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A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills. I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too. Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag. Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically. Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault fixes #990 fixes #862 fixes #1875 fixes #1842 fixes #1742
810 lines
24 KiB
Plaintext
810 lines
24 KiB
Plaintext
/*
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MATERIAL DATUMS
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This data is used by various parts of the game for basic physical properties and behaviors
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of the metals/materials used for constructing many objects. Each var is commented and should be pretty
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self-explanatory but the various object types may have their own documentation. ~Z
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PATHS THAT USE DATUMS
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turf/simulated/wall
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obj/item/weapon/material
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obj/structure/barricade
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obj/item/stack/material
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obj/structure/table
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VALID ICONS
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WALLS
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stone
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metal
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solid
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cult
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DOORS
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stone
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metal
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resin
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wood
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*/
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// Assoc list containing all material datums indexed by name.
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var/list/name_to_material
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//Returns the material the object is made of, if applicable.
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//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
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/obj/proc/get_material()
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return null
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//mostly for convenience
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/obj/proc/get_material_name()
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var/material/material = get_material()
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if(material)
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return material.name
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// Builds the datum list above.
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/proc/populate_material_list(force_remake=0)
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if(name_to_material && !force_remake) return // Already set up!
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name_to_material = list()
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for(var/type in typesof(/material) - /material)
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var/material/new_mineral = new type
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if(!new_mineral.name)
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continue
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name_to_material[lowertext(new_mineral.name)] = new_mineral
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return 1
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// Safety proc to make sure the material list exists before trying to grab from it.
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/proc/get_material_by_name(name)
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if(!name_to_material)
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populate_material_list()
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return name_to_material[name]
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/proc/material_display_name(name)
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var/material/material = get_material_by_name(name)
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if(material)
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return material.display_name
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return null
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// Material definition and procs follow.
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/material
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var/name // Unique name for use in indexing the list.
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var/display_name // Prettier name for display.
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var/use_name
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var/flags = 0 // Various status modifiers.
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var/sheet_singular_name = "sheet"
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var/sheet_plural_name = "sheets"
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// Shards/tables/structures
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var/shard_type = SHARD_SHRAPNEL // Path of debris object.
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var/shard_icon // Related to above.
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var/shard_can_repair = 1 // Can shards be turned into sheets with a welder?
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var/list/recipes // Holder for all recipes usable with a sheet of this material.
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var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding.
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// Icons
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var/icon_colour // Colour applied to products of this material.
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var/icon_base = "metal" // Wall and table base icon tag. See header.
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var/door_icon_base = "metal" // Door base icon tag. See header.
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var/icon_reinf = "reinf_metal" // Overlay used
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var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
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// Attributes
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var/cut_delay = 0 // Delay in ticks when cutting through this wall.
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var/radioactivity // Radiation var. Used in wall and object processing to irradiate surroundings.
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var/ignition_point // K, point at which the material catches on fire.
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var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
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var/integrity = 150 // General-use HP value for products.
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var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
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var/explosion_resistance = 5 // Only used by walls currently.
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var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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var/created_window
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var/rod_product
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var/wire_product
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var/list/window_options = list()
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// Damage values.
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var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
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var/weight = 20 // Determines blunt damage/throwforce for weapons.
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// Noise when someone is faceplanted onto a table made of this material.
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var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
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// Noise made when a simple door made of this material opens or closes.
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var/dooropen_noise = 'sound/effects/stonedoor_openclose.ogg'
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// Path to resulting stacktype. Todo remove need for this.
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var/stack_type
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// Wallrot crumble message.
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var/rotting_touch_message = "crumbles under your touch"
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// Placeholders for light tiles and rglass.
