origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5) var/drain_rate = 1500000 // amount of power to drain per tick diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index 8f076f20fdc..f97fad9757d 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -8,7 +8,7 @@ slot_flags = SLOT_BACK w_class = 5.0 - matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500) + matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 2500) var/code = 2 diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 905eed3d12d..2de1229a490 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -44,7 +44,7 @@ var/global/list/default_medbay_channels = list( throw_speed = 2 throw_range = 9 w_class = 2 - matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75) + matter = list(DEFAULT_WALL_MATERIAL = 75, MATERIAL_GLASS = 25) var/const/FREQ_LISTENING = 1 var/list/internal_channels diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 3cdd978caa5..0b04983db58 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -331,7 +331,7 @@ BREATH ANALYZER throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) @@ -365,7 +365,7 @@ BREATH ANALYZER throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) var/details = 0 @@ -426,7 +426,7 @@ BREATH ANALYZER throwforce = 5 throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) var/details = 0 @@ -474,7 +474,7 @@ BREATH ANALYZER throwforce = 0 throw_speed = 3 throw_range = 7 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) /obj/item/device/slime_scanner/attack(mob/living/M, mob/living/user) if(!isslime(M)) @@ -516,7 +516,7 @@ BREATH ANALYZER throwforce = 0 throw_speed = 3 throw_range = 3 - matter = list(DEFAULT_WALL_MATERIAL = 25, "glass" = 25) + matter = list(DEFAULT_WALL_MATERIAL = 25, MATERIAL_GLASS = 25) /obj/item/device/price_scanner/afterattack(atom/movable/target, mob/user as mob, proximity) if(!proximity) @@ -537,7 +537,7 @@ BREATH ANALYZER throwforce = 0 throw_speed = 3 throw_range = 3 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) /obj/item/device/breath_analyzer/attack(mob/living/carbon/human/H, mob/living/user as mob) diff --git a/code/game/objects/items/devices/suit_cooling.dm b/code/game/objects/items/devices/suit_cooling.dm index 8aab97faee3..52cd1ef3190 100644 --- a/code/game/objects/items/devices/suit_cooling.dm +++ b/code/game/objects/items/devices/suit_cooling.dm @@ -19,7 +19,7 @@ var/celltype = /obj/item/cell/high - matter = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3500) + matter = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 3500) var/on = 0 //is it turned on? var/cover_open = 0 //is the cover open? var/obj/item/cell/cell diff --git a/code/game/objects/items/devices/tagger.dm b/code/game/objects/items/devices/tagger.dm index 0c20130eeb9..ccd80e545fe 100644 --- a/code/game/objects/items/devices/tagger.dm +++ b/code/game/objects/items/devices/tagger.dm @@ -11,7 +11,7 @@ throw_speed = 3 var/animaltag = null - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 1) diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index 495837bb0e5..ad36b6493e1 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -5,7 +5,7 @@ item_state = "analyzer" w_class = 2.0 - matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 60, MATERIAL_GLASS = 30) var/emagged = 0.0 var/recording = 0.0 diff --git a/code/game/objects/items/glassjar.dm b/code/game/objects/items/glassjar.dm index 03ad3f923f6..f38f57ce3c5 100644 --- a/code/game/objects/items/glassjar.dm +++ b/code/game/objects/items/glassjar.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/drinks.dmi' icon_state = "jar_lid" w_class = 2 - matter = list("glass" = 200) + matter = list(MATERIAL_GLASS = 200) flags = NOBLUDGEON var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/rat) var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling diff --git a/code/game/objects/items/robot/robot_upgrades.dm b/code/game/objects/items/robot/robot_upgrades.dm index 357e5c88143..8342b8db81f 100644 --- a/code/game/objects/items/robot/robot_upgrades.dm +++ b/code/game/objects/items/robot/robot_upgrades.dm @@ -130,7 +130,6 @@ /obj/item/borg/upgrade/combat name = "combat cyborg module" desc = "Unlocks the combat cyborg module" -// construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"gold"= 5000,"diamond" = 1000) icon_state = "cyborg_upgrade3" require_module = 0 diff --git a/code/game/objects/items/skrell.dm b/code/game/objects/items/skrell.dm index f5b183ef77f..0afda7ceab5 100644 --- a/code/game/objects/items/skrell.dm +++ b/code/game/objects/items/skrell.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/skrell_items.dmi' icon_state = "starscope" w_class = 1 - matter = list("glass" = 200) + matter = list(MATERIAL_GLASS = 200) drop_sound = 'sound/items/drop/glass.ogg' var/list/constellations = list("Island", "Hatching Egg", "Star Chanter", "Jiu'x'klua", "Stormcloud", "Gnarled Tree", "Poet", "Bloated Toad", "Qu'Poxiii", "Fisher") var/selected_constellation @@ -76,7 +76,7 @@ icon = 'icons/obj/skrell_items.dmi' icon_state = "projector" w_class = 1 - matter = list("glass" = 200) + matter = list(MATERIAL_GLASS = 200) drop_sound = 'sound/items/drop/glass.ogg' var/list/worlds_selection = list("Xrim", "Kal'lo", "Nralakk") var/selected_world diff --git a/code/game/objects/items/stacks/nanopaste.dm b/code/game/objects/items/stacks/nanopaste.dm index 04953bc058d..eaeca5f3c4b 100644 --- a/code/game/objects/items/stacks/nanopaste.dm +++ b/code/game/objects/items/stacks/nanopaste.dm @@ -7,7 +7,7 @@ origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) amount = 10 - var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000) /obj/item/stack/nanopaste/update_icon() var/amount = round(get_amount() / 2) diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 55e74c3f650..f79659dfe97 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -101,7 +101,7 @@ throw_range = 20 flags = 0 drop_sound = 'sound/items/drop/clothing.ogg' - matter = list("plastic" = 937.5) + matter = list(MATERIAL_PLASTIC = 937.5) /obj/item/stack/tile/lino_grey name = "linoleum" @@ -114,7 +114,7 @@ throw_range = 20 flags = 0 drop_sound = 'sound/items/drop/clothing.ogg' - matter = list("plastic" = 937.5) + matter = list(MATERIAL_PLASTIC = 937.5) /* * Circuits @@ -126,7 +126,7 @@ desc = "An advanced tile covered in various circuitry and wiring." icon_state = "tile_bcircuit" force = 6.0 - matter = list(DEFAULT_WALL_MATERIAL = 937.5,"glass" = 937.5) + matter = list(DEFAULT_WALL_MATERIAL = 937.5, MATERIAL_GLASS = 937.5) throwforce = 15.0 throw_speed = 5 throw_range = 20 @@ -138,7 +138,7 @@ desc = "An advanced tile covered in various circuitry and wiring." icon_state = "tile_gcircuit" force = 6.0 - matter = list(DEFAULT_WALL_MATERIAL = 937.5,"glass" = 937.5) + matter = list(DEFAULT_WALL_MATERIAL = 937.5, MATERIAL_GLASS = 937.5) throwforce = 15.0 throw_speed = 5 throw_range = 20 @@ -170,13 +170,13 @@ name = "steel floor tile" singular_name = "steel floor tile" icon_state = "tile_steel" - matter = list("plasteel" = 937.5) + matter = list(MATERIAL_PLASTEEL = 937.5) /obj/item/stack/tile/floor_white name = "white floor tile" singular_name = "white floor tile" icon_state = "tile_white" - matter = list("plastic" = 937.5) + matter = list(MATERIAL_PLASTIC = 937.5) /obj/item/stack/tile/floor_yellow name = "yellow floor tile" @@ -188,43 +188,43 @@ name = "dark floor tile" singular_name = "dark floor tile" icon_state = "fr_tile" - matter = list("plasteel" = 937.5) + matter = list(MATERIAL_PLASTEEL = 937.5) /obj/item/stack/tile/floor_freezer name = "freezer floor tile" singular_name = "freezer floor tile" icon_state = "tile_freezer" - matter = list("plastic" = 937.5) + matter = list(MATERIAL_PLASTIC = 937.5) /obj/item/stack/tile/silver name = "silver floor tile" singular_name = "silver floor tile" icon_state = "tile_silver" - matter = list("silver" = 937.5) + matter = list(MATERIAL_SILVER = 937.5) /obj/item/stack/tile/gold name = "golden floor tile" singular_name = "golden floor tile" icon_state = "tile_gold" - matter = list("gold" = 937.5) + matter = list(MATERIAL_GOLD = 937.5) /obj/item/stack/tile/uranium name = "uranium floor tile" singular_name = "uranium floor tile" icon_state = "tile_uranium" - matter = list("uranium" = 937.5) + matter = list(MATERIAL_URANIUM = 937.5) /obj/item/stack/tile/phoron name = "phoron floor tile" singular_name = "phoron floor tile" icon_state = "tile_plasma" - matter = list("phoron" = 937.5) + matter = list(MATERIAL_PHORON = 937.5) /obj/item/stack/tile/diamond name = "diamond floor tile" singular_name = "diamond floor tile" icon_state = "tile_diamond" - matter = list("diamond" = 937.5) + matter = list(MATERIAL_DIAMOND = 937.5) /* * Cyborg modules diff --git a/code/game/objects/items/weapons/RFD.dm b/code/game/objects/items/weapons/RFD.dm index 825ac27aee9..1cfcd822ba7 100644 --- a/code/game/objects/items/weapons/RFD.dm +++ b/code/game/objects/items/weapons/RFD.dm @@ -117,7 +117,7 @@ item_state = "rfdammo" w_class = 2 origin_tech = list(TECH_MATERIAL = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000) + matter = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 15000) /* RFD Construction-Class diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm index d5fa38a06eb..c4ff67d4775 100644 --- a/code/game/objects/items/weapons/implants/implanter.dm +++ b/code/game/objects/items/weapons/implants/implanter.dm @@ -6,7 +6,7 @@ throw_speed = 1 throw_range = 5 w_class = 2.0 - matter = list(DEFAULT_WALL_MATERIAL = 320, "glass" = 800) + matter = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800) var/obj/item/implant/imp = null /obj/item/implanter/attack_self(var/mob/user) diff --git a/code/game/objects/items/weapons/material/ashtray.dm b/code/game/objects/items/weapons/material/ashtray.dm index 581f7b0d96b..f58b99015d7 100644 --- a/code/game/objects/items/weapons/material/ashtray.dm +++ b/code/game/objects/items/weapons/material/ashtray.dm @@ -88,10 +88,10 @@ return ..() /obj/item/material/ashtray/plastic/New(var/newloc) - ..(newloc, "plastic") + ..(newloc, MATERIAL_PLASTIC) /obj/item/material/ashtray/bronze/New(var/newloc) - ..(newloc, "bronze") + ..(newloc, MATERIAL_BRONZE) /obj/item/material/ashtray/glass/New(var/newloc) - ..(newloc, "glass") + ..(newloc, MATERIAL_GLASS) diff --git a/code/game/objects/items/weapons/material/bats.dm b/code/game/objects/items/weapons/material/bats.dm index 78c91771eab..0035eb3836a 100644 --- a/code/game/objects/items/weapons/material/bats.dm +++ b/code/game/objects/items/weapons/material/bats.dm @@ -14,16 +14,16 @@ //Predefined materials go here. /obj/item/material/twohanded/baseballbat/metal/New(var/newloc) - ..(newloc,"steel") + ..(newloc, MATERIAL_STEEL) /obj/item/material/twohanded/baseballbat/uranium/New(var/newloc) - ..(newloc,"uranium") + ..(newloc, MATERIAL_URANIUM) /obj/item/material/twohanded/baseballbat/gold/New(var/newloc) - ..(newloc,"gold") + ..(newloc, MATERIAL_GOLD) /obj/item/material/twohanded/baseballbat/platinum/New(var/newloc) - ..(newloc,"platinum") + ..(newloc, MATERIAL_PLATINUM) /obj/item/material/twohanded/baseballbat/diamond/New(var/newloc) - ..(newloc,"diamond") \ No newline at end of file + ..(newloc, MATERIAL_DIAMOND) \ No newline at end of file diff --git a/code/game/objects/items/weapons/material/kitchen.dm b/code/game/objects/items/weapons/material/kitchen.dm index 14115e01a3b..d21e23581bc 100644 --- a/code/game/objects/items/weapons/material/kitchen.dm +++ b/code/game/objects/items/weapons/material/kitchen.dm @@ -72,7 +72,7 @@ sharp = TRUE /obj/item/material/kitchen/utensil/fork/plastic - default_material = "plastic" + default_material = MATERIAL_PLASTIC /obj/item/material/kitchen/utensil/spoon name = "spoon" @@ -82,7 +82,7 @@ force_divisor = 0.1 //2 when wielded with weight 20 (steel) /obj/item/material/kitchen/utensil/spoon/plastic - default_material = "plastic" + default_material = MATERIAL_PLASTIC /* * Knives @@ -115,7 +115,7 @@ return ..() /obj/item/material/kitchen/utensil/knife/plastic - default_material = "plastic" + default_material = MATERIAL_PLASTIC /* * Rolling Pins diff --git a/code/game/objects/items/weapons/material/material_weapons.dm b/code/game/objects/items/weapons/material/material_weapons.dm index 55e9d574e77..c4369d79f64 100644 --- a/code/game/objects/items/weapons/material/material_weapons.dm +++ b/code/game/objects/items/weapons/material/material_weapons.dm @@ -49,7 +49,7 @@ throwforce = round(material.get_blunt_damage()*thrown_force_divisor) /obj/item/material/proc/set_material(var/new_material) - material = get_material_by_name(new_material) + material = SSmaterials.get_material_by_name(new_material) if(!material) qdel(src) else diff --git a/code/game/objects/items/weapons/material/shards.dm b/code/game/objects/items/weapons/material/shards.dm index b7fe8752a38..0585f7b1848 100644 --- a/code/game/objects/items/weapons/material/shards.dm +++ b/code/game/objects/items/weapons/material/shards.dm @@ -93,13 +93,13 @@ // Preset types - left here for the code that uses them /obj/item/material/shard/shrapnel/New(loc) - ..(loc, "steel") + ..(loc, MATERIAL_STEEL) /obj/item/material/shard/shrapnel/flechette/New(loc) - ..(loc, "titanium") + ..(loc, MATERIAL_TITANIUM) /obj/item/material/shard/phoron/New(loc) - ..(loc, "borosilicate glass") + ..(loc, MATERIAL_GLASS_PHORON) /obj/item/material/shard/wood/New(loc) - ..(loc, "wood") + ..(loc, MATERIAL_WOOD) diff --git a/code/game/objects/items/weapons/material/twohanded.dm b/code/game/objects/items/weapons/material/twohanded.dm index c5f78202035..7ce26317217 100644 --- a/code/game/objects/items/weapons/material/twohanded.dm +++ b/code/game/objects/items/weapons/material/twohanded.dm @@ -293,13 +293,13 @@ //predefined materials for spears /obj/item/material/twohanded/spear/steel/New(var/newloc) - ..(newloc,"steel") + ..(newloc, MATERIAL_STEEL) /obj/item/material/twohanded/spear/plasteel/New(var/newloc) - ..(newloc,"plasteel") + ..(newloc, MATERIAL_PLASTEEL) /obj/item/material/twohanded/spear/diamond/New(var/newloc) - ..(newloc,"diamond") + ..(newloc, MATERIAL_DIAMOND) /obj/structure/headspear name = "head on a spear" @@ -307,7 +307,6 @@ icon_state = "headspear" density = 0 anchored = 1 - var/material = "glass" /obj/structure/headspear/attack_hand(mob/living/user) user.visible_message("[user] kicks over \the [src]!", "You kick down \the [src]!") diff --git a/code/game/objects/items/weapons/power_cells.dm b/code/game/objects/items/weapons/power_cells.dm index 31c26146770..7a723f0c5c6 100644 --- a/code/game/objects/items/weapons/power_cells.dm +++ b/code/game/objects/items/weapons/power_cells.dm @@ -14,7 +14,7 @@ var/maxcharge = 1000 var/rigged = 0 // true if rigged to explode var/minor_fault = 0 //If not 100% reliable, it will build up faults. - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) //currently only used by energy-type guns, that may change in the future. /obj/item/cell/device @@ -26,7 +26,7 @@ throw_speed = 5 throw_range = 7 maxcharge = 1000 - matter = list("metal" = 350, "glass" = 50) + matter = list(MATERIAL_STEEL = 350, MATERIAL_GLASS = 50) /obj/item/cell/device/variable/New(newloc, charge_amount) ..(newloc) @@ -38,7 +38,7 @@ desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT origin_tech = list(TECH_POWER = 0) maxcharge = 500 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40) /obj/item/cell/crap/empty/Initialize() . = ..() @@ -48,7 +48,7 @@ name = "security borg rechargable D battery" origin_tech = list(TECH_POWER = 0) maxcharge = 600 //600 max charge / 100 charge per shot = six shots - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40) /obj/item/cell/secborg/empty/Initialize() . = ..() @@ -58,21 +58,21 @@ name = "heavy-duty power cell" origin_tech = list(TECH_POWER = 1) maxcharge = 5000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) /obj/item/cell/high name = "high-capacity power cell" origin_tech = list(TECH_POWER = 2) icon_state = "hcell" maxcharge = 10000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60) /obj/item/cell/mecha name = "exosuit-grade power cell" origin_tech = list(TECH_POWER = 3) icon_state = "hcell" maxcharge = 15000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70) /obj/item/cell/high/empty/Initialize() . = ..() @@ -83,7 +83,7 @@ origin_tech = list(TECH_POWER = 5) icon_state = "scell" maxcharge = 20000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70) /obj/item/cell/super/empty/Initialize() . = ..() @@ -94,7 +94,7 @@ origin_tech = list(TECH_POWER = 6) icon_state = "hpcell" maxcharge = 30000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80) /obj/item/cell/hyper/empty/Initialize() . = ..() @@ -105,7 +105,7 @@ icon_state = "icell" origin_tech = null maxcharge = 30000 //determines how badly mobs get shocked - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80) check_charge() return 1 @@ -138,7 +138,7 @@ desc = "A small power cell intended for use with emergency lighting." maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell w_class = ITEMSIZE_TINY - matter = list("glass" = 20) + matter = list(MATERIAL_GLASS = 20) /obj/item/cell/device/emergency_light/empty/Initialize() . = ..() diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index 93165cc5d57..6b61039c5c7 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -62,7 +62,7 @@ throw_range = 4 w_class = 4.0 origin_tech = list(TECH_MATERIAL = 2) - matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000) + matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 7500) attack_verb = list("shoved", "bashed") var/cooldown = 0 //shield bash cooldown. based on world.time diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm index 7315f1424ad..b6eae798004 100644 --- a/code/game/objects/items/weapons/surgery_tools.dm +++ b/code/game/objects/items/weapons/surgery_tools.dm @@ -17,7 +17,7 @@ desc = "Retracts stuff." icon = 'icons/obj/surgery.dmi' icon_state = "retractor" - matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000) flags = CONDUCT w_class = 2.0 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) @@ -31,7 +31,7 @@ desc = "You think you have seen this before." icon = 'icons/obj/surgery.dmi' icon_state = "hemostat" - matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) flags = CONDUCT w_class = 2.0 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) @@ -46,7 +46,7 @@ desc = "This stops bleeding." icon = 'icons/obj/surgery.dmi' icon_state = "cautery" - matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) flags = CONDUCT w_class = 2.0 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) @@ -62,7 +62,7 @@ icon = 'icons/obj/surgery.dmi' icon_state = "drill" hitsound = 'sound/weapons/saw/circsawhit.