Materials subsystem, material defines instead of strings, structure materials. (#8447)

The shitcode crusade begins.
This commit is contained in:
Matt Atlas
2020-03-18 20:19:11 +01:00
committed by GitHub
parent d952493ca0
commit 82437acd43
127 changed files with 687 additions and 646 deletions
+1 -1
View File
@@ -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
@@ -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)
@@ -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)
@@ -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")
..(newloc, MATERIAL_DIAMOND)
@@ -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
@@ -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
@@ -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)
@@ -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("<span class='warning'>[user] kicks over \the [src]!</span>", "<span class='danger'>You kick down \the [src]!</span>")
+11 -11
View File
@@ -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()
. = ..()
+1 -1
View File
@@ -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
@@ -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
+4 -4
View File
@@ -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"