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https://github.com/Aurorastation/Aurora.3.git
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* Base work for the unathi robot subspecies. * Adds metabolism species, kidney vars, and the robot unathi organs. * Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here. * First autakh implant power. * Fixes the organs action button this time. * Finishes more implants, and interactions with flashs and vaurca. * Prepare for great changes. * Drops the real bomb, boss. * He who fights with monsters. * Far more work into augments and limb removing powers. * Limb verbs should be good now. * A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case. * Probably the last work on implants. * Some extra touches. * Some tweaks to the species. * More fixes and adds kyre's sprites. * More runtime fixes. * Fixes the species name too. * Fixes travis. * Updates this file too to work with the new tools procs. * Adds changelog * Fixed changelog. * Unathi hair and lore description. * Some tweaks to this too. * Locks away them for now, they will be released after we got all the events and etc done. * Changes this chemical. * Fixes an airlock runtime. * Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning. * Organs removal changes; can't take out the organ if it is too damage. * Restricts them back again. * Robotic organs now have the proper icons and names. * Adds sprites for their organs and some extra tweaks. * Fixes this missing icon. * emp should also now hurt assited organs. * Tweaks more organ related things. * Fixes the head not being properly set as well. * Fixes their flags. * fixes the flag for real this time. * Poze's review. * Changes the au'takh organ buttons to don't be animated. * Helps with adminbus or something. * Fowl's requested changes. * Fixes a typo. * Robotic limb's brute and burn mods are now controlled by the limb model. * Fowl's changes once more. * Stops some spam. * More grammar. * No eal. * Skull's review.
233 lines
5.9 KiB
Plaintext
233 lines
5.9 KiB
Plaintext
// Stacked resources. They use a material datum for a lot of inherited values.
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/obj/item/stack/material
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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max_amount = 50
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var/default_type = DEFAULT_WALL_MATERIAL
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var/material/material
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var/perunit
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var/apply_colour //temp pending icon rewrite
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/obj/item/stack/material/Initialize()
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. = ..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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if(!default_type)
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default_type = DEFAULT_WALL_MATERIAL
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material = get_material_by_name("[default_type]")
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if(!material)
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qdel(src)
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return
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recipes = material.get_recipes()
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stacktype = material.stack_type
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if(islist(material.stack_origin_tech))
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origin_tech = material.stack_origin_tech.Copy()
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perunit = SHEET_MATERIAL_AMOUNT
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if(apply_colour)
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color = material.icon_colour
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if(material.conductive)
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flags |= CONDUCT
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matter = material.get_matter()
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update_strings()
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/obj/item/stack/material/get_material()
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return material
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/obj/item/stack/material/proc/update_strings()
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// Update from material datum.
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singular_name = material.sheet_singular_name
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if(amount>1)
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name = "[material.use_name] [material.sheet_plural_name]"
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desc = "A stack of [material.use_name] [material.sheet_plural_name]."
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gender = PLURAL
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else
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name = "[material.use_name] [material.sheet_singular_name]"
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desc = "A [material.sheet_singular_name] of [material.use_name]."
