Value Reorganization (#19879)

Deletes the worths files and moves them to their values instead, ctrl +
click will now go to the correct definition in VSCode.

No user facing changes.
This commit is contained in:
Geeves
2024-09-21 11:24:17 +00:00
committed by GitHub
parent f2d65081e1
commit 99b8b251eb
20 changed files with 499 additions and 994 deletions
+34
View File
@@ -87,6 +87,9 @@
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
var/weight = 20 // Determines blunt damage/throwforce for weapons, and whether it can be flipped. Check DEFAULT_TABLE_FLIP_WEIGHT if you want your materai to be tableflippable.
/// The price value of the item
var/value = 1
// Noise when someone is faceplanted onto a table made of this material.
var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
// Noise made when a simple door made of this material opens or closes.
@@ -200,6 +203,11 @@
multipart_reinf_icon = new(multipart_reinf_icon)
multipart_reinf_icon.Blend(blend_colour, ICON_MULTIPLY)
/material/Destroy(force)
stack_trace("Someone tried to delete a /material.")
. = ..()
return QDEL_HINT_LETMELIVE //Materials cannot be deleted, as you cannot poof the concept out of existence
// This is a placeholder for proper integration of windows/windoors into the system.
/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
return 0
@@ -279,6 +287,7 @@
icon_colour = "#007A00"
weight = 25
hardness = 20
value = 100
stack_origin_tech = list(TECH_MATERIAL = 5)
door_icon_base = "stone"
golem = SPECIES_GOLEM_URANIUM
@@ -289,6 +298,7 @@
flags = MATERIAL_UNMELTABLE
cut_delay = 60
icon_colour = "#00FFE1"
value = 170
opacity = 0.4
reflectivity = 0.6
conductivity = 1
@@ -307,6 +317,7 @@
icon_colour = "#EDD12F"
weight = 30
hardness = 15
value = 40
conductivity = 41
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
@@ -318,6 +329,7 @@
stack_type = /obj/item/stack/material/bronze
weight = 30
hardness = 50
value = 25
conductivity = 11
icon_colour = "#EDD12F"
stack_origin_tech = list(TECH_MATERIAL = 2)
@@ -338,6 +350,7 @@
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
value = 35
conductivity = 63
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
@@ -352,6 +365,7 @@
icon_colour = "#FC2BC5"
shard_type = SHARD_SHARD
hardness = 30
value = 150
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
door_icon_base = "stone"
sheet_singular_name = "crystal"
@@ -400,6 +414,7 @@
icon_colour = "#b4b1a6"
weight = 26
hardness = 70
value = 4
stack_type = /obj/item/stack/material/marble
golem = SPECIES_GOLEM_MARBLE
drop_sound = 'sound/items/drop/boots.ogg'
@@ -418,6 +433,7 @@
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
integrity = 150
value = 4
conductivity = 11
protectiveness = 10 // 33%
wall_icon = 'icons/turf/smooth/composite_solid_color.dmi'
@@ -439,6 +455,7 @@
colour_blend = FALSE
integrity = 100
weight = 23
value = 5
// below is same as wood
melting_point = T0C + 300
ignition_point = T0C + 288
@@ -456,6 +473,7 @@
display_name = DEFAULT_WALL_MATERIAL
stack_type = null
shard_type = SHARD_NONE
value = 0
/material/plasteel
name = MATERIAL_PLASTEEL
@@ -468,6 +486,7 @@
explosion_resistance = 25
hardness = 80
weight = 23
value = 12
protectiveness = 20 // 50%
conductivity = 10
stack_origin_tech = list(TECH_MATERIAL = 2)
@@ -483,6 +502,7 @@
conductivity = 2.38
hardness = 90
weight = 25
value = 10
protectiveness = 25
icon_base = "metal"
door_icon_base = "metal"
@@ -617,6 +637,7 @@
tableslam_noise = 'sound/effects/glass_hit.ogg'
hardness = 40
weight = 30
value = 2
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
@@ -630,6 +651,7 @@
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
integrity = 100
value = 30
icon_colour = "#FC2BC5"
stack_origin_tech = list(TECH_MATERIAL = 4)
created_window = /obj/structure/window/borosilicate
@@ -646,6 +668,7 @@
created_window = /obj/structure/window/borosilicate/reinforced
hardness = 40
weight = 30
value = 40
rod_product = null
/material/plastic
@@ -682,6 +705,7 @@
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
value = 100
conductivity = 100
golem = SPECIES_GOLEM_HYDROGEN
is_fusion_fuel = TRUE
@@ -691,6 +715,7 @@
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
value = 200
conductivity = 9.43
stack_origin_tech = list(TECH_MATERIAL = 2)
sheet_singular_name = "ingot"
@@ -701,6 +726,7 @@
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
value = 5
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -755,6 +781,7 @@
hardness = 15
weight = 18
protectiveness = 8 // 28%
value = 3
conductivity = 1
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
ignition_point = T0C+288
@@ -854,6 +881,7 @@
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE
value = 0
/material/cardboard
name = MATERIAL_CARDBOARD
@@ -864,6 +892,7 @@
hardness = 1
weight = 1
protectiveness = 0 // 0%
value = 0
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
stack_origin_tech = list(TECH_MATERIAL = 1)
@@ -920,6 +949,7 @@
flags = MATERIAL_PADDING
hardness = 1
weight = 1
value = 3
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 3 // 13%
@@ -1048,6 +1078,7 @@
golem = SPECIES_GOLEM_MEAT
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
value = 5
/material/hide/corgi
name = MATERIAL_HIDE_CORGI
@@ -1073,6 +1104,7 @@
name = MATERIAL_HIDE_HUMAN
stack_type = /obj/item/stack/material/animalhide/human
icon_colour = "#833C00"
value = 35
/material/hide/barehide
name = "bare hide"
@@ -1092,6 +1124,7 @@
weight = 10
hardness = 20
integrity = 70
value = 5
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "stone"
protectiveness = 10 // 33%
@@ -1103,6 +1136,7 @@
integrity = 150
hardness = 60
protectiveness = 20 // 50%
value = 50
/material/vaurca
name = MATERIAL_VAURCA