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/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!rod_product)
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user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
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return
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if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
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user << "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>"
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return
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used_stack.use(1)
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target_stack.use(1)
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var/obj/item/stack/S = new rod_product(get_turf(user))
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S.add_fingerprint(user)
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S.add_to_stacks(user)
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/material/proc/build_wired_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!wire_product)
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user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
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return
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if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
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user << "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>"
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return
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used_stack.use(5)
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target_stack.use(1)
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user << "<span class='notice'>You attach wire to the [name].</span>"
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var/obj/item/product = new wire_product(get_turf(user))
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if(!(user.l_hand && user.r_hand))
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user.put_in_hands(product)
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// Make sure we have a display name and shard icon even if they aren't explicitly set.
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/material/New()
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..()
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if(!display_name)
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display_name = name
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if(!use_name)
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use_name = display_name
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if(!shard_icon)
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shard_icon = shard_type
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// This is a placeholder for proper integration of windows/windoors into the system.
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/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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return 0
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// Weapons handle applying a divisor for this value locally.
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/material/proc/get_blunt_damage()
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return weight //todo
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// Return the matter comprising this material.
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/material/proc/get_matter()
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var/list/temp_matter = list()
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if(islist(composite_material))
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for(var/material_string in composite_material)
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temp_matter[material_string] = composite_material[material_string]
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else if(SHEET_MATERIAL_AMOUNT)
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temp_matter[name] = SHEET_MATERIAL_AMOUNT
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return temp_matter
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// As above.
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/material/proc/get_edge_damage()
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return hardness //todo
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// Snowflakey, only checked for alien doors at the moment.
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/material/proc/can_open_material_door(var/mob/living/user)
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return 1
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// Currently used for weapons and objects made of uranium to irradiate things.
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/material/proc/products_need_process()
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return (radioactivity>0) //todo
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// Used by walls when qdel()ing to avoid neighbor merging.
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/material/placeholder
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name = "placeholder"
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// Places a girder object when a wall is dismantled, also applies reinforced material.
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/material/proc/place_dismantled_girder(var/turf/target, var/material/reinf_material)
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var/obj/structure/girder/G = new(target)
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if(reinf_material)
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G.reinf_material = reinf_material
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G.reinforce_girder()
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// General wall debris product placement.
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// Not particularly necessary aside from snowflakey cult girders.
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/material/proc/place_dismantled_product(var/turf/target,var/is_devastated)
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for(var/x=1;x<(is_devastated?2:3);x++)
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place_sheet(target)
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// Debris product. Used ALL THE TIME.
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/material/proc/place_sheet(var/turf/target)
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if(stack_type)
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return new stack_type(target)
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// As above.
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/material/proc/place_shard(var/turf/target)
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if(shard_type)
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return new /obj/item/weapon/material/shard(target, src.name)
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// Used by walls and weapons to determine if they break or not.
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/material/proc/is_brittle()
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return !!(flags & MATERIAL_BRITTLE)
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/material/proc/combustion_effect(var/turf/T, var/temperature)
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return
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// Datum definitions follow.
