From cfb5e724b65a16a34ae4f8a6ef18b9a404e6f875 Mon Sep 17 00:00:00 2001 From: xxalpha Date: Wed, 1 Jul 2015 02:55:07 +0100 Subject: [PATCH] Material container, all items can have materials, wake me up cant wake up go to sleep debug --- code/__DEFINES/misc.dm | 12 +- code/datums/mineral_container.dm | 230 +++++++++++++++--- code/game/gamemodes/nuclear/pinpointer.dm | 2 +- code/game/machinery/alarm.dm | 6 +- code/game/machinery/autolathe.dm | 124 ++++------ code/game/machinery/camera/camera_assembly.dm | 3 +- .../machinery/doors/airlock_electronics.dm | 3 +- code/game/machinery/droneDispenser.dm | 6 +- code/game/machinery/newscaster.dm | 3 +- code/game/machinery/robot_fabricator.dm | 2 +- code/game/mecha/mech_fabricator.dm | 52 ++-- code/game/objects/items.dm | 42 +++- code/game/objects/items/devices/doorCharge.dm | 3 +- code/game/objects/items/devices/flashlight.dm | 9 +- .../objects/items/devices/laserpointer.dm | 3 +- code/game/objects/items/devices/multitool.dm | 3 +- .../objects/items/devices/pipe_painter.dm | 3 +- code/game/objects/items/devices/powersink.dm | 2 +- .../items/devices/radio/electropack.dm | 3 +- .../objects/items/devices/radio/headset.dm | 3 +- .../game/objects/items/devices/radio/radio.dm | 3 +- code/game/objects/items/devices/scanners.dm | 13 +- .../objects/items/devices/taperecorder.dm | 6 +- .../objects/items/devices/traitordevices.dm | 2 +- code/game/objects/items/stacks/medical.dm | 2 +- code/game/objects/items/stacks/rods.dm | 4 +- .../game/objects/items/stacks/sheets/glass.dm | 12 +- .../objects/items/stacks/sheets/mineral.dm | 6 + .../items/stacks/sheets/sheet_types.dm | 6 +- .../objects/items/stacks/tiles/plasteel.dm | 4 +- code/game/objects/items/toys.dm | 6 +- code/game/objects/items/weapons/RCD.dm | 5 +- code/game/objects/items/weapons/RPD.dm | 3 +- .../objects/items/weapons/airlock_painter.dm | 3 +- .../objects/items/weapons/extinguisher.dm | 4 +- .../objects/items/weapons/flamethrower.dm | 2 +- code/game/objects/items/weapons/handcuffs.dm | 4 +- code/game/objects/items/weapons/kitchen.dm | 2 +- code/game/objects/items/weapons/shields.dm | 3 +- .../objects/items/weapons/storage/bags.dm | 2 +- .../objects/items/weapons/teleportation.dm | 4 +- code/game/objects/items/weapons/tools.dm | 25 +- code/game/objects/items/weapons/weaponry.dm | 6 +- code/game/objects/structures/tables_racks.dm | 2 +- code/modules/assembly/assembly.dm | 3 +- code/modules/assembly/igniter.dm | 3 +- code/modules/assembly/infrared.dm | 3 +- code/modules/assembly/mousetrap.dm | 2 +- code/modules/assembly/proximity.dm | 3 +- code/modules/assembly/signaler.dm | 3 +- code/modules/assembly/timer.dm | 3 +- code/modules/assembly/voice.dm | 3 +- code/modules/clothing/head/misc_special.dm | 3 +- code/modules/clothing/masks/gasmask.dm | 3 +- code/modules/clothing/shoes/bananashoes.dm | 26 +- code/modules/hydroponics/hydroitemdefines.dm | 4 +- code/modules/mining/mine_items.dm | 4 +- code/modules/paperwork/pen.dm | 2 +- code/modules/paperwork/photography.dm | 2 +- code/modules/paperwork/stamps.dm | 2 +- code/modules/power/antimatter/shielding.dm | 2 +- code/modules/power/cable.dm | 6 +- code/modules/power/cell.dm | 23 +- code/modules/power/lighting.dm | 6 +- code/modules/projectiles/ammunition.dm | 2 +- .../projectiles/ammunition/ammo_casings.dm | 10 +- code/modules/projectiles/gun.dm | 2 +- code/modules/projectiles/guns/energy/laser.dm | 2 +- .../projectiles/guns/energy/special.dm | 4 +- .../projectiles/guns/grenade_launcher.dm | 2 +- code/modules/projectiles/guns/projectile.dm | 2 +- code/modules/projectiles/guns/syringe_gun.dm | 2 +- .../reagents/reagent_containers/glass.dm | 12 +- .../reagents/reagent_containers/syringes.dm | 3 +- code/modules/research/circuitprinter.dm | 6 +- code/modules/research/designs.dm | 77 +++--- .../research/designs/AI_module_designs.dm | 28 +-- .../research/designs/autolathe_designs.dm | 134 +++++----- .../research/designs/comp_board_designs.dm | 76 +++--- .../research/designs/machine_designs.dm | 72 +++--- .../modules/research/designs/mecha_designs.dm | 70 +++--- .../designs/mechfabricator_designs.dm | 154 ++++++------ .../research/designs/medical_designs.dm | 36 +-- .../modules/research/designs/power_designs.dm | 18 +- .../research/designs/stock_parts_designs.dm | 58 ++--- .../research/designs/telecomms_designs.dm | 14 +- .../research/designs/weapon_designs.dm | 42 ++-- code/modules/research/experimentor.dm | 4 +- code/modules/research/protolathe.dm | 16 +- code/modules/research/rdconsole.dm | 30 +-- code/modules/research/research.dm | 3 +- code/modules/research/stock_parts.dm | 73 +++--- .../research/xenobiology/xenobiology.dm | 4 +- code/modules/surgery/tools.dm | 18 +- 94 files changed, 921 insertions(+), 802 deletions(-) diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index 008fa9a04a2..1fba388535e 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -166,4 +166,14 @@ //transfer_ai() defines. Main proc in ai_core.dm #define AI_TRANS_TO_CARD 1 //Downloading AI to InteliCard. #define AI_TRANS_FROM_CARD 2 //Uploading AI from InteliCard -#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha \ No newline at end of file +#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha + +//Material defines +#define MAT_METAL "$metal" +#define MAT_GLASS "$glass" +#define MAT_SILVER "$silver" +#define MAT_GOLD "$gold" +#define MAT_DIAMOND "$diamond" +#define MAT_URANIUM "$uranium" +#define MAT_PLASMA "$plasma" +#define MAT_BANANIUM "$bananium" \ No newline at end of file diff --git a/code/datums/mineral_container.dm b/code/datums/mineral_container.dm index 78894e8223c..709a2f80157 100644 --- a/code/datums/mineral_container.dm +++ b/code/datums/mineral_container.dm @@ -1,6 +1,5 @@ /* This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them. - One mineral_container var can only handle one type of mineral. Variables: amount - raw amount of the mineral this container is holding, calculated by the defined value MINERAL_MATERIAL_AMOUNT=2000. @@ -9,23 +8,34 @@ owner - object that this container is being used by, used for output. MAX_STACK_SIZE - size of a stack of mineral sheets. Constant. */ -/datum/mineral_container + +#define TYPE_METAL 1 +#define TYPE_GLASS 2 +#define TYPE_SILVER 4 +#define TYPE_GOLD 8 +#define TYPE_DIAMOND 16 +#define TYPE_URANIUM 32 +#define TYPE_PLASMA 64 +#define TYPE_BANANIUM 128 + +/datum/material_container var/amount + var/total_amount = 0 var/max_amount var/sheet_type var/obj/owner + var/list/materials = list(MAT_METAL=0, MAT_GLASS=0, MAT_SILVER=0, MAT_GOLD=0, MAT_DIAMOND=0, MAT_URANIUM=0, MAT_PLASMA=0, MAT_BANANIUM=0) + var/valid_minerals = 0 //MAX_STACK_SIZE = 50 //MINERAL_MATERIAL_AMOUNT = 2000 -/datum/mineral_container/New(obj/O, type, max_amt = 0, amt = 0) - if(!O) return +/datum/material_container/New(obj/O, valid_m = 0, max_amt = 0) owner = O - sheet_type = type - amount = max(0, amt) max_amount = max(0, max_amt) + valid_minerals = valid_m //For inserting an amount of mineral sheets -/datum/mineral_container/proc/insert(sheet_amt) +/datum/material_container/proc/insert(sheet_amt) if(sheet_amt > 0) var/amt = sheet_amt * MINERAL_MATERIAL_AMOUNT if(amt <= (max_amount - amount)) @@ -34,7 +44,7 @@ return 0 //For inserting a mineral sheet -/datum/mineral_container/proc/insert_sheet(obj/S) +/datum/material_container/proc/insert_sheet(obj/S) if(accepts(S)) if(!isFull()) var/obj/item/stack/sheet/sheet = S @@ -47,23 +57,132 @@ return -1 //For inserting an amount of material -/datum/mineral_container/proc/insert_amount(amt) +/datum/material_container/proc/insert_amount(amt) if(amt > 0 & !isFull()) if(amt <= max_amount - amount) amount += amt return