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000) + matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 10000) flags = CONDUCT force = 15.0 w_class = 3 @@ -88,7 +88,7 @@ throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) - matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") drop_sound = 'sound/items/drop/knife.ogg' @@ -137,7 +137,7 @@ throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) - matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000) + matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000) attack_verb = list("attacked", "slashed", "sawed", "cut") sharp = 1 edge = 1 diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm index 17cf109d9c9..d62c8852a70 100644 --- a/code/game/objects/items/weapons/tools.dm +++ b/code/game/objects/items/weapons/tools.dm @@ -167,7 +167,7 @@ w_class = ITEMSIZE_SMALL //Cost to make in the autolathe - matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_GLASS = 30) //R&D tech level origin_tech = list(TECH_ENGINEERING = 1) @@ -184,7 +184,7 @@ name = "industrial welding tool" desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers." max_fuel = 40 - matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60) + matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 60) base_iconstate = "ind_welder" origin_tech = list(TECH_ENGINEERING = 2) @@ -193,7 +193,7 @@ name = "advanced welding tool" desc = "A rare and powerful welding tool with a super-extended fuel tank." max_fuel = 80 - matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120) + matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 120) base_iconstate = "adv_welder" origin_tech = list(TECH_ENGINEERING = 3) @@ -202,7 +202,7 @@ name = "experimental welding tool" desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply." max_fuel = 40 - matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120) + matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 120) base_iconstate = "exp_welder" origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4) base_itemstate = "exp_welder" diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index ee579eec23d..85bd8c78e8b 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -8,6 +8,7 @@ var/parts var/list/climbers var/list/footstep_sound //footstep sounds when stepped on + var/material/material /obj/structure/Destroy() if(parts) @@ -187,5 +188,9 @@ return 0 visible_message("[user] [attack_verb] the [src] apart!") user.do_attack_animation(src) - spawn(1) qdel(src) + spawn(1) + qdel(src) return 1 + +/obj/structure/get_material() + return material diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm index 8e42d865fda..ac1ea88f93d 100644 --- a/code/game/objects/structures/door_assembly.dm +++ b/code/game/objects/structures/door_assembly.dm @@ -292,7 +292,7 @@ user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.") if(do_after(user, 40) && !glass) if (S.use(2)) - to_chat(user, "You installed [material_display_name(material_name)] plating into the airlock assembly.") + to_chat(user, "You installed [SSmaterials.material_display_name(material_name)] plating into the airlock assembly.") glass = material_name else if(W.isscrewdriver() && state == 2 ) diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 2932d9ec948..b61a8c78913 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -136,13 +136,15 @@ playsound(src.loc, W.usesound, 100, 1) to_chat(user, "Now unsecuring support struts...") if(do_after(user,40/W.toolspeed)) - if(!src) return + if(!src) + return to_chat(user, "You unsecured the support struts!") state = 1 else if(anchored && !reinf_material) playsound(src.loc, W.usesound, 100, 1) reinforcing = !reinforcing to_chat(user, "\The [src] can now be [reinforcing? "reinforced" : "constructed"]!") + return else if(W.iswirecutter() && state == 1) playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) @@ -198,7 +200,7 @@ to_chat(user, "There isn't enough material here to construct a wall.") return 0 - var/material/M = name_to_material[S.default_type] + var/material/M = SSmaterials.get_material_by_name(S.default_type) if(!istype(M)) return 0 @@ -239,7 +241,7 @@ to_chat(user, "There isn't enough material here to reinforce the girder.") return 0 - var/material/M = name_to_material[S.default_type] + var/material/M = SSmaterials.get_material_by_name(S.default_type) if(!istype(M) || M.integrity < 50) to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.") return 0 diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm index 514291c093c..b05bc717358 100644 --- a/code/game/objects/structures/simple_doors.dm +++ b/code/game/objects/structures/simple_doors.dm @@ -6,7 +6,6 @@ icon = 'icons/obj/doors/material_doors.dmi' icon_state = "metal" - var/material/material var/state = 0 //closed, 1 == open var/isSwitchingStates = 0 var/oreAmount = 7 @@ -26,7 +25,7 @@ ..() if(!material_name) material_name = DEFAULT_WALL_MATERIAL - material = get_material_by_name(material_name) + material = SSmaterials.get_material_by_name(material_name) if(!material) qdel(src) return @@ -63,9 +62,6 @@ if(lock) to_chat(user, "It appears to have a lock.") -/obj/structure/simple_door/get_material() - return material - /obj/structure/simple_door/CollidedWith(atom/user) ..() if(!state) @@ -222,32 +218,32 @@ L.apply_effect(round(material.radioactivity/3),IRRADIATE,0) /obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "iron", complexity) + ..(newloc, MATERIAL_IRON, complexity) /obj/structure/simple_door/silver/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "silver", complexity) + ..(newloc, MATERIAL_SILVER, complexity) /obj/structure/simple_door/gold/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "gold", complexity) + ..(newloc, MATERIAL_GOLD, complexity) /obj/structure/simple_door/uranium/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "uranium", complexity) + ..(newloc, MATERIAL_URANIUM, complexity) /obj/structure/simple_door/sandstone/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "sandstone", complexity) + ..(newloc, MATERIAL_SANDSTONE, complexity) /obj/structure/simple_door/phoron/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "phoron", complexity) + ..(newloc, MATERIAL_PHORON, complexity) /obj/structure/simple_door/diamond/New(var/newloc,var/material_name, var/complexity) - ..(newloc, "diamond", complexity) + ..(newloc, MATERIAL_DIAMOND, complexity) /obj/structure/simple_door/wood/New(var/newloc,var/material_name) - ..(newloc, "wood") + ..(newloc, MATERIAL_WOOD) /obj/structure/simple_door/resin/New(var/newloc,var/material_name) - ..(newloc, "resin") + ..(newloc, MATERIAL_RESIN) /obj/structure/simple_door/cult/New(var/newloc, var/material_name) - ..(newloc, "cult") + ..(newloc, MATERIAL_CULT) color = COLOR_CULT_DOOR // looks better than the standard cult colours \ No newline at end of file diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index 24e86e0e136..b8f19bc5e65 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -16,7 +16,6 @@ can_buckle = 1 buckle_dir = SOUTH buckle_lying = 1 - var/material/material var/material/padding_material var/base_icon = "bed" var/can_dismantle = 1 @@ -30,17 +29,14 @@ color = null if(!new_material) new_material = DEFAULT_WALL_MATERIAL - material = get_material_by_name(new_material) + material = SSmaterials.get_material_by_name(new_material) if(!istype(material)) qdel(src) return if(new_padding_material) - padding_material = get_material_by_name(new_padding_material) + padding_material = SSmaterials.get_material_by_name(new_padding_material) update_icon() -/obj/structure/bed/get_material() - return material - /obj/structure/bed/buckle_mob(mob/living/M) . = ..() if(. && buckle_sound) @@ -163,7 +159,7 @@ update_icon() /obj/structure/bed/proc/add_padding(var/padding_type) - padding_material = get_material_by_name(padding_type) + padding_material = SSmaterials.get_material_by_name(padding_type) update_icon() /obj/structure/bed/proc/dismantle() @@ -178,10 +174,10 @@ base_icon = "psychbed" /obj/structure/bed/psych/New(var/newloc) - ..(newloc,"wood","leather") + ..(newloc, MATERIAL_WOOD, MATERIAL_LEATHER) /obj/structure/bed/padded/New(var/newloc) - ..(newloc,"plastic","cotton") + ..(newloc, MATERIAL_PLASTIC, MATERIAL_COTTON) /obj/structure/bed/aqua name = "aquabed" diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm index 873d73e34c8..4298c8712f5 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm @@ -77,31 +77,31 @@ icon_state = "comfychair_preview" /obj/structure/bed/chair/comfy/brown/Initialize(mapload,var/newmaterial) - . = ..(mapload,"steel","leather") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_LEATHER) /obj/structure/bed/chair/comfy/red/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","carpet") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CARPET) /obj/structure/bed/chair/comfy/teal/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","teal") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_TEAL) /obj/structure/bed/chair/comfy/black/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","black") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BLACK) /obj/structure/bed/chair/comfy/green/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","green") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_GREEN) /obj/structure/bed/chair/comfy/purp/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","purple") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_PURPLE) /obj/structure/bed/chair/comfy/blue/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","blue") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BLUE) /obj/structure/bed/chair/comfy/beige/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","beige") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BEIGE) /obj/structure/bed/chair/comfy/lime/Initialize(var/mapload,var/newmaterial) - . = ..(mapload,"steel","lime") + . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_LIME) /obj/structure/bed/chair/office anchored = 0 diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm index cb35ab299e6..02a1fbc5155 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm @@ -25,9 +25,9 @@ ..(newloc) if(!new_material) new_material = DEFAULT_WALL_MATERIAL - material = get_material_by_name(new_material) + material = SSmaterials.get_material_by_name(new_material) if(new_padding_material) - padding_material = get_material_by_name(new_padding_material) + padding_material = SSmaterials.get_material_by_name(new_padding_material) if(!istype(material)) qdel(src) return @@ -35,10 +35,10 @@ update_icon() /obj/item/stool/padded/New(var/newloc, var/new_material) - ..(newloc, "steel", "carpet") + ..(newloc, MATERIAL_STEEL, MATERIAL_CARPET) /obj/item/stool/wood/New(var/newloc, var/new_material) - ..(newloc, "wood") + ..(newloc, MATERIAL_WOOD) /obj/item/stool/hover name = "hoverstool" @@ -47,7 +47,7 @@ item_state_slots = null /obj/item/stool/hover/New(var/newloc, var/new_material) - ..(newloc, "skrell") + ..(newloc, MATERIAL_SHUTTLE_SKRELL) /obj/item/stool/hover/Initialize() .=..() @@ -85,7 +85,7 @@ desc = "A stool. Apply butt with care. It's made of [material.use_name]." /obj/item/stool/proc/add_padding(var/padding_type) - padding_material = get_material_by_name(padding_type) + padding_material = SSmaterials.get_material_by_name(padding_type) update_icon() /obj/item/stool/proc/remove_padding() diff --git a/code/game/objects/structures/therapy.dm b/code/game/objects/structures/therapy.dm index b5583647426..3d724b520dc 100644 --- a/code/game/objects/structures/therapy.dm +++ b/code/game/objects/structures/therapy.dm @@ -79,7 +79,7 @@ icon = 'icons/obj/items.dmi' icon_state = "pocketwatch" drop_sound = 'sound/items/drop/accessory.ogg' - matter = list("glass" = 150, "gold" = 50) + matter = list(MATERIAL_GLASS = 150, MATERIAL_GOLD = 50) w_class = 1 var/closed = FALSE @@ -125,7 +125,7 @@ icon = 'icons/obj/items.dmi' icon_state = "pocketwatch" drop_sound = 'sound/items/drop/accessory.ogg' - matter = list("glass" = 150, "gold" = 50) + matter = list(MATERIAL_GLASS = 150, MATERIAL_GOLD = 50) w_class = 1 var/datum/weakref/thrall = null var/time_counter = 0 diff --git a/code/game/turfs/simulated/wall_icon.dm b/code/game/turfs/simulated/wall_icon.dm index 6b7b5734c7e..d2eb5775356 100644 --- a/code/game/turfs/simulated/wall_icon.dm +++ b/code/game/turfs/simulated/wall_icon.dm @@ -8,7 +8,7 @@ else construction_stage = null if(!material) - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) if(material) explosion_resistance = material.explosion_resistance if (material.wall_icon) diff --git a/code/game/turfs/simulated/wall_types.dm b/code/game/turfs/simulated/wall_types.dm index 1094baf8ab1..ad6271f9ba3 100644 --- a/code/game/turfs/simulated/wall_types.dm +++ b/code/game/turfs/simulated/wall_types.dm @@ -10,11 +10,11 @@ appearance_flags = NO_CLIENT_COLOR /turf/simulated/wall/cult/Initialize(mapload) - . = ..(mapload, "cult") + . = ..(mapload, MATERIAL_CULT) desc = "Hideous images dance beneath the surface." /turf/simulated/wall/cult_reinforced/Initialize(mapload) - . = ..(mapload, "cult", "cult_reinforced") + . = ..(mapload, MATERIAL_CULT, MATERIAL_CULT_REINFORCED) desc = "Hideous images dance beneath the surface." /turf/unsimulated/wall/cult @@ -28,46 +28,46 @@ appearance_flags = NO_CLIENT_COLOR /turf/simulated/wall/vaurca/Initialize(mapload) - . = ..(mapload,"alien biomass") + . = ..(mapload, MATERIAL_VAURCA) /turf/simulated/wall/iron/Initialize(mapload) - . = ..(mapload,"iron") + . = ..(mapload, MATERIAL_IRON) /turf/simulated/wall/uranium/Initialize(mapload) - . = ..(mapload,"uranium") + . = ..(mapload, MATERIAL_URANIUM) /turf/simulated/wall/diamond/Initialize(mapload) - . = ..(mapload,"diamond") + . = ..(mapload, MATERIAL_DIAMOND) /turf/simulated/wall/gold/Initialize(mapload) - . = ..(mapload,"gold") + . = ..(mapload, MATERIAL_GOLD) /turf/simulated/wall/silver/Initialize(mapload) - . = ..(mapload,"silver") + . = ..(mapload, MATERIAL_SILVER) /turf/simulated/wall/phoron/Initialize(mapload) - . = ..(mapload,"phoron") + . = ..(mapload, MATERIAL_PHORON) /turf/simulated/wall/sandstone/Initialize(mapload) - . = ..(mapload,"sandstone") + . = ..(mapload, MATERIAL_SANDSTONE) /turf/simulated/wall/ironphoron/Initialize(mapload) - . = ..(mapload,"iron","phoron") + . = ..(mapload, MATERIAL_IRON, MATERIAL_PHORON) /turf/simulated/wall/golddiamond/Initialize(mapload) - . = ..(mapload,"gold","diamond") + . = ..(mapload, MATERIAL_GOLD, MATERIAL_DIAMOND) /turf/simulated/wall/silvergold/Initialize(mapload) - . = ..(mapload,"silver","gold") + . = ..(mapload, MATERIAL_SILVER, MATERIAL_GOLD) /turf/simulated/wall/sandstonediamond/Initialize(mapload) - . = ..(mapload,"sandstone","diamond") + . = ..(mapload, MATERIAL_SANDSTONE, MATERIAL_DIAMOND) /turf/simulated/wall/titanium/Initialize(mapload) - . = ..(mapload,"titanium") + . = ..(mapload, MATERIAL_TITANIUM) /turf/simulated/wall/titanium_reinforced/Initialize(mapload) - . = ..(mapload,"titanium", "titanium") + . = ..(mapload, MATERIAL_TITANIUM, MATERIAL_TITANIUM) /turf/simulated/wall/wood/Initialize(mapload) - . = ..(mapload,"wood") + . = ..(mapload, MATERIAL_WOOD) diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 83500923532..777b1d46235 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -41,9 +41,9 @@ icon_state = "blank" if(!materialtype) materialtype = DEFAULT_WALL_MATERIAL - material = get_material_by_name(materialtype) + material = SSmaterials.get_material_by_name(materialtype) if(!isnull(rmaterialtype)) - reinf_material = get_material_by_name(rmaterialtype) + reinf_material = SSmaterials.get_material_by_name(rmaterialtype) update_material() if (material.radioactivity || (reinf_material && reinf_material.radioactivity)) @@ -184,7 +184,7 @@ O.forceMove(src) clear_plants() - material = get_material_by_name("placeholder") + material = SSmaterials.get_material_by_name("placeholder") reinf_material = null if (!no_change) diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index c480e4d014e..4b9957c8fdf 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -3,7 +3,7 @@ desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) secured = 1 wires = WIRE_RECEIVE diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index 18f766b6b11..d4985051a21 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -5,7 +5,8 @@ desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared" origin_tech = list(TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + wires = WIRE_PULSE secured = 0 obj_flags = OBJ_FLAG_ROTATABLE diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 8729edf22a1..e8762b2a129 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -3,7 +3,7 @@ desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" origin_tech = list(TECH_COMBAT = 1) - matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 100) var/armed = 0 diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index 1944736cd3b..00bc5fa81da 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -3,7 +3,7 @@ desc = "Used for scanning and alerting when someone enters a certain proximity." icon_state = "prox" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200) flags = PROXMOVE wires = WIRE_PULSE diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 5840c711501..4023c254ace 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -4,7 +4,7 @@ icon_state = "signaller" item_state = "signaler" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 200) wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE secured = 1 diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 31a29fa8741..df371a8b4e3 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -3,7 +3,7 @@ desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." icon_state = "timer" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) wires = WIRE_PULSE diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index eac18f4afd1..e564e3eb960 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -3,7 +3,7 @@ desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated." icon_state = "voice" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) var/listening = 0 var/recorded //the activation message diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 4ff082f8928..371e09f7b37 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -140,7 +140,7 @@ return material /obj/item/clothing/proc/set_material(var/new_material) - material = get_material_by_name(new_material) + material = SSmaterials.get_material_by_name(new_material) if(!material) qdel(src) else diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 165fd5edbd3..304ef26274a 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -21,7 +21,7 @@ slot_l_hand_str = "welding", slot_r_hand_str = "welding" ) - matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000) + matter = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000) var/up = 0 armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) diff --git a/code/modules/clothing/rings/material.dm b/code/modules/clothing/rings/material.dm index 7e063157235..444bf9d6bdb 100644 --- a/code/modules/clothing/rings/material.dm +++ b/code/modules/clothing/rings/material.dm @@ -7,7 +7,7 @@ . = ..(mapload) if(!new_material) new_material = DEFAULT_WALL_MATERIAL - material = get_material_by_name(new_material) + material = SSmaterials.get_material_by_name(new_material) if(!istype(material)) qdel(src) return @@ -19,34 +19,34 @@ return material /obj/item/clothing/ring/material/wood/Initialize(var/mapload) - . = ..(mapload, "wood") + . = ..(mapload, MATERIAL_WOOD) /obj/item/clothing/ring/material/plastic/Initialize(var/mapload) - . = ..(mapload, "plastic") + . = ..(mapload, MATERIAL_PLASTIC) /obj/item/clothing/ring/material/iron/Initialize(var/mapload) - . = ..(mapload, "iron") + . = ..