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gender = NEUTER
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/obj/item/stack/material/use(var/used)
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. = ..()
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update_strings()
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return
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/obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
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var/obj/item/stack/material/M = S
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if(!istype(M) || material.name != M.material.name)
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return 0
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var/transfer = ..(S,tamount,1)
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if(src) update_strings()
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if(M) M.update_strings()
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return transfer
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/obj/item/stack/material/attack_self(var/mob/user)
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if(!material.build_windows(user, src))
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..()
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/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
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if(W.iscoil())
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material.build_wired_product(user, W, src)
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return
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else if(istype(W, /obj/item/stack/rods))
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material.build_rod_product(user, W, src)
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return
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return ..()
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/obj/item/stack/material/iron
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name = "iron"
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icon_state = "sheet-silver"
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default_type = "iron"
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apply_colour = 1
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/obj/item/stack/material/sandstone
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name = "sandstone brick"
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icon_state = "sheet-sandstone"
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default_type = "sandstone"
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icon_has_variants = TRUE
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/obj/item/stack/material/marble
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name = "marble brick"
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icon_state = "sheet-marble"
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default_type = "marble"
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/obj/item/stack/material/diamond
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name = "diamond"
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icon_state = "sheet-diamond"
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default_type = "diamond"
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/obj/item/stack/material/uranium
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name = "uranium"
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icon_state = "sheet-uranium"
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default_type = "uranium"
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/obj/item/stack/material/phoron
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name = "solid phoron"
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icon_state = "sheet-phoron"
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default_type = "phoron"
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icon_has_variants = TRUE
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/obj/item/stack/material/plastic
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name = "plastic"
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icon_state = "sheet-plastic"
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default_type = "plastic"
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icon_has_variants = TRUE
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/obj/item/stack/material/gold
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name = "gold"
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icon_state = "sheet-gold"
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default_type = "gold"
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icon_has_variants = TRUE
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/obj/item/stack/material/silver
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name = "silver"
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icon_state = "sheet-silver"
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default_type = "silver"
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icon_has_variants = TRUE
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//Valuable resource, cargo can sell it.
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/obj/item/stack/material/platinum
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name = "platinum"
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icon_state = "sheet-adamantine"
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default_type = "platinum"
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icon_has_variants = TRUE
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//Extremely valuable to Research.
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/obj/item/stack/material/mhydrogen
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name = "metallic hydrogen"
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icon_state = "sheet-mythril"
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default_type = "mhydrogen"
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//Fuel for MRSPACMAN generator.
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/obj/item/stack/material/tritium
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name = "tritium"
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icon_state = "sheet-silver"
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default_type = "tritium"
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apply_colour = 1
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/obj/item/stack/material/osmium
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name = "osmium"
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icon_state = "sheet-silver"
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default_type = "osmium"
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apply_colour = 1
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/obj/item/stack/material/steel
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name = DEFAULT_WALL_MATERIAL
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icon_state = "sheet-metal"
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default_type = DEFAULT_WALL_MATERIAL
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icon_has_variants = TRUE
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/obj/item/stack/material/plasteel
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name = "plasteel"
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icon_state = "sheet-plasteel"
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item_state = "sheet-metal"
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default_type = "plasteel"
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icon_has_variants = TRUE
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/obj/item/stack/material/wood
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name = "wooden plank"
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icon_state = "sheet-wood"
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default_type = "wood"
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/obj/item/stack/material/cloth
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name = "cloth"
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icon_state = "sheet-cloth"
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default_type = "cloth"
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icon_has_variants = TRUE
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/obj/item/stack/material/cardboard
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name = "cardboard"
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icon_state = "sheet-card"
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default_type = "cardboard"
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/obj/item/stack/material/leather
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name = "leather"
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desc = "The by-product of mob grinding."
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icon_state = "sheet-leather"
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default_type = "leather"
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icon_has_variants = TRUE
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/obj/item/stack/material/glass
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name = "glass"
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icon_state = "sheet-glass"
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default_type = "glass"
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icon_has_variants = TRUE
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/obj/item/stack/material/glass/reinforced
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name = "reinforced glass"
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icon_state = "sheet-rglass"
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default_type = "rglass"
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/obj/item/stack/material/glass/phoronglass
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name = "borosilicate glass"
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desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures"
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singular_name = "borosilicate glass sheet"
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icon_state = "sheet-phoronglass"
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default_type = "borosilicate glass"
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/obj/item/stack/material/glass/phoronrglass
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name = "reinforced borosilicate glass"
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desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures. It is reinforced with few rods."
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singular_name = "reinforced borosilicate glass sheet"
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icon_state = "sheet-phoronrglass"
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default_type = "reinforced borosilicate glass"
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/obj/item/stack/material/bronze
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name = "bronze"
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icon_state = "sheet-brass"
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default_type = "bronze"
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icon_has_variants = TRUE
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/obj/item/stack/material/titanium
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name = "titanium"
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icon_state = "sheet-titanium"
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default_type = "titanium"
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icon_has_variants = TRUE |