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/material/uranium
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name = "uranium"
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stack_type = /obj/item/stack/material/uranium
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radioactivity = 12
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icon_base = "stone"
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icon_reinf = "reinf_stone"
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icon_colour = "#007A00"
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weight = 22
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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/material/diamond
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name = "diamond"
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stack_type = /obj/item/stack/material/diamond
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flags = MATERIAL_UNMELTABLE
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cut_delay = 60
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icon_colour = "#00FFE1"
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opacity = 0.4
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 100
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stack_origin_tech = list(TECH_MATERIAL = 6)
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/material/gold
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name = "gold"
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stack_type = /obj/item/stack/material/gold
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icon_colour = "#EDD12F"
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weight = 24
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hardness = 40
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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/material/gold/bronze //placeholder for ashtrays
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name = "bronze"
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icon_colour = "#EDD12F"
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/material/silver
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name = "silver"
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stack_type = /obj/item/stack/material/silver
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icon_colour = "#D1E6E3"
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weight = 22
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hardness = 50
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stack_origin_tech = list(TECH_MATERIAL = 3)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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/material/phoron
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name = "phoron"
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stack_type = /obj/item/stack/material/phoron
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ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
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icon_base = "stone"
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icon_colour = "#FC2BC5"
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shard_type = SHARD_SHARD
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hardness = 30
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stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
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door_icon_base = "stone"
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sheet_singular_name = "crystal"
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sheet_plural_name = "crystals"
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/*
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// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
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/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
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if(isnull(ignition_point))
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return 0
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if(temperature < ignition_point)
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return 0
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var/totalPhoron = 0
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for(var/turf/simulated/floor/target_tile in range(2,T))
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var/phoronToDeduce = (temperature/30) * effect_multiplier
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totalPhoron += phoronToDeduce
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target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
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spawn (0)
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target_tile.hotspot_expose(temperature, 400)
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return round(totalPhoron/100)
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*/
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/material/stone
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name = "sandstone"
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stack_type = /obj/item/stack/material/sandstone
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icon_base = "stone"
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icon_reinf = "reinf_stone"
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icon_colour = "#D9C179"
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shard_type = SHARD_STONE_PIECE
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weight = 22
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hardness = 55
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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/material/stone/marble
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name = "marble"
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icon_colour = "#AAAAAA"
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weight = 26
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hardness = 70
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integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
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stack_type = /obj/item/stack/material/marble
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/material/steel
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name = DEFAULT_WALL_MATERIAL
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stack_type = /obj/item/stack/material/steel
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integrity = 150
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#666666"
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/material/diona
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name = "biomass"
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icon_colour = null
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stack_type = null
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integrity = 600
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icon_base = "diona"
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icon_reinf = "noreinf"
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/material/diona/place_dismantled_product()
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return
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/material/diona/place_dismantled_girder(var/turf/target)
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spawn_diona_nymph(target)
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/material/steel/holographic
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name = "holo" + DEFAULT_WALL_MATERIAL
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display_name = DEFAULT_WALL_MATERIAL
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stack_type = null
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shard_type = SHARD_NONE
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/material/plasteel
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name = "plasteel"
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stack_type = /obj/item/stack/material/plasteel
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integrity = 400
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melting_point = 6000
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#777777"
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explosion_resistance = 25
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hardness = 80
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weight = 23
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = 3750, "platinum" = 3750) //todo
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/material/plasteel/titanium
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name = "titanium"
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stack_type = null
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icon_base = "metal"
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door_icon_base = "metal"
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icon_colour = "#D1E6E3"
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icon_reinf = "reinf_metal"
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/material/glass
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name = "glass"
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stack_type = /obj/item/stack/material/glass
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flags = MATERIAL_BRITTLE
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icon_colour = "#00E1FF"
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opacity = 0.3
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integrity = 100
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 30
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weight = 15
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door_icon_base = "stone"
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destruction_desc = "shatters"
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window_options = list("One Direction" = 1, "Full Window" = 4)
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created_window = /obj/structure/window/basic
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rod_product = /obj/item/stack/material/glass/reinforced
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/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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if(!user || !used_stack || !created_window || !window_options.len)
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return 0
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if(!user.IsAdvancedToolUser())
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user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
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return 1
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var/turf/T = user.loc
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if(!istype(T))
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user << "<span class='warning'>You must be standing on open flooring to build a window.</span>"
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return 1
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var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
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var/choice = input(title, "What would you like to construct?") as null|anything in window_options
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if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
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return 1
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// Get data for building windows here.
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var/list/possible_directions = cardinal.Copy()
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var/window_count = 0
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for (var/obj/structure/window/check_window in user.loc)
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window_count++
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possible_directions -= check_window.dir
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// Get the closest available dir to the user's current facing.