(mapload, MATERIAL_IRON) /obj/item/clothing/ring/material/steel/Initialize(var/mapload) - . = ..(mapload, "steel") + . = ..(mapload, MATERIAL_STEEL) /obj/item/clothing/ring/material/silver/Initialize(var/mapload) - . = ..(mapload, "silver") + . = ..(mapload, MATERIAL_SILVER) /obj/item/clothing/ring/material/gold/Initialize(var/mapload) - . = ..(mapload, "gold") + . = ..(mapload, MATERIAL_GOLD) /obj/item/clothing/ring/material/platinum/Initialize(var/mapload) - . = ..(mapload, "platinum") + . = ..(mapload, MATERIAL_PLATINUM) /obj/item/clothing/ring/material/phoron/Initialize(var/mapload) - . = ..(mapload, "phoron") + . = ..(mapload, MATERIAL_PHORON) /obj/item/clothing/ring/material/bronze/Initialize(var/mapload) - . = ..(mapload, "bronze") + . = ..(mapload, MATERIAL_BRONZE) /obj/item/clothing/ring/material/glass/Initialize(var/mapload) - . = ..(mapload, "glass") + . = ..(mapload, MATERIAL_GLASS) /obj/item/clothing/ring/material/uranium/Initialize(var/mapload) - . = ..(mapload, "uranium") \ No newline at end of file + . = ..(mapload, MATERIAL_URANIUM) \ No newline at end of file diff --git a/code/modules/clothing/spacesuits/rig/modules/combat.dm b/code/modules/clothing/spacesuits/rig/modules/combat.dm index 7ec31f6c245..4ad6c1aa04a 100644 --- a/code/modules/clothing/spacesuits/rig/modules/combat.dm +++ b/code/modules/clothing/spacesuits/rig/modules/combat.dm @@ -157,7 +157,7 @@ name = "mounted energy gun" desc = "A forearm-mounted energy projector." icon_state = "egun" - construction_cost= list(DEFAULT_WALL_MATERIAL=7000,"glass"=2250,"uranium"=3250,"gold"=2500) + construction_cost= list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) construction_time = 300 interface_name = "mounted energy gun" @@ -172,7 +172,7 @@ name = "mounted taser" desc = "A palm-mounted nonlethal energy projector." icon_state = "taser" - construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250) + construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250) construction_time = 300 usable = 0 @@ -250,7 +250,7 @@ interface_desc = "A self-sustaining plasma arc capable of cutting through walls." suit_overlay_active = "plasmacutter" suit_overlay_inactive = "plasmacutter" - construction_cost = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250) + construction_cost = list(MATERIAL_GLASS = 5250, DEFAULT_WALL_MATERIAL = 30000, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250) construction_time = 300 category = MODULE_UTILITY diff --git a/code/modules/clothing/spacesuits/rig/modules/computer.dm b/code/modules/clothing/spacesuits/rig/modules/computer.dm index ef3c0d36784..aff209df48d 100644 --- a/code/modules/clothing/spacesuits/rig/modules/computer.dm +++ b/code/modules/clothing/spacesuits/rig/modules/computer.dm @@ -36,7 +36,7 @@ activates_on_touch = 1 confined_use = 1 - construction_cost = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000) + construction_cost = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500) construction_time = 300 engage_string = "Eject AI" @@ -367,7 +367,7 @@ activates_on_touch = 1 disruptive = 0 - construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=2000,"silver"=3000,"glass"=2000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GOLD =2000, MATERIAL_SILVER =3000, MATERIAL_GLASS =2000) construction_time = 500 activate_string = "Enable Power Sink" diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm index 399ae64dd34..5a58fb1ac15 100644 --- a/code/modules/clothing/spacesuits/rig/modules/modules.dm +++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm @@ -13,9 +13,9 @@ desc = "It looks pretty sciency." icon = 'icons/obj/rig_modules.dmi' icon_state = "generic" - matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_PLASTIC = 30000, MATERIAL_GLASS = 5000) - var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000,"glass"=7000) + var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS =7000) var/construction_time = 100 var/damage = 0 diff --git a/code/modules/clothing/spacesuits/rig/modules/utility.dm b/code/modules/clothing/spacesuits/rig/modules/utility.dm index affcf791779..c8a1cdacbf6 100644 --- a/code/modules/clothing/spacesuits/rig/modules/utility.dm +++ b/code/modules/clothing/spacesuits/rig/modules/utility.dm @@ -64,7 +64,7 @@ suit_overlay_active = "mounted-drill" suit_overlay_inactive = "mounted-drill" use_power_cost = 0.1 - construction_cost = list("glass"=2250,DEFAULT_WALL_MATERIAL=55000,"silver"=5250,"diamond"=3750) + construction_cost = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750) construction_time = 350 device_type = /obj/item/pickaxe/diamonddrill @@ -119,7 +119,7 @@ interface_desc = "A device for building or removing walls. Cell-powered." usable = 1 engage_string = "Configure RFD-C" - construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=12500,"silver"=10000,"gold"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=12500, MATERIAL_SILVER =10000, MATERIAL_GOLD =10000) construction_time = 1000 device_type = /obj/item/rfd/construction/mounted @@ -162,7 +162,7 @@ toggleable = 0 disruptive = 0 confined_use = 1 - construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=9250,"gold"=2500,"silver"=4250,"phoron"=5500) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500) construction_time = 400 engage_string = "Inject" @@ -350,7 +350,7 @@ usable = 0 selectable = 1 disruptive = 1 - construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=9250,"gold"=2500,"silver"=4250,"phoron"=5500) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500) construction_time = 400 interface_name = "mounted chem injector" @@ -424,7 +424,6 @@ return 1 /obj/item/rig_module/maneuvering_jets - name = "hardsuit maneuvering jets" desc = "A compact gas thruster system for a hardsuit." icon_state = "thrusters" @@ -432,7 +431,7 @@ toggleable = 1 selectable = 0 disruptive = 0 - construction_cost = list("glass"= 4250,DEFAULT_WALL_MATERIAL=15000,"silver"=4250,"uranium"=5250) + construction_cost = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250) construction_time = 300 suit_overlay_active = "maneuvering_active" @@ -580,7 +579,7 @@ interface_name = "leg actuators" interface_desc = "Allows you to fall from heights and to jump up onto ledges." - construction_cost = list(DEFAULT_WALL_MATERIAL=15000, "glass"= 1250, "silver"=5250) + construction_cost = list(DEFAULT_WALL_MATERIAL=15000, MATERIAL_GLASS = 1250, MATERIAL_SILVER =5250) construction_time = 300 disruptive = 0 @@ -814,4 +813,3 @@ var/global/list/lattice_users = list() var/mob/living/carbon/human/H = holder.wearer to_chat(H, "Neural lattice disengaged. Pain receptors restored.") lattice_users.Remove(H) - diff --git a/code/modules/clothing/spacesuits/rig/modules/vision.dm b/code/modules/clothing/spacesuits/rig/modules/vision.dm index ffa325b3e1d..401fda6a30c 100644 --- a/code/modules/clothing/spacesuits/rig/modules/vision.dm +++ b/code/modules/clothing/spacesuits/rig/modules/vision.dm @@ -104,7 +104,7 @@ usable = 0 - construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500) + construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) construction_time = 300 interface_name = "meson/material scanner" @@ -136,7 +136,7 @@ usable = 0 - construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500,"uranium"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000) construction_time = 300 interface_name = "night vision interface" @@ -154,7 +154,7 @@ usable = 0 - construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL =1500) + construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) construction_time = 300 interface_name = "security HUD" @@ -172,7 +172,7 @@ usable = 0 - construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500) + construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) construction_time = 300 interface_name = "medical HUD" diff --git a/code/modules/heavy_vehicle/components/_components.dm b/code/modules/heavy_vehicle/components/_components.dm index 6293f772c84..b27f34377a2 100644 --- a/code/modules/heavy_vehicle/components/_components.dm +++ b/code/modules/heavy_vehicle/components/_components.dm @@ -13,7 +13,7 @@ var/damage_state = 1 var/list/has_hardpoints = list() var/power_use = 0 - matter = list(DEFAULT_WALL_MATERIAL = 15000, "plastic" = 1000, "osmium" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_PLASTIC = 1000, MATERIAL_OSMIUM = 500) dir = SOUTH /obj/item/mech_component/pickup(mob/user) diff --git a/code/modules/heavy_vehicle/components/frame.dm b/code/modules/heavy_vehicle/components/frame.dm index 2404942da19..0d0cd30aa86 100644 --- a/code/modules/heavy_vehicle/components/frame.dm +++ b/code/modules/heavy_vehicle/components/frame.dm @@ -1,5 +1,5 @@ /obj/item/frame_holder - matter = list("steel" = 65000, "plastic" = 10000, "osmium" = 10000) + matter = list(DEFAULT_WALL_MATERIAL = 65000, MATERIAL_PLASTIC = 10000, MATERIAL_OSMIUM = 10000) /obj/item/frame_holder/Initialize(mapload, var/newloc) ..() diff --git a/code/modules/heavy_vehicle/equipment/_equipment.dm b/code/modules/heavy_vehicle/equipment/_equipment.dm index 5a5b8b397c0..068a2d19330 100644 --- a/code/modules/heavy_vehicle/equipment/_equipment.dm +++ b/code/modules/heavy_vehicle/equipment/_equipment.dm @@ -4,7 +4,7 @@ name = "exosuit hardpoint system" icon = 'icons/mecha/mech_equipment.dmi' icon_state = "" - matter = list("steel" = 10000, "plastic" = 5000, "osmium" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTIC = 5000, MATERIAL_OSMIUM = 500) force = 10 var/restricted_hardpoints var/mob/living/heavy_vehicle/owner diff --git a/code/modules/heavy_vehicle/premade/_premade.dm b/code/modules/heavy_vehicle/premade/_premade.dm index 232df22bebc..f465d931544 100644 --- a/code/modules/heavy_vehicle/premade/_premade.dm +++ b/code/modules/heavy_vehicle/premade/_premade.dm @@ -27,7 +27,7 @@ add_parts() do_decals() if(!material) - material = get_material_by_name("steel") + material = SSmaterials.get_material_by_name(MATERIAL_STEEL) update_icon() . = ..() spawn_mech_equipment() diff --git a/code/modules/heavy_vehicle/premade/powerloader.dm b/code/modules/heavy_vehicle/premade/powerloader.dm index 712fb30bd03..4b0c1ae537f 100644 --- a/code/modules/heavy_vehicle/premade/powerloader.dm +++ b/code/modules/heavy_vehicle/premade/powerloader.dm @@ -108,7 +108,7 @@ /mob/living/heavy_vehicle/premade/firefighter/Initialize() . = ..() - material = get_material_by_name("osmium", "carbide", "plasteel") + material = SSmaterials.get_material_by_name(MATERIAL_PLASTEEL) /obj/item/mech_component/sensors/firefighter/prebuild() ..() diff --git a/code/modules/hydroponics/seed_datums.dm b/code/modules/hydroponics/seed_datums.dm index 3a485648202..c1f1e0827ec 100644 --- a/code/modules/hydroponics/seed_datums.dm +++ b/code/modules/hydroponics/seed_datums.dm @@ -308,7 +308,7 @@ seed_name = "golden apple" display_name = "gold apple tree" mutants = null - chems = list("applejuice" = list(1,10), "gold" = list(1,5)) + chems = list("applejuice" = list(1,10), MATERIAL_GOLD = list(1,5)) kitchen_tag = "goldapple" /datum/seed/apple/gold/setup_traits() diff --git a/code/modules/hydroponics/trays/tray_tools.dm b/code/modules/hydroponics/trays/tray_tools.dm index 30317550d68..f6f35e3240d 100644 --- a/code/modules/hydroponics/trays/tray_tools.dm +++ b/code/modules/hydroponics/trays/tray_tools.dm @@ -11,7 +11,7 @@ item_state = "analyzer" var/form_title var/last_data - matter = list(DEFAULT_WALL_MATERIAL = 80,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1) /obj/item/device/analyzer/plant_analyzer/proc/print_report_verb() diff --git a/code/modules/item_worth/Value_procs/obj/items.dm b/code/modules/item_worth/Value_procs/obj/items.dm index ee9865683e3..2f31dc986f7 100644 --- a/code/modules/item_worth/Value_procs/obj/items.dm +++ b/code/modules/item_worth/Value_procs/obj/items.dm @@ -23,7 +23,7 @@ return material.value * amount /obj/item/ore/Value() - var/material/mat = get_material_by_name(material) + var/material/mat = SSmaterials.get_material_by_name(material) if(mat) return mat.value return 0 diff --git a/code/modules/materials/material_sheets.dm b/code/modules/materials/material_sheets.dm index 6d24523282f..e35fa80a90f 100644 --- a/code/modules/materials/material_sheets.dm +++ b/code/modules/materials/material_sheets.dm @@ -19,7 +19,7 @@ if(!default_type) default_type = DEFAULT_WALL_MATERIAL - material = get_material_by_name("[default_type]") + material = SSmaterials.get_material_by_name(default_type) if(!material) qdel(src) return @@ -85,37 +85,37 @@ /obj/item/stack/material/iron name = "iron" icon_state = "sheet-silver" - default_type = "iron" + default_type = MATERIAL_IRON apply_colour = 1 /obj/item/stack/material/sandstone name = "sandstone brick" icon_state = "sheet-sandstone" - default_type = "sandstone" + default_type = MATERIAL_SANDSTONE icon_has_variants = TRUE drop_sound = 'sound/items/drop/boots.ogg' /obj/item/stack/material/marble name = "marble brick" icon_state = "sheet-marble" - default_type = "marble" + default_type = MATERIAL_MARBLE drop_sound = 'sound/items/drop/boots.ogg' /obj/item/stack/material/diamond name = "diamond" icon_state = "sheet-diamond" - default_type = "diamond" + default_type = MATERIAL_DIAMOND drop_sound = 'sound/items/drop/glass.ogg' /obj/item/stack/material/uranium name = "uranium" icon_state = "sheet-uranium" - default_type = "uranium" + default_type = MATERIAL_URANIUM /obj/item/stack/material/phoron name = "solid phoron" icon_state = "sheet-phoron" - default_type = "phoron" + default_type = MATERIAL_PHORON icon_has_variants = TRUE drop_sound = 'sound/items/drop/glass.ogg' @@ -123,46 +123,51 @@ name = "plastic" icon_state = "sheet-plastic" item_state = "sheet-plastic" - default_type = "plastic" + default_type = MATERIAL_PLASTIC icon_has_variants = TRUE drop_sound = 'sound/items/drop/card.ogg' /obj/item/stack/material/gold name = "gold" icon_state = "sheet-gold" - default_type = "gold" + default_type = MATERIAL_GOLD icon_has_variants = TRUE +/obj/item/stack/material/osmium + name = "osmium" + icon_state = "sheet-silver" + default_type = MATERIAL_OSMIUM + /obj/item/stack/material/silver name = "silver" icon_state = "sheet-silver" - default_type = "silver" + default_type = MATERIAL_SILVER icon_has_variants = TRUE //Valuable resource, cargo can sell it. /obj/item/stack/material/platinum name = "platinum" icon_state = "sheet-adamantine" - default_type = "platinum" + default_type = MATERIAL_PLATINUM icon_has_variants = TRUE //Extremely valuable to Research. /obj/item/stack/material/mhydrogen name = "metallic hydrogen" icon_state = "sheet-mythril" - default_type = "mhydrogen" + default_type = MATERIAL_HYDROGEN_METALLIC //Fuel for MRSPACMAN generator. /obj/item/stack/material/tritium name = "tritium" icon_state = "sheet-silver" - default_type = "tritium" + default_type = MATERIAL_TRITIUM apply_colour = 1 /obj/item/stack/material/osmium name = "osmium" icon_state = "sheet-silver" - default_type = "osmium" + default_type = MATERIAL_OSMIUM apply_colour = 1 /obj/item/stack/material/steel @@ -175,30 +180,30 @@ name = "plasteel" icon_state = "sheet-plasteel" item_state = "sheet-metal" - default_type = "plasteel" + default_type = MATERIAL_PLASTEEL icon_has_variants = TRUE /obj/item/stack/material/wood name = "wooden plank" icon_state = "sheet-wood" - default_type = "wood" + default_type = MATERIAL_WOOD drop_sound = 'sound/items/drop/wooden.ogg' /obj/item/stack/material/woodlog name = "log" icon_state = "sheet-wood" - default_type = "log" + default_type = MATERIAL_WOOD_LOG /obj/item/stack/material/woodbranch name = "branch" icon_state = "sheet-wood" - default_type = "branch" + default_type = MATERIAL_WOOD_BRANCH /obj/item/stack/material/cloth name = "cloth" icon_state = "sheet-cloth" - default_type = "cloth" + default_type = MATERIAL_CLOTH icon_has_variants = TRUE drop_sound = 'sound/items/drop/clothing.ogg' @@ -216,35 +221,35 @@ /obj/item/stack/material/cardboard name = "cardboard" icon_state = "sheet-card" - default_type = "cardboard" + default_type = MATERIAL_CARDBOARD drop_sound = 'sound/items/drop/box.ogg' /obj/item/stack/material/leather name = "leather" desc = "The by-product of mob grinding." icon_state = "sheet-leather" - default_type = "leather" + default_type = MATERIAL_LEATHER icon_has_variants = TRUE drop_sound = 'sound/items/drop/leather.ogg' /obj/item/stack/material/glass name = "glass" icon_state = "sheet-glass" - default_type = "glass" + default_type = MATERIAL_GLASS icon_has_variants = TRUE drop_sound = 'sound/items/drop/glass.ogg' /obj/item/stack/material/glass/wired name = "wired glass" icon = 'icons/obj/stacks/tiles.dmi' - icon_state = "glass_wire" + icon_state = MATERIAL_GLASS_WIRED default_type = "wired glass" /obj/item/stack/material/glass/reinforced name = "reinforced glass" icon_state = "sheet-rglass" item_state = "sheet-rglass" - default_type = "rglass" + default_type = MATERIAL_GLASS_REINFORCED /obj/item/stack/material/glass/phoronglass name = "borosilicate glass" @@ -252,7 +257,7 @@ singular_name = "borosilicate glass sheet" icon_state = "sheet-phoronglass" item_state = "sheet-pglass" - default_type = "borosilicate glass" + default_type = MATERIAL_GLASS_PHORON /obj/item/stack/material/glass/phoronrglass name = "reinforced borosilicate glass" @@ -260,8 +265,7 @@ singular_name = "reinforced borosilicate glass sheet" icon_state = "sheet-phoronrglass" item_state = "sheet-prglass" - default_type = "reinforced borosilicate glass" - + default_type = MATERIAL_GLASS_REINFORCED_PHORON /obj/item/stack/material/bronze name = "bronze" icon_state = "sheet-brass" @@ -271,5 +275,5 @@ /obj/item/stack/material/titanium name = "titanium" icon_state = "sheet-titanium" - default_type = "titanium" + default_type = MATERIAL_TITANIUM icon_has_variants = TRUE diff --git a/code/modules/materials/material_synth.dm b/code/modules/materials/material_synth.dm index 2058410eb60..e1be0187977 100644 --- a/code/modules/materials/material_synth.dm +++ b/code/modules/materials/material_synth.dm @@ -14,25 +14,25 @@ /obj/item/stack/material/cyborg/plastic icon_state = "sheet-plastic" - default_type = "plastic" + default_type = MATERIAL_PLASTIC /obj/item/stack/material/cyborg/steel icon_state = "sheet-metal" - default_type = "steel" + default_type = MATERIAL_STEEL /obj/item/stack/material/cyborg/plasteel icon_state = "sheet-plasteel" - default_type = "plasteel" + default_type = MATERIAL_PLASTEEL /obj/item/stack/material/cyborg/wood icon_state = "sheet-wood" - default_type = "wood" + default_type = MATERIAL_WOOD /obj/item/stack/material/cyborg/glass icon_state = "sheet-glass" - default_type = "glass" + default_type = MATERIAL_GLASS /obj/item/stack/material/cyborg/glass/reinforced icon_state = "sheet-rglass" - default_type = "rglass" + default_type = MATERIAL_GLASS_REINFORCED charge_costs = list(500, 1000) \ No newline at end of file diff --git a/code/modules/materials/materials.dm b/code/modules/materials/materials.dm index 4afec3f614b..7c053240c9a 100644 --- a/code/modules/materials/materials.dm +++ b/code/modules/materials/materials.dm @@ -24,43 +24,16 @@ wood */ -// Assoc list containing all material datums indexed by name. -var/list/name_to_material - //Returns the material the object is made of, if