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var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
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var/failed_to_build
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if(window_count >= 4)
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failed_to_build = 1
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else
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if(choice in list("One Direction","Windoor"))
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if(possible_directions.len)
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for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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if(direction in possible_directions)
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build_dir = direction
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break
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else
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failed_to_build = 1
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if(!failed_to_build && choice == "Windoor")
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if(!is_reinforced())
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user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
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return
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for(var/obj/obstacle in T)
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if((obstacle.flags & ON_BORDER) && obstacle.dir == user.dir)
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failed_to_build = 1
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if(failed_to_build)
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user << "<span class='warning'>There is no room in this location.</span>"
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return 1
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var/build_path = /obj/structure/windoor_assembly
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var/sheets_needed = window_options[choice]
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if(choice == "Windoor")
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build_dir = user.dir
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else
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build_path = created_window
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if(used_stack.get_amount() < sheets_needed)
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user << "<span class='warning'>You need at least [sheets_needed] sheets to build this.</span>"
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return 1
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// Build the structure and update sheet count etc.
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used_stack.use(sheets_needed)
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new build_path(T, build_dir, 1)
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return 1
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/material/glass/proc/is_reinforced()
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return (hardness > 35) //todo
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/material/glass/reinforced
|
|
name = "rglass"
|
|
display_name = "reinforced glass"
|
|
stack_type = /obj/item/stack/material/glass/reinforced
|
|
flags = MATERIAL_BRITTLE
|
|
icon_colour = "#00E1FF"
|
|
opacity = 0.3
|
|
integrity = 100
|
|
shard_type = SHARD_SHARD
|
|
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
|
hardness = 40
|
|
weight = 30
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"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"
|
|
display_name = "borosilicate glass"
|
|
stack_type = /obj/item/stack/material/glass/phoronglass
|
|
flags = MATERIAL_BRITTLE
|
|
integrity = 100
|
|
icon_colour = "#FC2BC5"
|
|
stack_origin_tech = list(TECH_MATERIAL = 4)
|
|
created_window = /obj/structure/window/phoronbasic
|
|
wire_product = null
|
|
rod_product = /obj/item/stack/material/glass/phoronrglass
|
|
|
|
/material/glass/phoron/reinforced
|
|
name = "reinforced borosilicate glass"
|
|
display_name = "reinforced borosilicate glass"
|
|
stack_type = /obj/item/stack/material/glass/phoronrglass
|
|
stack_origin_tech = list(TECH_MATERIAL = 5)
|
|
composite_material = list() //todo
|
|
created_window = /obj/structure/window/phoronreinforced
|
|
hardness = 40
|
|
weight = 30
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
composite_material = list() //todo
|
|
rod_product = null
|
|
|
|
/material/plastic
|
|
name = "plastic"
|
|
stack_type = /obj/item/stack/material/plastic
|
|
flags = MATERIAL_BRITTLE
|
|
icon_base = "solid"
|
|
icon_reinf = "reinf_over"
|
|
icon_colour = "#CCCCCC"
|
|
hardness = 10
|
|
weight = 12
|
|
melting_point = T0C+371 //assuming heat resistant plastic
|
|
stack_origin_tech = list(TECH_MATERIAL = 3)
|
|
|
|
/material/plastic/holographic
|
|
name = "holoplastic"
|
|
display_name = "plastic"
|
|
stack_type = null
|
|
shard_type = SHARD_NONE
|
|
|
|
/material/osmium
|
|
name = "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"
|
|
|
|
/material/tritium
|
|
name = "tritium"
|
|
stack_type = /obj/item/stack/material/tritium
|
|
icon_colour = "#777777"
|
|
stack_origin_tech = list(TECH_MATERIAL = 5)
|
|
sheet_singular_name = "ingot"
|
|
sheet_plural_name = "ingots"
|
|
|
|
/material/mhydrogen
|
|
name = "mhydrogen"
|
|
stack_type = /obj/item/stack/material/mhydrogen
|
|
icon_colour = "#E6C5DE"
|
|
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
|
|
|
|
/material/platinum
|
|
name = "platinum"
|
|
stack_type = /obj/item/stack/material/platinum
|
|
icon_colour = "#9999FF"
|
|
weight = 27
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
sheet_singular_name = "ingot"
|
|
sheet_plural_name = "ingots"
|
|
|
|
/material/iron
|
|
name = "iron"
|
|
stack_type = /obj/item/stack/material/iron
|
|
icon_colour = "#5C5454"
|
|
weight = 22
|
|
sheet_singular_name = "ingot"
|
|
sheet_plural_name = "ingots"
|
|
|
|
// Adminspawn only, do not let anyone get this.
|
|
/material/voxalloy
|
|
name = "voxalloy"
|
|
display_name = "durable alloy"
|
|
stack_type = null
|
|
icon_colour = "#6C7364"
|
|
integrity = 1200
|
|
melting_point = 6000 // Hull plating.
|
|
explosion_resistance = 200 // Hull plating.
|
|
hardness = 500
|
|
weight = 500
|
|
|
|
/material/wood
|
|
name = "wood"
|
|
stack_type = /obj/item/stack/material/wood
|
|
icon_colour = "#824B28"
|
|
integrity = 50
|
|
icon_base = "solid"
|
|
explosion_resistance = 2
|
|
shard_type = SHARD_SPLINTER
|
|
shard_can_repair = 0 // you can't weld splinters back into planks
|
|
hardness = 15
|
|
weight = 18
|
|
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
|
|
ignition_point = T0C+288
|
|
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
|
|
dooropen_noise = 'sound/effects/doorcreaky.ogg'
|
|
door_icon_base = "wood"
|
|
destruction_desc = "splinters"
|
|
sheet_singular_name = "plank"
|
|
sheet_plural_name = "planks"
|
|
|
|
/material/wood/holographic
|
|
name = "holowood"
|
|
display_name = "wood"
|
|
stack_type = null
|
|
shard_type = SHARD_NONE
|
|
|
|
/material/cardboard
|
|
name = "cardboard"
|
|
stack_type = /obj/item/stack/material/cardboard
|
|
flags = MATERIAL_BRITTLE
|
|
integrity = 10
|
|
icon_base = "solid"
|
|
icon_reinf = "reinf_over"
|
|
icon_colour = "#AAAAAA"
|
|
hardness = 1
|
|
weight = 1
|
|
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)
|
|
door_icon_base = "wood"
|
|
destruction_desc = "crumples"
|
|
|
|
/material/cloth //todo
|
|
name = "cloth"
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
door_icon_base = "wood"
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
flags = MATERIAL_PADDING
|
|
|
|
/material/cult
|
|
name = "cult"
|
|
display_name = "disturbing stone"
|
|
icon_base = "cult"
|
|
icon_colour = "#402821"
|
|
icon_reinf = "reinf_cult"
|
|
shard_type = SHARD_STONE_PIECE
|
|
sheet_singular_name = "brick"
|
|
sheet_plural_name = "bricks"
|
|
|
|
/material/cult/place_dismantled_girder(var/turf/target)
|
|
new /obj/structure/girder/cult(target)
|
|
|
|
/material/cult/place_dismantled_product(var/turf/target)
|
|
new /obj/effect/decal/cleanable/blood(target)
|
|
|
|
/material/cult/reinf
|
|
name = "cult2"
|
|
display_name = "human remains"
|
|
|
|
/material/cult/reinf/place_dismantled_product(var/turf/target)
|
|
new /obj/effect/decal/remains/human(target)
|
|
|
|
/material/resin
|
|
name = "resin"
|
|
icon_colour = "#E85DD8"
|
|
dooropen_noise = 'sound/effects/attackblob.ogg'
|
|
door_icon_base = "resin"
|
|
melting_point = T0C+300
|
|
sheet_singular_name = "blob"
|
|
sheet_plural_name = "blobs"
|
|
|
|
/material/resin/can_open_material_door(var/mob/living/user)
|
|
var/mob/living/carbon/M = user
|
|
if(istype(M) && locate(/obj/item/organ/xenos/hivenode) in M.internal_organs)
|
|
return 1
|
|
return 0
|
|
|
|
//TODO PLACEHOLDERS:
|
|
/material/leather
|
|
name = "leather"
|
|
icon_colour = "#5C4831"
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+300
|
|
melting_point = T0C+300
|
|
|
|
/material/carpet
|
|
name = "carpet"
|
|
display_name = "comfy"
|
|
use_name = "red upholstery"