applicable. //Will we ever need to return more than one value here? Or should we just return the "dominant" material. /obj/proc/get_material() - return null + return -//mostly for convenience /obj/proc/get_material_name() var/material/material = get_material() if(material) return material.name -// Builds the datum list above. -/proc/populate_material_list(force_remake=0) - if(name_to_material && !force_remake) return // Already set up! - name_to_material = list() - for(var/type in typesof(/material) - /material) - var/material/new_mineral = new type - if(!new_mineral.name) - continue - name_to_material[lowertext(new_mineral.name)] = new_mineral - return 1 - -// Safety proc to make sure the material list exists before trying to grab from it. -/proc/get_material_by_name(name) - if(!name_to_material) - populate_material_list() - return name_to_material[name] - -/proc/material_display_name(name) - var/material/material = get_material_by_name(name) - if(material) - return material.display_name - return null - // Material definition and procs follow. /material var/name // Unique name for use in indexing the list. @@ -264,7 +237,7 @@ var/list/name_to_material // Datum definitions follow. /material/uranium - name = "uranium" + name = MATERIAL_URANIUM stack_type = /obj/item/stack/material/uranium radioactivity = 12 icon_base = "stone" @@ -277,7 +250,7 @@ var/list/name_to_material golem = "Uranium Golem" /material/diamond - name = "diamond" + name = MATERIAL_DIAMOND stack_type = /obj/item/stack/material/diamond flags = MATERIAL_UNMELTABLE cut_delay = 60 @@ -293,7 +266,7 @@ var/list/name_to_material golem = "Diamond Golem" /material/gold - name = "gold" + name = MATERIAL_GOLD stack_type = /obj/item/stack/material/gold icon_colour = "#EDD12F" weight = 30 @@ -305,7 +278,7 @@ var/list/name_to_material golem = "Gold Golem" /material/bronze - name = "bronze" + name = MATERIAL_BRONZE stack_type = /obj/item/stack/material/bronze weight = 30 hardness = 50 @@ -314,8 +287,17 @@ var/list/name_to_material stack_origin_tech = list(TECH_MATERIAL = 2) golem = "Bronze Golem" +/material/osmium + name = MATERIAL_OSMIUM + stack_type = /obj/item/stack/material/osmium + icon_colour = "#9999ff" + stack_origin_tech = list(TECH_MATERIAL = 5) + sheet_singular_name = "ingot" + sheet_plural_name = "ingots" + value = 30 + /material/silver - name = "silver" + name = MATERIAL_SILVER stack_type = /obj/item/stack/material/silver icon_colour = "#D1E6E3" weight = 22 @@ -327,7 +309,7 @@ var/list/name_to_material golem = "Bronze Golem" /material/phoron - name = "phoron" + name = MATERIAL_PHORON stack_type = /obj/item/stack/material/phoron ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE icon_base = "stone" @@ -340,25 +322,8 @@ var/list/name_to_material sheet_plural_name = "crystals" golem = "Phoron Golem" -/* -// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately. -/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier) - if(isnull(ignition_point)) - return 0 - if(temperature < ignition_point) - return 0 - var/totalPhoron = 0 - for(var/turf/simulated/floor/target_tile in range(2,T)) - var/phoronToDeduce = (temperature/30) * effect_multiplier - totalPhoron += phoronToDeduce - target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C) - spawn (0) - target_tile.hotspot_expose(temperature, 400) - return round(totalPhoron/100) -*/ - /material/stone - name = "sandstone" + name = MATERIAL_SANDSTONE stack_type = /obj/item/stack/material/sandstone icon_base = "stone" icon_reinf = "reinf_stone" @@ -374,7 +339,7 @@ var/list/name_to_material golem = "Sand Golem" /material/stone/marble - name = "marble" + name = MATERIAL_MARBLE icon_colour = "#AAAAAA" weight = 26 hardness = 70 @@ -395,7 +360,7 @@ var/list/name_to_material hitsound = 'sound/weapons/smash.ogg' /material/diona - name = "biomass" + name = MATERIAL_DIONA icon_colour = null stack_type = null icon_base = "biomass" @@ -419,7 +384,7 @@ var/list/name_to_material shard_type = SHARD_NONE /material/plasteel - name = "plasteel" + name = MATERIAL_PLASTEEL stack_type = /obj/item/stack/material/plasteel integrity = 400 melting_point = 6000 @@ -437,7 +402,7 @@ var/list/name_to_material hitsound = 'sound/weapons/smash.ogg' /material/plasteel/titanium - name = "titanium" + name = MATERIAL_TITANIUM stack_type = /obj/item/stack/material/titanium integrity = 600 conductivity = 2.38 @@ -451,7 +416,7 @@ var/list/name_to_material golem = "Titanium Golem" /material/glass - name = "glass" + name = MATERIAL_GLASS stack_type = /obj/item/stack/material/glass flags = MATERIAL_BRITTLE icon_colour = "#00E1FF" @@ -544,7 +509,7 @@ var/list/name_to_material return (hardness > 35) //todo /material/glass/wired - name = "wired glass" + name = MATERIAL_GLASS_WIRED display_name = "wired glass" stack_type = /obj/item/stack/material/glass/wired flags = MATERIAL_BRITTLE @@ -556,14 +521,14 @@ var/list/name_to_material hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750) + composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750) window_options = list() created_window = null wire_product = null rod_product = null /material/glass/reinforced - name = "rglass" + name = MATERIAL_GLASS_REINFORCED display_name = "reinforced glass" stack_type = /obj/item/stack/material/glass/reinforced flags = MATERIAL_BRITTLE @@ -575,14 +540,14 @@ var/list/name_to_material hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750) + composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750) window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5) created_window = /obj/structure/window/reinforced wire_product = null rod_product = null /material/glass/phoron - name = "borosilicate glass" + name = MATERIAL_GLASS_PHORON display_name = "borosilicate glass" stack_type = /obj/item/stack/material/glass/phoronglass flags = MATERIAL_BRITTLE @@ -595,7 +560,7 @@ var/list/name_to_material golem = "Phoron Golem" /material/glass/phoron/reinforced - name = "reinforced borosilicate glass" + name = MATERIAL_GLASS_REINFORCED_PHORON display_name = "reinforced borosilicate glass" stack_type = /obj/item/stack/material/glass/phoronrglass stack_origin_tech = list(TECH_MATERIAL = 5) @@ -608,7 +573,7 @@ var/list/name_to_material rod_product = null /material/plastic - name = "plastic" + name = MATERIAL_PLASTIC stack_type = /obj/item/stack/material/plastic flags = MATERIAL_BRITTLE icon_base = "solid" @@ -622,13 +587,13 @@ var/list/name_to_material golem = "Plastic Golem" /material/plastic/holographic - name = "holoplastic" + name = MATERIAL_PLASTIC_HOLO display_name = "plastic" stack_type = null shard_type = SHARD_NONE /material/osmium - name = "osmium" + name = MATERIAL_OSMIUM stack_type = /obj/item/stack/material/osmium icon_colour = "#9999FF" stack_origin_tech = list(TECH_MATERIAL = 5) @@ -636,7 +601,7 @@ var/list/name_to_material sheet_plural_name = "ingots" /material/tritium - name = "tritium" + name = MATERIAL_TRITIUM stack_type = /obj/item/stack/material/tritium icon_colour = "#777777" stack_origin_tech = list(TECH_MATERIAL = 5) @@ -644,7 +609,7 @@ var/list/name_to_material sheet_plural_name = "ingots" /material/mhydrogen - name = "mhydrogen" + name = MATERIAL_HYDROGEN_METALLIC display_name = "metallic hydrogen" stack_type = /obj/item/stack/material/mhydrogen icon_colour = "#E6C5DE" @@ -653,7 +618,7 @@ var/list/name_to_material golem = "Metallic Hydrogen Golem" /material/platinum - name = "platinum" + name = MATERIAL_PLATINUM stack_type = /obj/item/stack/material/platinum icon_colour = "#9999FF" weight = 27 @@ -663,7 +628,7 @@ var/list/name_to_material sheet_plural_name = "ingots" /material/iron - name = "iron" + name = MATERIAL_IRON stack_type = /obj/item/stack/material/iron icon_colour = "#5C5454" weight = 22 @@ -675,7 +640,7 @@ var/list/name_to_material // Adminspawn only, do not let anyone get this. /material/elevatorium - name = "elevatorium" + name = MATERIAL_ELEVATOR display_name = "elevator panelling" stack_type = null icon_colour = "#666666" @@ -687,7 +652,7 @@ var/list/name_to_material protectiveness = 80 /material/wood - name = "wood" + name = MATERIAL_WOOD stack_type = /obj/item/stack/material/wood // why wouldn't it have a stacktype seriously guys why icon_colour = "#824B28" integrity = 50 @@ -711,7 +676,7 @@ var/list/name_to_material hitsound = 'sound/effects/woodhit.ogg' /material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now - name = "log" + name = MATERIAL_WOOD_LOG stack_type = /obj/item/stack/material/woodlog icon_colour = "#824B28" integrity = 50 @@ -727,7 +692,7 @@ var/list/name_to_material sheet_plural_name = "logs" /material/wood/branch - name = "branch" + name = MATERIAL_WOOD_BRANCH stack_type = /obj/item/stack/material/woodbranch icon_colour = "#824B28" integrity = 50 @@ -740,9 +705,8 @@ var/list/name_to_material sheet_singular_name = "branch" sheet_plural_name = "branch" - /material/rust - name = "rust" + name = MATERIAL_RUST display_name = "rusty steel" stack_type = null icon_colour = "#B7410E" @@ -754,13 +718,13 @@ var/list/name_to_material weight = 18 /material/wood/holographic - name = "holowood" + name = MATERIAL_WOOD_HOLO display_name = "wood" stack_type = null shard_type = SHARD_NONE /material/cardboard - name = "cardboard" + name = MATERIAL_CARDBOARD stack_type = /obj/item/stack/material/cardboard flags = MATERIAL_BRITTLE integrity = 10 @@ -777,8 +741,8 @@ var/list/name_to_material destruction_desc = "crumples" golem = "Cardboard Golem" -/material/cloth //todo - name = "cloth" +/material/cloth + name = MATERIAL_CLOTH stack_origin_tech = list(TECH_MATERIAL = 2) door_icon_base = "wood" ignition_point = T0C+232 @@ -789,7 +753,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cult - name = "cult" + name = MATERIAL_CULT display_name = "daemon stone" icon_base = "cult" icon_colour = COLOR_CULT @@ -807,7 +771,7 @@ var/list/name_to_material new /obj/effect/decal/cleanable/blood(target) /material/cult/reinf - name = "cult_reinforced" + name = MATERIAL_CULT_REINFORCED icon_colour = COLOR_CULT_REINFORCED display_name = "human remains" @@ -815,7 +779,7 @@ var/list/name_to_material new /obj/effect/decal/remains/human(target) /material/resin - name = "resin" + name = MATERIAL_RESIN icon_colour = "#E85DD8" dooropen_noise = 'sound/effects/attackblob.ogg' door_icon_base = "resin" @@ -823,9 +787,8 @@ var/list/name_to_material sheet_singular_name = "blob" sheet_plural_name = "blobs" -//TODO PLACEHOLDERS: /material/leather - name = "leather" + name = MATERIAL_LEATHER icon_colour = "#5C4831" stack_origin_tech = list(TECH_MATERIAL = 2) flags = MATERIAL_PADDING @@ -835,7 +798,7 @@ var/list/name_to_material golem = "Homunculus" /material/carpet - name = "carpet" + name = MATERIAL_CARPET display_name = "comfy" use_name = "red upholstery" icon_colour = "#DA020A" @@ -848,7 +811,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cotton - name = "cotton" + name = MATERIAL_COTTON display_name ="cotton" icon_colour = "#FFFFFF" flags = MATERIAL_PADDING @@ -858,7 +821,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cloth_teal - name = "teal" + name = MATERIAL_CLOTH_TEAL display_name ="teal" use_name = "teal cloth" icon_colour = "#00EAFA" @@ -869,7 +832,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cloth_black - name = "black" + name = MATERIAL_CLOTH_BLACK display_name = "black" use_name = "black cloth" icon_colour = "#505050" @@ -880,7 +843,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cloth_green - name = "green" + name = MATERIAL_CLOTH_GREEN display_name = "green" use_name = "green cloth" icon_colour = "#01C608" @@ -890,8 +853,8 @@ var/list/name_to_material protectiveness = 1 // 4% golem = "Cloth Golem" -/material/cloth_puple - name = "purple" +/material/cloth_purple + name = MATERIAL_CLOTH_PURPLE display_name = "purple" use_name = "purple cloth" icon_colour = "#9C56C4" @@ -902,7 +865,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cloth_blue - name = "blue" + name = MATERIAL_CLOTH_BLUE display_name = "blue" use_name = "blue cloth" icon_colour = "#6B6FE3" @@ -913,7 +876,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cloth_beige - name = "beige" + name = MATERIAL_CLOTH_BEIGE display_name = "beige" use_name = "beige cloth" icon_colour = "#E8E7C8" @@ -924,7 +887,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/cloth_lime - name = "lime" + name = MATERIAL_CLOTH_LIME display_name = "lime" use_name = "lime cloth" icon_colour = "#62E36C" @@ -935,7 +898,7 @@ var/list/name_to_material golem = "Cloth Golem" /material/hide //TODO make different hides somewhat different among them - name = "hide" + name = MATERIAL_HIDE stack_origin_tech = list(TECH_MATERIAL = 2) stack_type = /obj/item/stack/material/animalhide door_icon_base = "wood" @@ -949,38 +912,38 @@ var/list/name_to_material golem = "Homunculus" /material/hide/corgi - name = "corgi hide" + name = MATERIAL_HIDE_CORGI stack_type = /obj/item/stack/material/animalhide/corgi icon_colour = "#F9A635" /material/hide/cat - name = "cat hide" + name = MATERIAL_HIDE_CAT stack_type = /obj/item/stack/material/animalhide/cat icon_colour = "#444444" /material/hide/monkey - name = "monkey hide" + name = MATERIAL_HIDE_MONKEY stack_type = /obj/item/stack/material/animalhide/monkey icon_colour = "#914800" /material/hide/lizard - name = "lizard hide" + name = MATERIAL_HIDE_LIZARD stack_type = /obj/item/stack/material/animalhide/lizard icon_colour = "#34AF10" /material/hide/xeno - name = "alien hide" + name = MATERIAL_HIDE_ALIEN stack_type = /obj/item/stack/material/animalhide/xeno icon_colour = "#525288" protectiveness = 10 // 33% /material/hide/human - name = "human hide" + name = MATERIAL_HIDE_HUMAN stack_type = /obj/item/stack/material/animalhide/human icon_colour = "#833C00" /material/bone - name = "bone" + name = MATERIAL_BONE icon_colour = "#e3dac9" icon_base = "stone" icon_reinf = "reinf_stone" @@ -995,14 +958,14 @@ var/list/name_to_material golem = "Homunculus" /material/bone/necromancer - name = "cursed bone" + name = MATERIAL_BONE_CURSED weight = 20 integrity = 150 hardness = 60 protectiveness = 20 // 50% /material/vaurca - name = "alien biomass" + name = MATERIAL_VAURCA display_name = "alien biomass" stack_type = null icon_colour = "#1C7400" @@ -1016,7 +979,7 @@ var/list/name_to_material conductivity = 10 /material/shuttle - name = "shuttle" + name = MATERIAL_SHUTTLE display_name = "spaceship alloy" stack_type = null icon_colour = "#6C7364" @@ -1029,7 +992,7 @@ var/list/name_to_material protectiveness = 80 // 80% /material/shuttle/skrell - name = "skrell" + name = MATERIAL_SHUTTLE_SKRELL display_name = "superadvanced alloy" icon_colour = null icon_base = "skrell" \ No newline at end of file diff --git a/code/modules/mining/drilling/drill.dm b/code/modules/mining/drilling/drill.dm index 75054806b02..fe04bd9de49 100644 --- a/code/modules/mining/drilling/drill.dm +++ b/code/modules/mining/drilling/drill.dm @@ -17,13 +17,13 @@ var/list/resource_field = list() var/ore_types = list( - "iron" = /obj/item/ore/iron, - "uranium" = /obj/item/ore/uranium, - "gold" = /obj/item/ore/gold, - "silver" = /obj/item/ore/silver, - "diamond" = /obj/item/ore/diamond, - "phoron" = /obj/item/ore/phoron, - "osmium" = /obj/item/ore/osmium, + MATERIAL_IRON = /obj/item/ore/iron, + MATERIAL_URANIUM = /obj/item/ore/uranium, + MATERIAL_GOLD = /obj/item/ore/gold, + MATERIAL_SILVER = /obj/item/ore/silver, + MATERIAL_DIAMOND = /obj/item/ore/diamond, + MATERIAL_PHORON = /obj/item/ore/phoron, + MATERIAL_OSMIUM = /obj/item/ore/osmium, "hydrogen" = /obj/item/ore/hydrogen, "silicates" = /obj/item/ore/glass, "carbonaceous rock" = /obj/item/ore/coal diff --git a/code/modules/mining/machine_processing.dm b/code/modules/mining/machine_processing.dm index 1349ac911fc..e6cd0d058c7 100644 --- a/code/modules/mining/machine_processing.dm +++ b/code/modules/mining/machine_processing.dm @@ -396,7 +396,7 @@ if(can_make % 2 > 0) can_make-- - var/material/M = get_material_by_name(O.compresses_to) + var/material/M = SSmaterials.get_material_by_name(O.compresses_to) if(!istype(M) || !can_make || ores_stored[metal] < 1) continue @@ -413,7 +413,7 @@ else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting. var/can_make = Clamp(ores_stored[metal], 0, sheets_per_tick - sheets) - var/material/M = get_material_by_name(O.smelts_to) + var/material/M = SSmaterials.get_material_by_name(O.smelts_to) if(!istype(M) || !can_make || ores_stored[metal] < 1) continue diff --git a/code/modules/mining/ore_datum.dm b/code/modules/mining/ore_datum.dm index 9c99d17d53d..b6dfcd03baa 100644 --- a/code/modules/mining/ore_datum.dm +++ b/code/modules/mining/ore_datum.dm @@ -27,7 +27,7 @@ var/global/list/ore_data = list() /ore/uranium name = ORE_URANIUM display_name = "pitchblende" - smelts_to = "uranium" + smelts_to = MATERIAL_URANIUM result_amount = 5 spread_chance = 15 ore = /obj/item/ore/uranium @@ -42,8 +42,8 @@ var/global/list/ore_data = list() /ore/hematite name = ORE_IRON display_name = "hematite" - smelts_to = "iron" - alloy = TRUE + smelts_to = MATERIAL_IRON + alloy = 1 result_amount = 5 spread_chance = 30 ore = /obj/item/ore/iron @@ -53,8 +53,8 @@ var/global/list/ore_data = list() /ore/coal name = ORE_COAL display_name = "raw carbon" - smelts_to = "plastic" - alloy = TRUE + smelts_to = MATERIAL_PLASTIC + alloy = 1 result_amount = 5 spread_chance = 35 ore = /obj/item/ore/coal @@ -63,7 +63,7 @@ var/global/list/ore_data = list() /ore/glass name = ORE_SAND - display_name = "sand" + display_name = MATERIAL_GLASS smelts_to = "glass" compresses_to = "sandstone" worth = 1 @@ -71,7 +71,7 @@ var/global/list/ore_data = list() /ore/phoron name = ORE_PHORON display_name = "phoron crystals" - compresses_to = "phoron" + compresses_to = MATERIAL_PHORON result_amount = 5 spread_chance = 25 ore = /obj/item/ore/phoron @@ -88,7 +88,7 @@ var/global/list/ore_data = list() /ore/silver name = ORE_SILVER display_name = "native silver" - smelts_to = "silver" + smelts_to = MATERIAL_SILVER result_amount = 5 spread_chance = 15 ore = /obj/item/ore/silver @@ -96,8 +96,8 @@ var/global/list/ore_data = list() worth = 20 /ore/gold - smelts_to = ORE_GOLD name = "gold" + smelts_to = MATERIAL_GOLD display_name = "native gold" result_amount = 5 spread_chance = 10 @@ -112,7 +112,7 @@ var/global/list/ore_data = list() worth = 30 /ore/diamond - name = ORE_DIAMOND + name = "diamond" display_name = "diamond" compresses_to = "diamond" result_amount = 5 @@ -135,7 +135,7 @@ var/global/list/ore_data = list() worth = 15 /ore/hydrogen - name = ORE_HYDROGEN + name = "hydrogen" display_name = "metallic hydrogen" smelts_to = "tritium" compresses_to = "mhydrogen" diff --git a/code/modules/mob/living/carbon/human/species/station/golem.dm b/code/modules/mob/living/carbon/human/species/station/golem.dm index d95f12563fc..be73401d6f5 100644 --- a/code/modules/mob/living/carbon/human/species/station/golem.dm +++ b/code/modules/mob/living/carbon/human/species/station/golem.dm @@ -716,7 +716,7 @@ var/global/list/golem_types = list("Coal Golem", heat_level_2 = T0C+80 heat_level_3 = T0C+100 - golem_designation = "plastic" + golem_designation = MATERIAL_PLASTIC /datum/species/golem/plastic/handle_post_spawn(var/mob/living/carbon/human/H) H.change_skin_color(171,171,171) diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm index 363d80e1ef0..65eea5c319d 100644 --- a/code/modules/mob/living/silicon/robot/analyzer.dm +++ b/code/modules/mob/living/silicon/robot/analyzer.dm @@ -13,7 +13,7 @@ throw_speed = 5 throw_range = 10 origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) var/mode = 1 /obj/item/device/robotanalyzer/attack(mob/living/M, mob/living/user) diff --git a/code/modules/paperwork/handlabeler.dm b/code/modules/paperwork/handlabeler.dm index 44e557e1e7b..c87fd49da9b 100644 --- a/code/modules/paperwork/handlabeler.dm +++ b/code/modules/paperwork/handlabeler.dm @@ -33,7 +33,7 @@ var/label = null var/labels_left = 30 var/mode = 0 //off or on. - matter = list(DEFAULT_WALL_MATERIAL = 120, "glass" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 120, MATERIAL_GLASS = 80) /obj/item/hand_labeler/attack() return diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index 5451ba93503..62fcece8e27 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -481,7 +481,7 @@ obj/structure/cable/proc/cableColor(var/colorC) w_class = 2.0 throw_speed = 2 throw_range = 5 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) flags = CONDUCT slot_flags = SLOT_BELT item_state = "coil" diff --git a/code/modules/power/lights/bulbs.dm b/code/modules/power/lights/bulbs.dm index 0fa39518267..4873fcead5f 100644 --- a/code/modules/power/lights/bulbs.dm +++ b/code/modules/power/lights/bulbs.dm @@ -23,7 +23,7 @@ desc = "A replacement light tube." icon_state = "ltube_preset"//preset state for mapping item_state = "c_tube" - matter = list("glass" = 100) + matter = list(MATERIAL_GLASS = 100) brightness_range = 8 brightness_power = 0.8 lighttype = "tube" @@ -64,7 +64,7 @@ desc = "A replacement light bulb." icon_state = "lbulb_preset"//preset state for mapping item_state = "contvapour" - matter = list("glass" = 100) + matter = list(MATERIAL_GLASS = 100) brightness_range = 5 brightness_power = 0.75 brightness_color = LIGHT_COLOR_TUNGSTEN @@ -103,7 +103,7 @@ desc = "A replacement fire bulb." icon_state = "flight" item_state = "egg_red" - matter = list("glass" = 100) + matter = list(MATERIAL_GLASS = 100) brightness_range = 8 brightness_power = 0.8 randomize_range = FALSE diff --git a/code/modules/projectiles/ammunition/boxes.dm b/code/modules/projectiles/ammunition/boxes.dm index 7e65f07b026..209e4ac7b25 100644 --- a/code/modules/projectiles/ammunition/boxes.dm +++ b/code/modules/projectiles/ammunition/boxes.dm @@ -32,7 +32,7 @@ /obj/item/ammo_magazine/c38/emp name = "speed loader (.38 haywire)" ammo_type = /obj/item/ammo_casing/c38/emp - matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 600) + matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_URANIUM = 600) /obj/item/ammo_magazine/c45 name = "ammunition Box (.45)" @@ -381,7 +381,7 @@ mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/shotgun max_ammo = 8 - matter = list("metal" = 2880) + matter = list(MATERIAL_STEEL = 2880) multiple_sprites = 1 /obj/item/ammo_magazine/assault_shotgun/shells @@ -399,7 +399,7 @@ name = "magazine (stun shells)" icon_state = "csms" ammo_type = /obj/item/ammo_casing/shotgun/stunshell - matter = list(DEFAULT_WALL_MATERIAL = 2880, "glass" = 5760) + matter = list(DEFAULT_WALL_MATERIAL = 2880, MATERIAL_GLASS = 5760) /obj/item/ammo_magazine/minigun name = "minigun magazine box (7.62mm)" diff --git a/code/modules/projectiles/ammunition/bullets.dm b/code/modules/projectiles/ammunition/bullets.dm index b37e0095327..4d23dc141e1 100644 --- a/code/modules/projectiles/ammunition/bullets.dm +++ b/code/modules/projectiles/ammunition/bullets.dm @@ -34,7 +34,7 @@ desc = "A .38 bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 130, MATERIAL_URANIUM = 100) /obj/item/ammo_casing/trod desc = "hyperdense tungsten rod residue." @@ -125,7 +125,7 @@ icon_state = "pshell" spent_icon = "pshell-spent" projectile_type = /obj/item/projectile/bullet/shotgun/practice - matter = list("metal" = 90) + matter = list(MATERIAL_STEEL = 90) /obj/item/ammo_casing/shotgun/beanbag name = "beanbag shell" @@ -143,7 +143,7 @@ icon_state = "stunshell" spent_icon = "stunshell-spent" projectile_type = /obj/item/projectile/energy/electrode/stunshot - matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720) + matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_GLASS = 720) /obj/item/ammo_casing/shotgun/stunshell/emp_act(severity) if(prob(100/severity)) BB = null @@ -156,7 +156,7 @@ icon_state = "fshell" spent_icon = "fshell-spent" projectile_type = /obj/item/projectile/energy/flash/flare - matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90) + matter = list(DEFAULT_WALL_MATERIAL = 90, MATERIAL_GLASS = 90) /obj/item/ammo_casing/shotgun/incendiary name = "incendiary shell" @@ -172,7 +172,7 @@ icon_state = "empshell" spent_icon = "empshell-spent" projectile_type = /obj/item/projectile/ion - matter = list(DEFAULT_WALL_MATERIAL = 260, "uranium" = 200) + matter = list(DEFAULT_WALL_MATERIAL = 260, MATERIAL_URANIUM = 200) /obj/item/ammo_casing/tranq name = "PPS shell" diff --git a/code/modules/projectiles/guns/launcher/crossbow.dm b/code/modules/projectiles/guns/launcher/crossbow.dm index 305b7b5bbce..42229db4d76 100644 --- a/code/modules/projectiles/guns/launcher/crossbow.dm +++ b/code/modules/projectiles/guns/launcher/crossbow.dm @@ -265,7 +265,7 @@ else to_chat(user, "You need at least five segments of cable coil to complete this task.") return - else if(istype(W,/obj/item/stack/material) && W.get_material_name() == "plastic") + else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MATERIAL_PLASTIC) if(buildstate == 3) var/obj/item/stack/material/P = W if(P.use(3)) diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm index fd3c76db2bb..a3c8a3146a1 100644 --- a/code/modules/projectiles/guns/launcher/syringe_gun.dm +++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "syringe-cartridge" var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot - matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375) + matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375) flags = CONDUCT slot_flags = SLOT_BELT | SLOT_EARS throwforce = 3 diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm index 5b577484d58..13d2b371256 100644 --- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm +++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm @@ -198,7 +198,7 @@ fallback_specific_heat = 0.241 /datum/reagent/uranium - name ="Uranium" + name = "Uranium" id = "uranium" description = "A silvery-white metallic chemical element in the actinide series, weakly radioactive." reagent_state = SOLID diff --git a/code/modules/reagents/Chemistry-Recipes.dm b/code/modules/reagents/Chemistry-Recipes.dm index dd82164ef14..3c5cc9533f7 100644 --- a/code/modules/reagents/Chemistry-Recipes.dm +++ b/code/modules/reagents/Chemistry-Recipes.dm @@ -1884,7 +1884,7 @@ name = "Goldschlager" id = "goldschlager" result = "goldschlager" - required_reagents = list("vodka" = 10, "gold" = 1) + required_reagents = list("vodka" = 10, MATERIAL_GOLD = 1) mix_message = null reaction_sound = 'sound/effects/pour.ogg' result_amount = 10 @@ -1893,7 +1893,7 @@ name = "Patron" id = "patron" result = "patron" - required_reagents = list("tequilla" = 10, "silver" = 1) + required_reagents = list("tequilla" = 10, MATERIAL_SILVER = 1) result_amount = 10 /datum/chemical_reaction/drink/bilk @@ -3386,7 +3386,7 @@ name = "Transmutation: Gold" id = "transmutation_gold" result = null - required_reagents = list("aluminum" = 5, "silver" = 5) + required_reagents = list("aluminum" = 5, MATERIAL_SILVER = 5) catalysts = list("philosopher_stone" = 1) result_amount = 1 @@ -3400,7 +3400,7 @@ name = "Transmutation: Diamond" id = "transmutation_diamond" result = null - required_reagents = list("carbon" = 5, "gold" = 5) + required_reagents = list("carbon" = 5, MATERIAL_GOLD = 5) catalysts = list("philosopher_stone" = 1) result_amount = 1 diff --git a/code/modules/reagents/reagent_containers/food/drinks/bottle.dm b/code/modules/reagents/reagent_containers/food/drinks/bottle.dm index e1cc86aab60..d24c28327c5 100644 --- a/code/modules/reagents/reagent_containers/food/drinks/bottle.dm +++ b/code/modules/reagents/reagent_containers/food/drinks/bottle.dm @@ -15,7 +15,7 @@ item_state = "broken_beer" //Generic held-item sprite until unique ones are made. force = 5 var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets) - matter = list("glass" = 800) + matter = list(MATERIAL_GLASS = 800) var/obj/item/reagent_containers/glass/rag/rag = null var/rag_underlay = "rag" diff --git a/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm b/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm index 05dca3bebea..20624d9cc7f 100644 --- a/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm +++ b/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm @@ -8,7 +8,7 @@ volume = 30 unacidable = 1 //glass center_of_mass = list("x"=16, "y"=10) - matter = list("glass" = 300) + matter = list(MATERIAL_GLASS = 300) on_reagent_change() /*if(reagents.reagent_list.len > 1 ) diff --git a/code/modules/reagents/reagent_containers/food/drinks/jar.dm b/code/modules/reagents/reagent_containers/food/drinks/jar.dm index 74c2cbc2ae9..c0cccb1c7ea 100644 --- a/code/modules/reagents/reagent_containers/food/drinks/jar.dm +++ b/code/modules/reagents/reagent_containers/food/drinks/jar.dm @@ -5,7 +5,7 @@ desc = "A glass jar. You can put the lid back on and use it for other things." icon = 'icons/obj/drinks.dmi' icon_state = "jar" - matter = list("glass" = 5000) + matter = list(MATERIAL_GLASS = 5000) center_of_mass = list("x"=15, "y"=8) w_class = 3.0 amount_per_transfer_from_this = 20 diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index e77b87402a0..e68c661ad4c 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -96,7 +96,7 @@ icon_state = "beaker" item_state = "beaker" center_of_mass = list("x" = 15,"y" = 11) - matter = list("glass" = 500) + matter = list(MATERIAL_GLASS = 500) drop_sound = 'sound/items/drop/glass.ogg' fragile = 4 @@ -149,7 +149,7 @@ desc = "A large beaker." icon_state = "beakerlarge" center_of_mass = list("x" = 16,"y" = 11) - matter = list("glass" = 5000) + matter = list(MATERIAL_GLASS = 5000) volume = 120 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,60,120) @@ -175,7 +175,7 @@ desc = "A cryostasis beaker that allows for chemical storage without reactions." icon_state = "beakernoreact" center_of_mass = list("x" = 16,"y" = 13) - matter = list("glass" = 500) + matter = list(MATERIAL_GLASS = 500) volume = 60 amount_per_transfer_from_this = 10 flags = OPENCONTAINER | NOREACT @@ -186,7 +186,7 @@ desc = "A bluespace beaker, powered by experimental bluespace technology." icon_state = "beakerbluespace" center_of_mass = list("x" = 16,"y" = 11) - matter = list("glass" = 5000) + matter = list(MATERIAL_GLASS = 5000) volume = 300 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,60,120,300) @@ -198,7 +198,7 @@ desc = "A small glass vial." icon_state = "vial" center_of_mass = list("x" = 15,"y" = 9) - matter = list("glass" = 250) + matter = list(MATERIAL_GLASS = 250) volume = 30 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25) diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index bb7a0f9db82..b28d42ff9c1 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -20,7 +20,7 @@ var/armorcheck = 1 var/time = 3 SECONDS var/image/filling //holds a reference to the current filling overlay - matter = list("glass" = 400, DEFAULT_WALL_MATERIAL = 200) + matter = list(MATERIAL_GLASS = 400, DEFAULT_WALL_MATERIAL = 200) /obj/item/reagent_containers/hypospray/Initialize() . = ..() diff --git a/code/modules/reagents/reagent_containers/inhaler.dm b/code/modules/reagents/reagent_containers/inhaler.dm index 5ce43e5abbd..840d415e386 100644 --- a/code/modules/reagents/reagent_containers/inhaler.dm +++ b/code/modules/reagents/reagent_containers/inhaler.dm @@ -17,7 +17,7 @@ slot_flags = SLOT_BELT center_of_mass = null var/used = FALSE - matter = list("glass" = 400, DEFAULT_WALL_MATERIAL = 200) + matter = list(MATERIAL_GLASS = 400, DEFAULT_WALL_MATERIAL = 200) /obj/item/reagent_containers/inhaler/Initialize() . =..() diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index 4bd6555438d..8072039607f 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -13,7 +13,7 @@ item_state = "syringe_0" icon_state = "0" center_of_mass = list("x" = 16,"y" = 14) - matter = list("glass" = 150) + matter = list(MATERIAL_GLASS = 150) amount_per_transfer_from_this = 5 possible_transfer_amounts = null volume = 15 diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm index 2653618a19a..b684f5ab4f5 100755 --- a/code/modules/recycling/sortingmachinery.dm +++ b/code/modules/recycling/sortingmachinery.dm @@ -236,7 +236,7 @@ desc = "Used to set the destination of properly wrapped packages." icon_state = "dest_tagger" var/currTag = 0 - matter = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 140) + matter = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 140) w_class = 2 item_state = "electronic" flags = CONDUCT diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm index 54c3f188292..ba10cbe5dee 100644 --- a/code/modules/research/circuitprinter.dm +++ b/code/modules/research/circuitprinter.dm @@ -9,7 +9,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid). icon_state = "circuit_imprinter" flags = OPENCONTAINER - var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0) + var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0, MATERIAL_DIAMOND = 0) var/list/datum/design/queue = list() var/progress = 0 diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index 96b4100f766..7ec21de0601 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -70,7 +70,7 @@ other types of metals and chemistry for reagents). desc = "Produce additional disks for storing device designs." id = "design_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) build_path = /obj/item/disk/design_disk sort_string = "GAAAA" @@ -79,7 +79,7 @@ other types of metals and chemistry for reagents). desc = "Produce additional disks for storing technology data." id = "tech_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) build_path = /obj/item/disk/tech_disk sort_string = "GAAAB" @@ -88,12 +88,12 @@ other types of metals and chemistry for reagents). desc = "Produce additional disks for storing flora data." id = "flora_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) build_path = /obj/item/disk/botany sort_string = "GAAAC" /datum/design/item/hud - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /datum/design/item/hud/AssembleDesignName() ..() @@ -121,7 +121,7 @@ other types of metals and chemistry for reagents). desc = "Using the meson-scanning technology those glasses allow you to see through walls, floor or anything else." id = "mesons" req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) build_path = /obj/item/clothing/glasses/meson sort_string = "GAAAC" @@ -131,7 +131,7 @@ other types of metals and chemistry for reagents). desc = "An advanced drill designed to be faster than other drills." id = "powerdrill" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 60, MATERIAL_GLASS = 50) build_path = /obj/item/powerdrill sort_string = "GAAAD" @@ -140,10 +140,10 @@ other types of metals and chemistry for reagents). /////////////////////////////////// /datum/design/circuit/shield req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 10000, "diamond" = 5000, "gold" = 10000) + materials = list(MATERIAL_GLASS = 2000, "sacid" = 20, MATERIAL_PHORON = 10000, MATERIAL_DIAMOND = 5000, MATERIAL_GOLD = 10000) /datum/design/item/implant - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /datum/design/item/implant/AssembleDesignName() ..() @@ -177,7 +177,7 @@ other types of metals and chemistry for reagents). desc = "The most advanced tool in a custodian's arsenal, complete with a condenser for self-wetting! Just think of all the viscera you will clean up with this!" id = "advmop" build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 200) + materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 200) build_path = /obj/item/mop/advanced sort_string = "VAAAI" @@ -186,7 +186,7 @@ other types of metals and chemistry for reagents). desc = "An advanced trash bag with bluespace properties; capable of holding a plethora of garbage." id = "blutrash" build_type = PROTOLATHE - materials = list("gold" = 1500, "uranium" = 250, "phoron" = 1500) + materials = list(MATERIAL_GOLD = 1500, MATERIAL_URANIUM = 250, MATERIAL_PHORON = 1500) build_path = /obj/item/storage/bag/trash/bluespace sort_string = "VAAAJ" @@ -204,7 +204,7 @@ other types of metals and chemistry for reagents). id = "mmi" req_tech = list(TECH_DATA = 2, TECH_BIO = 3) build_type = PROTOLATHE | MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/device/mmi category = "Misc" sort_string = "VACBA" @@ -214,7 +214,7 @@ other types of metals and chemistry for reagents). id = "mmi_radio" req_tech = list(TECH_DATA = 2, TECH_BIO = 4) build_type = PROTOLATHE | MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 1200, "glass" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 1200, MATERIAL_GLASS = 500) build_path = /obj/item/device/mmi/radio_enabled category = "Misc" sort_string = "VACBB" @@ -223,7 +223,7 @@ other types of metals and chemistry for reagents). name = "Bluespace tracking beacon design" id = "beacon" req_tech = list(TECH_BLUESPACE = 1) - materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10) + materials = list (DEFAULT_WALL_MATERIAL = 20, MATERIAL_GLASS = 10) build_path = /obj/item/device/radio/beacon sort_string = "VADAA" @@ -232,7 +232,7 @@ other types of metals and chemistry for reagents). desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy." id = "bag_holding" req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) - materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) + materials = list(MATERIAL_GOLD = 3000, MATERIAL_DIAMOND = 1500, MATERIAL_URANIUM = 250) build_path = /obj/item/storage/backpack/holding sort_string = "VAEAA" @@ -241,7 +241,7 @@ other types of metals and chemistry for reagents). desc = "An artificially made bluespace crystal." id = "bluespace_crystal" req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) - materials = list("gold" = 1500, "diamond" = 1500, "phoron" = 1500) + materials = list(MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 1500, MATERIAL_PHORON = 1500) build_path = /obj/item/bluespace_crystal/artificial sort_string = "VAFAA" @@ -250,7 +250,7 @@ other types of metals and chemistry for reagents). desc = "Allows for deciphering the binary channel on-the-fly." id = "binaryencrypt" req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300) + materials = list(DEFAULT_WALL_MATERIAL = 300, MATERIAL_GLASS = 300) build_path = /obj/item/device/encryptionkey/binary sort_string = "VASAA" @@ -259,14 +259,14 @@ other types of metals and chemistry for reagents). desc = "Cheaper than whiny non-digital assistants." id = "pda" req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) build_path = /obj/item/device/pda sort_string = "VAAAA" // Cartridges /datum/design/item/pda_cartridge req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /datum/design/item/pda_cartridge/AssembleDesignName() ..() @@ -352,7 +352,7 @@ other types of metals and chemistry for reagents). name = "Custom wirer tool" id = "wirer" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/device/integrated_electronics/wirer sort_string = "VBVAA" @@ -360,7 +360,7 @@ other types of metals and chemistry for reagents). name = "Custom circuit debugger tool" id = "debugger" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/device/integrated_electronics/debugger sort_string = "VBVAB" @@ -440,7 +440,7 @@ other types of metals and chemistry for reagents). name = "Pin extraction device" id = "pin_extractor" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/device/pin_extractor sort_string = "VCBAA" @@ -449,7 +449,7 @@ other types of metals and chemistry for reagents). desc = "A hand-held plant scanner for hydroponicists and xenobotanists." id = "plant_analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 80,"glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20) build_path = /obj/item/device/analyzer/plant_analyzer sort_string = "VCBAB" @@ -457,6 +457,6 @@ other types of metals and chemistry for reagents). name = "implanter" desc = "A specialized syringe for inserting implants to subjects." req_tech = list(TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 320, "glass" = 800) + materials = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800) build_path = /obj/item/implanter sort_string = "VCBAC" diff --git a/code/modules/research/designs/AI_modules_designs.dm b/code/modules/research/designs/AI_modules_designs.dm index c276e94e9d3..8261cc377b1 100644 --- a/code/modules/research/designs/AI_modules_designs.dm +++ b/code/modules/research/designs/AI_modules_designs.dm @@ -3,7 +3,7 @@ //////////////////////////////////////// /datum/design/aimodule build_type = IMPRINTER - materials = list("glass" = 2000, "gold" = 100) + materials = list(MATERIAL_GLASS = 2000, MATERIAL_GOLD = 100) /datum/design/aimodule/AssembleDesignName() name = "AI module design ([name])" @@ -114,7 +114,7 @@ name = "'pAI', personal artificial intelligence device" id = "paicard" req_tech = list(TECH_DATA = 2) - materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500) + materials = list(MATERIAL_GLASS = 500, DEFAULT_WALL_MATERIAL = 500) build_path = /obj/item/device/paicard sort_string = "VABAI" @@ -123,6 +123,6 @@ desc = "Allows for the construction of an intelliCard." id = "intellicard" req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4) - materials = list("glass" = 1000, "gold" = 200) + materials = list(MATERIAL_GLASS = 1000, MATERIAL_GOLD = 200) build_path = /obj/item/aicard sort_string = "VACAA" \ No newline at end of file diff --git a/code/modules/research/designs/circuit_designs.dm b/code/modules/research/designs/circuit_designs.dm index aeac21c8894..6a1ce2613d2 100644 --- a/code/modules/research/designs/circuit_designs.dm +++ b/code/modules/research/designs/circuit_designs.dm @@ -5,7 +5,7 @@ /datum/design/circuit build_type = IMPRINTER req_tech = list(TECH_DATA = 2) - materials = list("glass" = 2000) + materials = list(MATERIAL_GLASS = 2000) chemicals = list("sacid" = 20) /datum/design/circuit/AssembleDesignName() @@ -406,7 +406,7 @@ /datum/design/circuit/shield req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) - materials = list("glass" = 2000, "gold" = 1000) + materials = list(MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) /datum/design/circuit/shield/AssembleDesignName() name = "Shield generator circuit design ([name])" diff --git a/code/modules/research/designs/mechfab/hardsuit/modules.dm b/code/modules/research/designs/mechfab/hardsuit/modules.dm index 7e7fec2c0fa..abf8f6d0144 100644 --- a/code/modules/research/designs/mechfab/hardsuit/modules.dm +++ b/code/modules/research/designs/mechfab/hardsuit/modules.dm @@ -8,7 +8,7 @@ desc = "An integrated intelligence system module suitable for most hardsuits." id = "iis_module" req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 3) - materials = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500) build_path = /obj/item/rig_module/ai_container /datum/design/hardsuitmodules/sink_module @@ -16,7 +16,7 @@ desc = "An heavy-duty power sink suitable for hardsuits." id = "power_sink_module" req_tech = list(TECH_POWER = 4, TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold"= 2000, "silver"= 3000, "glass"= 2000) + materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 2000, MATERIAL_SILVER = 3000, MATERIAL_GLASS = 2000) build_path = /obj/item/rig_module/power_sink /datum/design/hardsuitmodules/meson_module @@ -24,7 +24,7 @@ desc = "A layered, translucent visor system for a hardsuit." id = "meson_module" req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 2, TECH_ENGINEERING = 3) - materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL= 1500) + materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) build_path = /obj/item/rig_module/vision/meson /datum/design/hardsuitmodules/sechud_module @@ -32,7 +32,7 @@ desc = "A simple tactical information system for a hardsuit." id = "sechud_module" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3) - materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL =1500) + materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) build_path = /obj/item/rig_module/vision/sechud /datum/design/hardsuitmodules/medhud_module @@ -40,7 +40,7 @@ desc = "A simple medical status indicator for a hardsuit." id = "medhu_module" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3) - materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL =1500) + materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) build_path = /obj/item/rig_module/vision/medhud /datum/design/hardsuitmodules/nvg_module @@ -48,7 +48,7 @@ desc = "A multi input night vision system for a hardsuit." id = "nvg_module" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3, TECH_MAGNET = 4) - materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL = 1500, "uranium" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000) build_path = /obj/item/rig_module/vision/nvg /datum/design/hardsuitmodules/healthscanner_module @@ -56,7 +56,7 @@ desc = "A hardsuit-mounted health scanner." id = "healthscanner_module" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2) - materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 2500) + materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 5250) build_path = /obj/item/rig_module/device/healthscanner /datum/design/hardsuitmodules/chem_module @@ -64,7 +64,7 @@ desc = "A complex web of tubing and a large needle suitable for hardsuit use." id = "chem_module" req_tech = list(TECH_BIO = 5, TECH_MATERIAL = 4, TECH_DATA = 3, TECH_PHORON = 2) - materials = list("glass" = 9250, DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "silver" = 4250, "phoron" = 5500) + materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 9250, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 4250, MATERIAL_PHORON = 5500) build_path = /obj/item/rig_module/chem_dispenser/injector /datum/design/hardsuitmodules/plasmacutter_module @@ -72,7 +72,7 @@ desc = "A self-sustaining plasma arc capable of cutting through walls." id = "plasmacutter_module" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_PHORON = 4) - materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250) + materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 5250, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250) build_path = /obj/item/rig_module/mounted/plasmacutter /datum/design/hardsuitmodules/jet_module @@ -80,7 +80,7 @@ desc = "A compact gas thruster system for a hardsuit." id = "jet_module" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list("glass" = 4250, DEFAULT_WALL_MATERIAL = 15000, "silver" = 4250,"uranium" = 5250) + materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250) build_path = /obj/item/rig_module/maneuvering_jets /datum/design/hardsuitmodules/drill_module @@ -88,7 +88,7 @@ desc = "A very heavy diamond-tipped drill." id = "drill_module" req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4) - materials = list("glass" = 2250, DEFAULT_WALL_MATERIAL = 55000, "silver" = 5250, "diamond" = 3750) + materials = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750) build_path = /obj/item/rig_module/device/drill /datum/design/hardsuitmodules/rfd_c_module @@ -96,7 +96,7 @@ desc = "A cell-powered Rapid-Fabrication-Device C-Class for a hardsuit." id = "rcd_module" req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_POWER = 5, TECH_BLUESPACE = 4) - materials = list(DEFAULT_WALL_MATERIAL= 30000, "phoron" = 12500, "silver" = 10000, "gold" = 10000) + materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 12500, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) build_path = /obj/item/rig_module/device/rfd_c /datum/design/hardsuitmodules/actuators_module @@ -104,7 +104,7 @@ desc = "A set of electromechanical actuators, for safe traversal of multilevelled areas." id = "actuators_module" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 85000, "glass" = 1250, "silver" = 5250, "gold" = 2750) + materials = list(DEFAULT_WALL_MATERIAL = 85000, MATERIAL_GLASS = 1250, MATERIAL_SILVER = 5250, MATERIAL_GOLD = 2750) build_path = /obj/item/rig_module/actuators /datum/design/hardsuitmodules/taser_module @@ -112,7 +112,7 @@ desc = "A palm-mounted nonlethal energy projector." id = "taser_module" req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250) + materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250) build_path = /obj/item/rig_module/mounted/taser /datum/design/hardsuitmodules/egun_module @@ -120,7 +120,7 @@ desc = "A forearm-mounted energy projector." id = "egun_module" req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 4, TECH_COMBAT = 4, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 2250, "uranium"= 3250, "gold"= 2500) + materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) build_path = /obj/item/rig_module/mounted/egun /datum/design/hardsuitmodules/cooling_module @@ -128,5 +128,5 @@ desc = "A heat sink with liquid cooled radiator." id = "cooling_module" req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 5500) - build_path = /obj/item/rig_module/cooling_unit \ No newline at end of file + materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5500) + build_path = /obj/item/rig_module/cooling_unit diff --git a/code/modules/research/designs/mechfab/hardsuit/rigs.dm b/code/modules/research/designs/mechfab/hardsuit/rigs.dm index 033dcfa060b..9bdc94bb4fc 100644 --- a/code/modules/research/designs/mechfab/hardsuit/rigs.dm +++ b/code/modules/research/designs/mechfab/hardsuit/rigs.dm @@ -1,7 +1,7 @@ /datum/design/rig build_type = MECHFAB category = "Hardsuit (Assemblies)" - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 12500) + materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500) req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_MAGNET = 3, TECH_POWER = 3) time = 20 @@ -11,7 +11,7 @@ id = "rig_ce" build_path = /obj/item/rig_assembly/ce req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 12500, "silver" = 5500, "gold" = 5500, "phoron" = 7550) + materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550) /datum/design/rig/eva name = "EVA suit control module assembly" @@ -30,14 +30,14 @@ desc = "An assembly for Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it." id = "rig_hazmat" build_path = /obj/item/rig_assembly/hazmat - materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 25000, "silver" = 5500, "gold" = 5500, "phoron" = 7550) + materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 25000, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550) /datum/design/rig/medical name = "rescue suit control module assembly" desc = "An assembly for a durable suit designed for medical rescue in high risk areas." id = "rig_medical" build_path = /obj/item/rig_assembly/medical - materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 12500, "silver" = 5500, "gold" = 3500, "phoron" = 7550) + materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 3500, MATERIAL_PHORON = 7550) /datum/design/rig/hazard name = "hazard hardsuit control module" @@ -45,7 +45,7 @@ id = "rig_hazard" build_path = /obj/item/rig_assembly/combat/hazard req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 12500, "silver" = 3500, "gold" = 5500) + materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 5500) /datum/design/rig/combat name = "combat hardsuit control module assembly" @@ -53,7 +53,7 @@ id = "rig_combat" build_path = /obj/item/rig_assembly/combat/combat req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 5) - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 12500, "silver" = 3500, "gold" = 3500, "uranium" = 5550, "diamond" = 7500) + materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 3500, MATERIAL_URANIUM = 5550, MATERIAL_DIAMOND = 7500) /datum/design/rig/hacker name = "cybersuit control module assembly" @@ -61,4 +61,4 @@ id = "rig_hacker" build_path = /obj/item/rig_assembly/combat/illegal/hacker req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 12500, "gold" = 2500, "silver" = 3500, "uranium" = 5550) \ No newline at end of file + materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 3500, MATERIAL_URANIUM = 5550) \ No newline at end of file diff --git a/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm b/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm index 5a2dbea929c..0cb4e875661 100644 --- a/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm +++ b/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm @@ -67,7 +67,7 @@ build_path = /obj/item/robot_parts/robot_component/armor/mech/em time = 50 req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "silver" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_SILVER = 1000) /datum/design/item/mechfab/exosuit/combat_armour name = "combat exosuit armor" @@ -75,7 +75,7 @@ build_path = /obj/item/robot_parts/robot_component/armor/mech/combat time = 50 req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 20000, "diamond" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_DIAMOND = 5000) /datum/design/item/mechfab/exosuit/control_module name = "exosuit control module" @@ -188,7 +188,7 @@ name = "heavy exosuit chassis" id = "heavy_body" time = 75 - materials = list(DEFAULT_WALL_MATERIAL = 70000, "uranium" = 10000) + materials = list(DEFAULT_WALL_MATERIAL = 70000, MATERIAL_URANIUM = 10000) build_path = /obj/item/mech_component/chassis/heavy /datum/design/item/mechfab/exosuit/heavy_arms @@ -268,7 +268,7 @@ /datum/design/item/mechfab/exosuit/plasma name = "mounted plasma cutter" id = "mech_plasma" - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "gold" = 1000, "phoron" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_GOLD = 1000, MATERIAL_PHORON = 1000) req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 4, TECH_ENGINEERING = 3) build_path = /obj/item/mecha_equipment/mounted_system/plasmacutter @@ -290,21 +290,21 @@ name = "RFD-C" id = "mech_rcd" time = 90 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "phoron" = 25000, "steel" = 15000, "gold" = 15000) + materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 25000, DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 15000) req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4, TECH_ENGINEERING = 4) build_path = /obj/item/mecha_equipment/mounted_system/rfd /datum/design/item/mechfab/exosuit/floodlight name = "floodlight" id = "mech_floodlight" - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000) req_tech = list(TECH_ENGINEERING = 1) build_path = /obj/item/mecha_equipment/light /datum/design/item/mechfab/exosuit/sleeper name = "mounted sleeper" id = "mech_sleeper" - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 10000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 10000) build_path = /obj/item/mecha_equipment/sleeper /datum/design/item/mechfab/exosuit/extinguisher @@ -318,27 +318,27 @@ id = "xray_gun" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4, TECH_MATERIAL = 5, TECH_ILLEGAL = 3) build_path = /obj/item/mecha_equipment/mounted_system/xray - materials = list(DEFAULT_WALL_MATERIAL = 20000, "gold" = 6000, "phoron" = 6000) + materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 6000, MATERIAL_PHORON = 6000) /datum/design/item/mechfab/exosuit/flashbang name = "flashbang launcher" id = "flashbang_launcher" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_equipment/mounted_system/grenadeflash - materials = list(DEFAULT_WALL_MATERIAL = 20000, "gold" = 6000, "phoron" = 6000) + materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 6000, MATERIAL_PHORON = 6000) /datum/design/item/mechfab/exosuit/crisisdrone name = "crisis drone" id = "crisis_drone" build_path = /obj/item/mecha_equipment/crisis_drone req_tech = list(TECH_MAGNET = 3, TECH_DATA = 3, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 1000, "silver" = 2000, "glass" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 1000, MATERIAL_SILVER = 2000, MATERIAL_GLASS = 5000) /datum/design/item/mechfab/exosuit/analyzer name = "mounted health analyzer" id = "mech_analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000) build_path = /obj/item/mecha_equipment/mounted_system/medanalyzer /datum/design/item/mechfab/exosuit/flaregun diff --git a/code/modules/research/designs/mechfab/prosthetics/internal.dm b/code/modules/research/designs/mechfab/prosthetics/internal.dm index d4160cdc25c..9e92d70d068 100644 --- a/code/modules/research/designs/mechfab/prosthetics/internal.dm +++ b/code/modules/research/designs/mechfab/prosthetics/internal.dm @@ -1,7 +1,7 @@ /datum/design/item/mechfab/prosthetic/internal category = "Prosthetic (Internal)" time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 9000, "glass" = 3000) + materials = list(DEFAULT_WALL_MATERIAL = 9000, MATERIAL_GLASS = 3000) //make sure the printed organ is actually robotic /datum/design/item/mechfab/prosthetic/internal/Fabricate() diff --git a/code/modules/research/designs/mechfab/robot/robot.dm b/code/modules/research/designs/mechfab/robot/robot.dm index 855d358196d..738083192cc 100644 --- a/code/modules/research/designs/mechfab/robot/robot.dm +++ b/code/modules/research/designs/mechfab/robot/robot.dm @@ -69,7 +69,7 @@ name = "Synthetic flash" id = "sflash" req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2) - materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 750) + materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 750) build_path = /obj/item/device/flash/synthetic /datum/design/item/mechfab/robot/component/binary_communication_device @@ -106,6 +106,6 @@ name = "Heavy surge prevention module" desc = "Used to boost prevent damage from EMP. Has limited surge preventions." id = "borg_surge_module" - materials = list(DEFAULT_WALL_MATERIAL = 20000, "glass" = 6000, "gold" = 5000, "silver" = 7500) // Should be expensive + materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000, MATERIAL_SILVER = 7500) // Should be expensive req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 2, TECH_MAGNET = 5, TECH_POWER = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 3) build_path = /obj/item/robot_parts/robot_component/surge \ No newline at end of file diff --git a/code/modules/research/designs/mechfab/robot/robot_upgrades.dm b/code/modules/research/designs/mechfab/robot/robot_upgrades.dm index dca8ba6a12d..06de81cacbd 100644 --- a/code/modules/research/designs/mechfab/robot/robot_upgrades.dm +++ b/code/modules/research/designs/mechfab/robot/robot_upgrades.dm @@ -26,21 +26,21 @@ name = "Emergency restart module" desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online." id = "borg_restart_module" - materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 60000, MATERIAL_GLASS = 5000) build_path = /obj/item/borg/upgrade/restart /datum/design/item/robot_upgrade/vtec name = "VTEC module" desc = "Used to kick in a robot's VTEC systems, increasing their speed." id = "borg_vtec_module" - materials = list(DEFAULT_WALL_MATERIAL = 80000, "glass" = 6000, "gold" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 80000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000) build_path = /obj/item/borg/upgrade/vtec /datum/design/item/robot_upgrade/jetpack name = "Jetpack module" desc = "A carbon dioxide jetpack suitable for low-gravity mining operations." id = "borg_jetpack_module" - materials = list(DEFAULT_WALL_MATERIAL = 10000, "phoron" = 15000, "uranium" = 20000) + materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PHORON = 15000, MATERIAL_URANIUM = 20000) build_path = /obj/item/robot_parts/robot_component/jetpack /datum/design/item/robot_upgrade/syndicate @@ -48,5 +48,5 @@ desc = "Allows for the construction of lethal upgrades for cyborgs." id = "borg_syndicate_module" req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "diamond" = 10000) + materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 15000, MATERIAL_DIAMOND = 10000) build_path = /obj/item/borg/upgrade/syndicate \ No newline at end of file diff --git a/code/modules/research/designs/medical_designs.dm b/code/modules/research/designs/medical_designs.dm index 32ed82e5b52..9a0f8faaff0 100644 --- a/code/modules/research/designs/medical_designs.dm +++ b/code/modules/research/designs/medical_designs.dm @@ -3,7 +3,7 @@ //////////////////////////////////////////// /datum/design/item/medical - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) /datum/design/item/medical/AssembleDesignName() ..