|
|
icon_colour = "#DA020A"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
sheet_singular_name = "tile"
|
|
sheet_plural_name = "tiles"
|
|
|
|
/material/cotton
|
|
name = "cotton"
|
|
display_name ="cotton"
|
|
icon_colour = "#FFFFFF"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_teal
|
|
name = "teal"
|
|
display_name ="teal"
|
|
use_name = "teal cloth"
|
|
icon_colour = "#00EAFA"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_black
|
|
name = "black"
|
|
display_name = "black"
|
|
use_name = "black cloth"
|
|
icon_colour = "#505050"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_green
|
|
name = "green"
|
|
display_name = "green"
|
|
use_name = "green cloth"
|
|
icon_colour = "#01C608"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_puple
|
|
name = "purple"
|
|
display_name = "purple"
|
|
use_name = "purple cloth"
|
|
icon_colour = "#9C56C4"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_blue
|
|
name = "blue"
|
|
display_name = "blue"
|
|
use_name = "blue cloth"
|
|
icon_colour = "#6B6FE3"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_beige
|
|
name = "beige"
|
|
display_name = "beige"
|
|
use_name = "beige cloth"
|
|
icon_colour = "#E8E7C8"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/cloth_lime
|
|
name = "lime"
|
|
display_name = "lime"
|
|
use_name = "lime cloth"
|
|
icon_colour = "#62E36C"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
|
|
/material/hide //TODO make different hides somewhat different among them
|
|
name = "hide"
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
stack_type = /obj/item/stack/material/animalhide
|
|
door_icon_base = "wood"
|
|
icon_colour = "#5C4831"
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
flags = MATERIAL_PADDING
|
|
hardness = 1
|
|
weight = 1
|
|
|
|
/material/hide/corgi
|
|
name = "corgi hide"
|
|
stack_type = /obj/item/stack/material/animalhide/corgi
|
|
icon_colour = "#F9A635"
|
|
|
|
/material/hide/cat
|
|
name = "cat hide"
|
|
stack_type = /obj/item/stack/material/animalhide/cat
|
|
icon_colour = "#444444"
|
|
|
|
/material/hide/monkey
|
|
name = "monkey hide"
|
|
stack_type = /obj/item/stack/material/animalhide/monkey
|
|
icon_colour = "#914800"
|
|
|
|
/material/hide/lizard
|
|
name = "lizard hide"
|
|
stack_type = /obj/item/stack/material/animalhide/lizard
|
|
icon_colour = "#34AF10"
|
|
|
|
/material/hide/xeno
|
|
name = "alien hide"
|
|
stack_type = /obj/item/stack/material/animalhide/xeno
|
|
icon_colour = "#525288"
|
|
|
|
/material/hide/human
|
|
name = "human hide"
|
|
stack_type = /obj/item/stack/material/animalhide/human
|
|
icon_colour = "#833C00"
|
|
|
|
/material/bone
|
|
name = "bone"
|
|
icon_colour = "#e3dac9"
|
|
icon_base = "stone"
|
|
icon_reinf = "reinf_stone"
|
|
sheet_singular_name = "bone"
|
|
sheet_plural_name = "bones"
|
|
weight = 10
|
|
hardness = 20
|
|
integrity = 70
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
door_icon_base = "stone"
|
|
|
|
/material/bone/necromancer
|
|
name = "cursed bone"
|
|
weight = 20
|
|
integrity = 150
|
|
hardness = 60
|