() @@ -22,7 +22,7 @@ desc = "A hand-held scanner able to diagnose robotic injuries." id = "robot_scanner" req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) build_path = /obj/item/device/robotanalyzer sort_string = "MACFA" @@ -71,7 +71,7 @@ desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." id = "bluespacebeaker" req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500) build_path = /obj/item/reagent_containers/glass/beaker/bluespace sort_string = "MADAB" @@ -79,7 +79,7 @@ desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery." id = "nanopaste" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000) build_path = /obj/item/stack/nanopaste sort_string = "MBAAA" @@ -88,7 +88,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." id = "scalpel_laser1" req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500) + materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500) build_path = /obj/item/scalpel/laser1 sort_string = "MBBAA" @@ -97,7 +97,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced." id = "scalpel_laser2" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 2500) build_path = /obj/item/scalpel/laser2 sort_string = "MBBAB" @@ -106,7 +106,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!" id = "scalpel_laser3" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500) + materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 2000, MATERIAL_GOLD = 1500) build_path = /obj/item/scalpel/laser3 sort_string = "MBBAC" @@ -115,7 +115,7 @@ desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." id = "scalpel_manager" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750) + materials = list (DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750) build_path = /obj/item/scalpel/manager sort_string = "MBBAD" @@ -124,7 +124,7 @@ desc = "A very basic personal inhaler that directly injects chemicals into the lungs using a basic cartridge aerosol method." id = "inhaler" req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000) build_path = /obj/item/personal_inhaler sort_string = "MBCAA" @@ -133,7 +133,7 @@ desc = "An improved inhaler design that injects the entirety of the chemicals in the loaded cartridge in a single button press." id = "inhaler_combat" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 4, TECH_ENGINEERING = 4 ) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000, "silver" = 1500) + materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 1500) build_path = /obj/item/personal_inhaler/combat sort_string = "MBCAB" @@ -142,7 +142,7 @@ desc = "A small aerosol cartridge that can hold a small amount of chemicals. For use in an inhaler." id = "inhaler_cartridge_small" req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/reagent_containers/personal_inhaler_cartridge sort_string = "MBCAC" @@ -151,7 +151,7 @@ desc = "A large aerosol cartridge that can hold a decent amount of chemicals. For use in an inhaler." id = "inhaler_cartridge_large" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "silver" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500) build_path = /obj/item/reagent_containers/personal_inhaler_cartridge/large sort_string = "MBCAD" @@ -160,6 +160,6 @@ desc = "A bluespace aerosol cartridge that can hold a robust amount of chemicals. For use in an inhaler." id = "inhaler_cartridge_bluespace" req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500) build_path = /obj/item/reagent_containers/personal_inhaler_cartridge/bluespace sort_string = "MBCAE" \ No newline at end of file diff --git a/code/modules/research/designs/mining_designs.dm b/code/modules/research/designs/mining_designs.dm index 42e65206231..0393cadc021 100644 --- a/code/modules/research/designs/mining_designs.dm +++ b/code/modules/research/designs/mining_designs.dm @@ -9,35 +9,35 @@ desc = "A hand-held environmental scanner which reports current gas levels." id = "analyzer" req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) build_path = /obj/item/device/analyzer sort_string = "KCAAC" /datum/design/item/weapon/mining/jackhammer id = "jackhammer" req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500) build_path = /obj/item/pickaxe/jackhammer sort_string = "KAAAA" /datum/design/item/weapon/mining/drill id = "drill" req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners. + materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 1000) //expensive, but no need for miners. build_path = /obj/item/pickaxe/drill sort_string = "KAAAB" /datum/design/item/weapon/mining/plasmacutter id = "plasmacutter" req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 500, MATERIAL_GOLD = 500, MATERIAL_PHORON = 500) build_path = /obj/item/gun/energy/plasmacutter sort_string = "KAAAC" /datum/design/item/weapon/mining/pick_diamond id = "pick_diamond" req_tech = list(TECH_MATERIAL = 6) - materials = list("diamond" = 3000) + materials = list(MATERIAL_DIAMOND = 3000) build_path = /obj/item/pickaxe/diamond sort_string = "KAAAD" @@ -56,7 +56,7 @@ datum/design/circuit/telepad /datum/design/item/weapon/mining/drill_diamond id = "drill_diamond" req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000, MATERIAL_DIAMOND = 2000) build_path = /obj/item/pickaxe/diamonddrill sort_string = "KAAAE" diff --git a/code/modules/research/designs/modular_computer_designs.dm b/code/modules/research/designs/modular_computer_designs.dm index 063f44f94b7..bd2e7446686 100644 --- a/code/modules/research/designs/modular_computer_designs.dm +++ b/code/modules/research/designs/modular_computer_designs.dm @@ -8,7 +8,7 @@ id = "hdd_basic" req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 400, "glass" = 100) + materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GLASS = 100) build_path = /obj/item/computer_hardware/hard_drive/ sort_string = "VBAAA" @@ -17,7 +17,7 @@ id = "hdd_advanced" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200) + materials = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200) build_path = /obj/item/computer_hardware/hard_drive/advanced sort_string = "VBAAB" @@ -26,7 +26,7 @@ id = "hdd_super" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 1600, "glass" = 400) + materials = list(DEFAULT_WALL_MATERIAL = 1600, MATERIAL_GLASS = 400) build_path = /obj/item/computer_hardware/hard_drive/super sort_string = "VBAAC" @@ -35,7 +35,7 @@ id = "hdd_cluster" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 3200, "glass" = 800) + materials = list(DEFAULT_WALL_MATERIAL = 3200, MATERIAL_GLASS = 800) build_path = /obj/item/computer_hardware/hard_drive/cluster sort_string = "VBAAD" @@ -44,7 +44,7 @@ id = "hdd_small" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200) + materials = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200) build_path = /obj/item/computer_hardware/hard_drive/small sort_string = "VBAAE" @@ -53,7 +53,7 @@ id = "hdd_micro" req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 400, "glass" = 100) + materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GLASS = 100) build_path = /obj/item/computer_hardware/hard_drive/micro sort_string = "VBAAF" @@ -63,7 +63,7 @@ id = "netcard_basic" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 100) + materials = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 100) chemicals = list("sacid" = 20) build_path = /obj/item/computer_hardware/network_card sort_string = "VBAAG" @@ -73,7 +73,7 @@ id = "netcard_advanced" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) chemicals = list("sacid" = 20) build_path = /obj/item/computer_hardware/network_card/advanced sort_string = "VBAAH" @@ -83,7 +83,7 @@ id = "netcard_wired" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 400) + materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 400) chemicals = list("sacid" = 20) build_path = /obj/item/computer_hardware/network_card/wired sort_string = "VBAAI" @@ -94,7 +94,7 @@ id = "portadrive_basic" req_tech = list(TECH_DATA = 1) build_type = IMPRINTER - materials = list("glass" = 800) + materials = list(MATERIAL_GLASS = 800) chemicals = list("sacid" = 20) build_path = /obj/item/computer_hardware/hard_drive/portable sort_string = "VBAAJ" @@ -104,7 +104,7 @@ id = "portadrive_advanced" req_tech = list(TECH_DATA = 2) build_type = IMPRINTER - materials = list("glass" = 1600) + materials = list(MATERIAL_GLASS = 1600) chemicals = list("sacid" = 20) build_path = /obj/item/computer_hardware/hard_drive/portable/advanced sort_string = "VBAAK" @@ -114,7 +114,7 @@ id = "portadrive_super" req_tech = list(TECH_DATA = 4) build_type = IMPRINTER - materials = list("glass" = 3200) + materials = list(MATERIAL_GLASS = 3200) chemicals = list("sacid" = 20) build_path = /obj/item/computer_hardware/hard_drive/portable/super sort_string = "VBAAL" diff --git a/code/modules/research/designs/power_designs.dm b/code/modules/research/designs/power_designs.dm index 7216ba6a350..6e7dee96432 100644 --- a/code/modules/research/designs/power_designs.dm +++ b/code/modules/research/designs/power_designs.dm @@ -23,7 +23,7 @@ build_type = PROTOLATHE | MECHFAB id = "basic_cell" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) build_path = /obj/item/cell category = "Misc" sort_string = "DAAAA" @@ -33,7 +33,7 @@ build_type = PROTOLATHE | MECHFAB id = "high_cell" req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60) build_path = /obj/item/cell/high category = "Misc" sort_string = "DAAAB" @@ -42,7 +42,7 @@ name = "super-capacity" id = "super_cell" req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70) build_path = /obj/item/cell/super category = "Misc" sort_string = "DAAAC" @@ -51,7 +51,7 @@ name = "hyper-capacity" id = "hyper_cell" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70) + materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GOLD = 150, MATERIAL_SILVER = 150, MATERIAL_GLASS = 70) build_path = /obj/item/cell/hyper category = "Misc" sort_string = "DAAAD" @@ -61,7 +61,7 @@ build_type = PROTOLATHE | MECHFAB id = "device_cell" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) build_path = /obj/item/cell/device category = "Misc" sort_string = "DAAAE" \ No newline at end of file diff --git a/code/modules/research/designs/stock_parts_designs.dm b/code/modules/research/designs/stock_parts_designs.dm index 31cd4963f2a..c15641f7016 100644 --- a/code/modules/research/designs/stock_parts_designs.dm +++ b/code/modules/research/designs/stock_parts_designs.dm @@ -15,21 +15,21 @@ /datum/design/item/stock_part/basic_capacitor id = "basic_capacitor" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) build_path = /obj/item/stock_parts/capacitor sort_string = "CAAAA" /datum/design/item/stock_part/adv_capacitor id = "adv_capacitor" req_tech = list(TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) build_path = /obj/item/stock_parts/capacitor/adv sort_string = "CAAAB" /datum/design/item/stock_part/super_capacitor id = "super_capacitor" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50, MATERIAL_GOLD = 20) build_path = /obj/item/stock_parts/capacitor/super sort_string = "CAAAC" @@ -78,42 +78,42 @@ /datum/design/item/stock_part/basic_micro_laser id = "basic_micro_laser" req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/micro_laser sort_string = "CAADA" /datum/design/item/stock_part/high_micro_laser id = "high_micro_laser" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/micro_laser/high sort_string = "CAADB" /datum/design/item/stock_part/ultra_micro_laser id = "ultra_micro_laser" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10) + materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20, MATERIAL_URANIUM = 10) build_path = /obj/item/stock_parts/micro_laser/ultra sort_string = "CAADC" /datum/design/item/stock_part/basic_sensor id = "basic_sensor" req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/scanning_module sort_string = "CAAEA" /datum/design/item/stock_part/adv_sensor id = "adv_sensor" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/scanning_module/adv sort_string = "CAAEB" /datum/design/item/stock_part/phasic_sensor id = "phasic_sensor" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10) + materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20, MATERIAL_SILVER = 10) build_path = /obj/item/stock_parts/scanning_module/phasic sort_string = "CAAEC" @@ -122,55 +122,55 @@ desc = "Special mechanical module made to store, sort, and apply standard machine parts." id = "rped" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 5000) build_path = /obj/item/storage/part_replacer sort_string = "CBAAA" /datum/design/item/stock_part/subspace_ansible id = "s-ansible" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_SILVER = 20) build_path = /obj/item/stock_parts/subspace/ansible sort_string = "UAAAA" /datum/design/item/stock_part/hyperwave_filter id = "s-filter" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10) + materials = list(DEFAULT_WALL_MATERIAL = 40, MATERIAL_SILVER = 10) build_path = /obj/item/stock_parts/subspace/filter sort_string = "UAAAB" /datum/design/item/stock_part/subspace_amplifier id = "s-amplifier" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15) + materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GOLD = 30, MATERIAL_URANIUM = 15) build_path = /obj/item/stock_parts/subspace/amplifier sort_string = "UAAAC" /datum/design/item/stock_part/subspace_treatment id = "s-treatment" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20) + materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_SILVER = 20) build_path = /obj/item/stock_parts/subspace/treatment sort_string = "UAAAD" /datum/design/item/stock_part/subspace_analyzer id = "s-analyzer" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15) + materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GOLD = 15) build_path = /obj/item/stock_parts/subspace/analyzer sort_string = "UAAAE" /datum/design/item/stock_part/subspace_crystal id = "s-crystal" req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list("glass" = 1000, "silver" = 20, "gold" = 20) + materials = list(MATERIAL_GLASS = 1000, MATERIAL_SILVER = 20, MATERIAL_GOLD = 20) build_path = /obj/item/stock_parts/subspace/crystal sort_string = "UAAAF" /datum/design/item/stock_part/subspace_transmitter id = "s-transmitter" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3) - materials = list("glass" = 100, "silver" = 10, "uranium" = 15) + materials = list(MATERIAL_GLASS = 100, MATERIAL_SILVER = 10, MATERIAL_URANIUM = 15) build_path = /obj/item/stock_parts/subspace/transmitter sort_string = "UAAAG" \ No newline at end of file diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm index 52bcbcfa709..742c4bf38dd 100644 --- a/code/modules/research/designs/weapon_designs.dm +++ b/code/modules/research/designs/weapon_designs.dm @@ -24,7 +24,7 @@ /datum/design/item/weapon/flora_gun id = "flora_gun" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 500, MATERIAL_URANIUM = 500) build_path = /obj/item/gun/energy/floragun sort_string = "TBAAA" @@ -40,14 +40,14 @@ desc = "An advanced chem spraying device." id = "chemsprayer" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/reagent_containers/spray/chemsprayer sort_string = "TABAA" /datum/design/item/weapon/rapidsyringe id = "rapidsyringe" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/gun/launcher/syringe/rapid sort_string = "TABAB" @@ -55,7 +55,7 @@ desc = "A gun that shoots high-powered glass-encased energy temperature bullets." id = "temp_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 3000) build_path = /obj/item/gun/energy/temperature sort_string = "TABAC" @@ -71,7 +71,7 @@ name = "energy glaive" desc = "A Li'idra designed hardlight glaive reverse-engineered from schematics found amongst raider wreckages." req_tech = list(TECH_COMBAT = 6, TECH_PHORON = 4, TECH_MATERIAL = 7, TECH_ILLEGAL = 4,TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 18750, "phoron" = 3000, "silver" = 7500) + materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 18750, MATERIAL_PHORON = 3000, MATERIAL_SILVER = 7500) build_path = /obj/item/melee/energy/glaive sort_string = "TVAAA" @@ -92,7 +92,7 @@ id = "eshield" req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4, TECH_ILLEGAL = 4) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 3000, "phoron" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 1000) build_path = /obj/item/shield/energy category = "Weapons" sort_string = "TVHAA" @@ -100,7 +100,7 @@ /datum/design/item/weapon/gun/beegun id = "beegun" req_tech = list(TECH_MATERIAL = 6, TECH_BIO = 4, TECH_POWER = 4, TECH_COMBAT = 6, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "silver" = 500, "diamond" = 3000) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000, MATERIAL_SILVER = 500, MATERIAL_DIAMOND = 3000) build_path = /obj/item/gun/energy/beegun sort_string = "TVMAA" @@ -150,56 +150,56 @@ /datum/design/item/weapon/modular_nuke id = "stock_nuke_cap" req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "uranium" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_URANIUM = 1000) build_path = /obj/item/laser_components/capacitor/nuclear sort_string = "TZZBD" /datum/design/item/weapon/modular_teranium id = "stock_teranium" req_tech = list(TECH_POWER = 6, TECH_ENGINEERING = 4, TECH_MAGNET = 6) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 1000, "uranium" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/capacitor/teranium sort_string = "TZZBE" /datum/design/item/weapon/modular_phoron id = "stock_phoron" req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/capacitor/phoron sort_string = "TZZBF" /datum/design/item/weapon/modular_bs id = "stock_bs" req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 7, TECH_PHORON = 6, TECH_BLUESPACE = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500, "diamond" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500, MATERIAL_DIAMOND = 1000) build_path = /obj/item/laser_components/capacitor/bluespace sort_string = "TZZBG" /datum/design/item/weapon/modular_lens id = "stock_lens" req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 2000) build_path = /obj/item/laser_components/focusing_lens sort_string = "TZZCA" /datum/design/item/weapon/modular_splitter id = "stock_splitter" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 2000) build_path = /obj/item/laser_components/focusing_lens/shotgun sort_string = "TZZCB" /datum/design/item/weapon/modular_sniper id = "stock_sniper" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 2000) build_path = /obj/item/laser_components/focusing_lens/sniper sort_string = "TZZCC" /datum/design/item/weapon/modular_reinforced id = "stock_strong" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/focusing_lens/strong sort_string = "TZZCD" @@ -213,49 +213,49 @@ /datum/design/item/weapon/modular_aeg id = "stock_aeg" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/modifier/aeg sort_string = "TZZDB" /datum/design/item/weapon/modular_surge id = "stock_surge" req_tech = list(TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/surge sort_string = "TZZDC" /datum/design/item/weapon/modular_repeater id = "stock_repeater" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/repeater sort_string = "TZZDD" /datum/design/item/weapon/modular_aux id = "stock_aux" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/auxiliarycap sort_string = "TZZDE" /datum/design/item/weapon/modular_overcharge id = "stock_repeater" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/overcharge sort_string = "TZZDF" /datum/design/item/weapon/modular_gatling id = "stock_gat" req_tech = list(TECH_COMBAT = 6, TECH_PHORON = 5, TECH_MATERIAL = 6, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 3000, "phoron" = 2000, "silver" = 2000, "diamond" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 2000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/laser_components/modifier/gatling sort_string = "TZZDG" /datum/design/item/weapon/modular_scope id = "stock_scope" req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/laser_components/modifier/scope sort_string = "TZZDH" @@ -290,7 +290,7 @@ /datum/design/item/weapon/modular_ebayonet id = "stock_ebayonet" req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "silver" = 500, "phoron" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_SILVER = 500, MATERIAL_PHORON = 500) build_path = /obj/item/laser_components/modifier/ebayonet sort_string = "TZZDM" @@ -311,35 +311,35 @@ /datum/design/item/weapon/modular_tesla id = "stock_supertaser" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 6, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "silver" = 1000, "phoron" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_SILVER = 1000, MATERIAL_PHORON = 2000) build_path = /obj/item/laser_components/modulator/tesla sort_string = "TZZEB" /datum/design/item/weapon/modular_ion id = "stock_ion" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 5) - materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 500, "phoron" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 2000) build_path = /obj/item/laser_components/modulator/ion sort_string = "TZZEC" /datum/design/item/weapon/modular_soma id = "stock_soma" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 250, "uranium" = 250) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250) build_path = /obj/item/laser_components/modulator/floramut sort_string = "TZZED" /datum/design/item/weapon/modular_beta id = "stock_beta" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 250, "uranium" = 250) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250) build_path = /obj/item/laser_components/modulator/floramut2 sort_string = "TZZEE" /datum/design/item/weapon/modular_pest id = "stock_pest" req_tech = list(TECH_MATERIAL = 1, TECH_BIO = 4, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/modulator/arodentia sort_string = "TZZEF" @@ -374,42 +374,42 @@ /datum/design/item/weapon/modular_decloner id = "stock_declone" req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) build_path = /obj/item/laser_components/modulator/decloner sort_string = "TZZEK" /datum/design/item/weapon/modular_ebow id = "stock_ebow" req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) build_path = /obj/item/laser_components/modulator/ebow sort_string = "TZZEL" /datum/design/item/weapon/modular_blaster id = "stock_blaster" req_tech = list(TECH_COMBAT = 2, TECH_PHORON = 4, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 2000, "phoron" = 6000) + materials = list(DEFAULT_WALL_MATERIAL = 8000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 6000) build_path = /obj/item/laser_components/modulator/blaster sort_string = "TZZEM" /datum/design/item/weapon/modular_laser id = "stock_laser" req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 500, "phoron" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 1000) build_path = /obj/item/laser_components/modulator sort_string = "TZZEN" /datum/design/item/weapon/modular_tox id = "stock_tox" req_tech = list(TECH_COMBAT = 4, TECH_PHORON = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 1000, "phoron" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 2000) build_path = /obj/item/laser_components/modulator/tox sort_string = "TZZEO" /datum/design/item/weapon/modular_net id = "stock_net" req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) build_path = /obj/item/laser_components/modulator/net sort_string = "TZZEP" @@ -431,21 +431,21 @@ /datum/design/item/weapon/ka_frame03 id = "ka_frame03" req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "silver" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_SILVER = 2000) build_path = /obj/item/gun/custom_ka/frame03 sort_string = "TZZFC" /datum/design/item/weapon/ka_frame04 id = "ka_frame04" req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "silver" = 2000, "diamond" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/gun/custom_ka/frame04 sort_string = "TZZFD" /datum/design/item/weapon/ka_frame05 id = "ka_frame05" req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 6) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "silver" = 4000, "diamond" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_SILVER = 4000, MATERIAL_DIAMOND = 2000) build_path = /obj/item/gun/custom_ka/frame05 sort_string = "TZZFE" @@ -453,35 +453,35 @@ /datum/design/item/weapon/ka_cell01 id = "ka_cell01" req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 1,TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 1000) build_path = /obj/item/custom_ka_upgrade/cells/cell01 sort_string = "TZZGA" /datum/design/item/weapon/ka_cell02 id = "ka_cell02" req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 1,TECH_MAGNET = 1,TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_SILVER = 1000) build_path = /obj/item/custom_ka_upgrade/cells/cell02 sort_string = "TZZGB" /datum/design/item/weapon/ka_cell03 id = "ka_cell03" req_tech = list(TECH_MATERIAL = 4,TECH_ENGINEERING = 3,TECH_MAGNET = 2,TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000, "silver" = 3000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/cells/cell03 sort_string = "TZZGC" /datum/design/item/weapon/ka_cell04 id = "ka_cell04" req_tech = list(TECH_MATERIAL = 5,TECH_ENGINEERING = 4,TECH_MAGNET = 3,TECH_POWER = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 3000, "silver" = 3000, "gold" = 1000, "uranium" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_URANIUM = 5000) build_path = /obj/item/custom_ka_upgrade/cells/cell04 sort_string = "TZZGD" /datum/design/item/weapon/ka_cell05 id = "ka_cell05" req_tech = list(TECH_MATERIAL = 5,TECH_ENGINEERING = 6,TECH_MAGNET = 5,TECH_POWER = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 3000, "silver" = 3000, "gold" = 1000, "phoron" = 5000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_PHORON = 5000) build_path = /obj/item/custom_ka_upgrade/cells/cell05 sort_string = "TZZGE" @@ -489,35 +489,35 @@ /datum/design/item/weapon/ka_barrel01 id = "ka_barrel01" req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 1, TECH_PHORON = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "phoron" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 500) build_path = /obj/item/custom_ka_upgrade/barrels/barrel01 sort_string = "TZZHA" /datum/design/item/weapon/ka_barrel02 id = "ka_barrel02" req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 3, TECH_PHORON = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000, "phoron" = 500) + materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 500) build_path = /obj/item/custom_ka_upgrade/barrels/barrel02 sort_string = "TZZHB" /datum/design/item/weapon/ka_barrel03 id = "ka_barrel03" req_tech = list(TECH_MATERIAL = 4,TECH_ENGINEERING = 3,TECH_MAGNET = 3, TECH_PHORON = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "gold" = 2000, "phoron" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 2000, MATERIAL_PHORON = 1000) build_path = /obj/item/custom_ka_upgrade/barrels/barrel03 sort_string = "TZZHC" /datum/design/item/weapon/ka_barrel04 id = "ka_barrel04" req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 3,TECH_MAGNET = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 3000, "gold" = 3000, "phoron" = 3000, "diamond" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 3000, MATERIAL_GOLD = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/custom_ka_upgrade/barrels/barrel04 sort_string = "TZZHD" /datum/design/item/weapon/ka_barrel05 id = "ka_barrel05" req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 5,TECH_MAGNET = 6, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 4000, "gold" = 4000, "phoron" = 4000, "diamond" = 2000) + materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_GOLD = 4000, MATERIAL_PHORON = 4000, MATERIAL_DIAMOND = 2000) build_path = /obj/item/custom_ka_upgrade/barrels/barrel05 sort_string = "TZZHE" @@ -525,48 +525,48 @@ /datum/design/item/weapon/ka_upgrade01 id = "ka_upgrade01" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/damage sort_string = "TZZIA" /datum/design/item/weapon/ka_upgrade02 id = "ka_upgrade02" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/firerate sort_string = "TZZIB" /datum/design/item/weapon/ka_upgrade03 id = "ka_upgrade03" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/effeciency sort_string = "TZZIC" /datum/design/item/weapon/ka_upgrade04 id = "ka_upgrade04" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/recoil sort_string = "TZZID" /datum/design/item/weapon/ka_upgrade05 id = "ka_upgrade05" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/focusing sort_string = "TZZIE" /datum/design/item/weapon/ka_upgrade06 id = "ka_upgrade06" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/capacity sort_string = "TZZIF" /datum/design/item/weapon/ka_upgrade07 id = "ka_upgrade07" req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000) + materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/explosive sort_string = "TZZIG" diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm index 901a01a848d..566af5e9282 100644 --- a/code/modules/research/protolathe.dm +++ b/code/modules/research/protolathe.dm @@ -8,7 +8,7 @@ active_power_usage = 5000 var/max_material_storage = 100000 - var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0) + var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0, MATERIAL_DIAMOND = 0) var/list/datum/design/queue = list() var/progress = 0 diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index c6c15527ba6..e68581c71e4 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -218,7 +218,7 @@ research holder datum. icon_state = "datadisk2" item_state = "card-id" w_class = 2.0 - matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) var/datum/tech/stored /obj/item/disk/tech_disk/New() @@ -232,7 +232,7 @@ research holder datum. icon_state = "datadisk2" item_state = "card-id" w_class = 2.0 - matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) var/datum/design/blueprint /obj/item/disk/design_disk/New() diff --git a/code/modules/research/stockparts.dm b/code/modules/research/stockparts.dm index f2be4e2482e..0713f5f3cf1 100644 --- a/code/modules/research/stockparts.dm +++ b/code/modules/research/stockparts.dm @@ -19,21 +19,21 @@ desc = "Used in the construction of computers and other devices with a interactive console." icon_state = "screen" origin_tech = list(TECH_MATERIAL = 1) - matter = list("glass" = 200) + matter = list(MATERIAL_GLASS = 200) /obj/item/stock_parts/capacitor name = "capacitor" desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = list(TECH_POWER = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /obj/item/stock_parts/scanning_module name = "scanning module" desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) /obj/item/stock_parts/manipulator name = "micro-manipulator" @@ -47,7 +47,7 @@ desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) /obj/item/stock_parts/matter_bin name = "matter bin" @@ -63,7 +63,7 @@ desc = "An advanced capacitor used in the construction of a variety of devices." origin_tech = list(TECH_POWER = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /obj/item/stock_parts/scanning_module/adv name = "advanced scanning module" @@ -71,7 +71,7 @@ icon_state = "scan_module" origin_tech = list(TECH_MAGNET = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) /obj/item/stock_parts/manipulator/nano name = "nano-manipulator" @@ -87,7 +87,7 @@ icon_state = "high_micro_laser" origin_tech = list(TECH_MAGNET = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) /obj/item/stock_parts/matter_bin/adv name = "advanced matter bin" @@ -104,14 +104,14 @@ desc = "A super-high capacity capacitor used in the construction of a variety of devices." origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) /obj/item/stock_parts/scanning_module/phasic name = "phasic scanning module" desc = "A compact, high resolution phasic scanning module used in the construction of certain devices." origin_tech = list(TECH_MAGNET = 5) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) /obj/item/stock_parts/manipulator/pico name = "pico-manipulator" @@ -127,7 +127,7 @@ desc = "A tiny laser used in certain devices." origin_tech = list(TECH_MAGNET = 5) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) /obj/item/stock_parts/matter_bin/super name = "super matter bin" @@ -144,42 +144,42 @@ icon_state = "subspace_ansible" desc = "A compact module capable of sensing extradimensional activity." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/filter name = "hyperwave filter" icon_state = "hyperwave_filter" desc = "A tiny device capable of filtering and converting super-intense radiowaves." origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/amplifier name = "subspace amplifier" icon_state = "subspace_amplifier" desc = "A compact micro-machine capable of amplifying weak subspace transmissions." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/treatment name = "subspace treatment disk" icon_state = "treatment_disk" desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/analyzer name = "subspace wavelength analyzer" icon_state = "wavelength_analyzer" desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." origin_tech = list(TECH_DATA = 3, TECH_MAGNETS = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/crystal name = "ansible crystal" icon_state = "ansible_crystal" desc = "A crystal made from pure glass used to transmit laser databursts to subspace." origin_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list("glass" = 50) + matter = list(MATERIAL_GLASS = 50) /obj/item/stock_parts/subspace/transmitter name = "subspace transmitter" diff --git a/code/modules/research/xenoarchaeology/chemistry.dm b/code/modules/research/xenoarchaeology/chemistry.dm index b0895594d40..dda5b802edc 100644 --- a/code/modules/research/xenoarchaeology/chemistry.dm +++ b/code/modules/research/xenoarchaeology/chemistry.dm @@ -6,7 +6,7 @@ desc = "A small, open-topped glass container for delicate research samples. It sports a re-useable strip for labelling with a pen." icon = 'icons/obj/device.dmi' icon_state = "solution_tray" - matter = list("glass" = 5) + matter = list(MATERIAL_GLASS = 5) w_class = 2.0 amount_per_transfer_from_this = 1 possible_transfer_amounts = list(1, 2) diff --git a/code/modules/tables/debug.dm b/code/modules/tables/debug.dm deleted file mode 100644 index 9fac30e56b9..00000000000 --- a/code/modules/tables/debug.dm +++ /dev/null @@ -1,22 +0,0 @@ - -// Mostly for debugging table connections -// This file is not #included in the .dme. - -/obj/structure/table/debug - New() - material = get_material_by_name("debugium") - ..() - -/material/debug - name = "debugium" - stack_type = /obj/item/stack/material/debug - icon_base = "debug" - icon_reinf = "rdebug" - icon_colour = "#FFFFFF" - -/obj/item/stack/material/debug - name = "debugium" - icon = 'icons/obj/tables.dmi' - icon_state = "debugium" - default_type = "debugium" - diff --git a/code/modules/tables/presets.dm b/code/modules/tables/presets.dm index ce4eea497c9..339f6474103 100644 --- a/code/modules/tables/presets.dm +++ b/code/modules/tables/presets.dm @@ -4,9 +4,9 @@ /obj/structure/table/Initialize() if(table_mat) - material = get_material_by_name(table_mat) + material = SSmaterials.get_material_by_name(table_mat) if(table_reinf) - reinforced = get_material_by_name(table_reinf) + reinforced = SSmaterials.get_material_by_name(table_reinf) . = ..() /obj/structure/table/standard diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm index 76c36e16967..e7efbc82a7f 100644 --- a/code/modules/tables/tables.dm +++ b/code/modules/tables/tables.dm @@ -17,7 +17,6 @@ var/can_plate = 1 var/manipulating = 0 - var/material/material = null var/material/reinforced = null // Gambling tables. I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those. @@ -302,7 +301,7 @@ if(full_return || prob(20)) new /obj/item/stack/material/steel(src.loc) else - var/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL) + var/material/M = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) S = M.place_shard(loc) if(S) shards += S qdel(src)