amt return 0 -//For consuming material (amt = amount of material) -/datum/mineral_container/proc/use_amount(amt) - if(amt > 0 & !isEmpty()) - if(amount >= amt) - amount -= amt - return amt - return 0 +/datum/material_container/proc/insert_stack(obj/item/stack/S, amt = 0) + if(!amt) + amt = S.amount + var/material_amt = S.get_item_materials_amount() + + while(isFull(material_amt * amt)) + amt-- + + if(!amt) + return 0 + + for(var/i=0, i < amt, i++) + insert_materials(S) + S.use(amt) + return amt + +/datum/material_container/proc/insert_item(obj/item/I) + if(!I) + return 0 + if(istype(I,/obj/item/stack)) + return insert_stack(I) + + var/amt = I.get_item_materials_amount() + if(!amt || isFull(amt)) + return 0 + + insert_materials(I) + return amt + +/datum/material_container/proc/insert_materials(obj/item/I) //for internal usage only + if(valid_minerals & TYPE_METAL) + materials[MAT_METAL] += I.materials[MAT_METAL] + total_amount += I.materials[MAT_METAL] + + if(valid_minerals & TYPE_GLASS) + materials[MAT_GLASS] += I.materials[MAT_GLASS] + total_amount += I.materials[MAT_GLASS] + + if(valid_minerals & TYPE_SILVER) + materials[MAT_SILVER] += I.materials[MAT_SILVER] + total_amount += I.materials[MAT_SILVER] + + if(valid_minerals & TYPE_GOLD) + materials[MAT_GOLD] += I.materials[MAT_GOLD] + total_amount += I.materials[MAT_GOLD] + + if(valid_minerals & TYPE_DIAMOND) + materials[MAT_DIAMOND] += I.materials[MAT_DIAMOND] + total_amount += I.materials[MAT_DIAMOND] + + if(valid_minerals & TYPE_URANIUM) + materials[MAT_URANIUM] += I.materials[MAT_URANIUM] + total_amount += I.materials[MAT_URANIUM] + + if(valid_minerals & TYPE_PLASMA) + materials[MAT_PLASMA] += I.materials[MAT_PLASMA] + total_amount += I.materials[MAT_PLASMA] + + if(valid_minerals & TYPE_BANANIUM) + materials[MAT_BANANIUM] += I.materials[MAT_BANANIUM] + total_amount += I.materials[MAT_BANANIUM] + +//For consuming material +/datum/material_container/proc/use_amount(list/mats) + if(!mats || !mats.len) + return 0 + if(materials[MAT_METAL] < mats[MAT_METAL]) + return 0 + if(materials[MAT_GLASS] < mats[MAT_GLASS]) + return 0 + if(materials[MAT_SILVER] < mats[MAT_SILVER]) + return 0 + if(materials[MAT_GOLD] < mats[MAT_GOLD]) + return 0 + if(materials[MAT_DIAMOND] < mats[MAT_DIAMOND]) + return 0 + if(materials[MAT_URANIUM] < mats[MAT_URANIUM]) + return 0 + if(materials[MAT_PLASMA] < mats[MAT_PLASMA]) + return 0 + if(materials[MAT_BANANIUM] < mats[MAT_BANANIUM]) + return 0 + + var/total_amount_save = total_amount + materials[MAT_METAL] -= mats[MAT_METAL] + total_amount -= mats[MAT_METAL] + + materials[MAT_GLASS] -= mats[MAT_GLASS] + total_amount -= mats[MAT_GLASS] + + materials[MAT_SILVER] -= mats[MAT_SILVER] + total_amount -= mats[MAT_SILVER] + + materials[MAT_GOLD] -= mats[MAT_GOLD] + total_amount -= mats[MAT_GOLD] + + materials[MAT_DIAMOND] -= mats[MAT_DIAMOND] + total_amount -= mats[MAT_DIAMOND] + + materials[MAT_URANIUM] -= mats[MAT_URANIUM] + total_amount -= mats[MAT_URANIUM] + + materials[MAT_PLASMA] -= mats[MAT_PLASMA] + total_amount -= mats[MAT_PLASMA] + + materials[MAT_BANANIUM] -= mats[MAT_BANANIUM] + total_amount -= mats[MAT_BANANIUM] + return total_amount_save - total_amount + + +/datum/material_container/proc/use_amount_type(amt, material_type) + if(materials[material_type] < amt) + return 0 + materials[material_type] -= amt + total_amount -= amt + return amt //For consuming material (sheet_amt = amount of material equivalent to a number of sheets) -/datum/mineral_container/proc/use_sheets(sheet_amt) +/datum/material_container/proc/use_sheets(sheet_amt) if(sheet_amt > 0 & !isEmpty()) if(amount >= (sheet_amt * MINERAL_MATERIAL_AMOUNT)) amount -= sheet_amt @@ -71,8 +190,8 @@ return 0 //For spawning mineral sheets -/datum/mineral_container/proc/retrieve(sheet_amt) - if(sheet_amt > 0 && amount >= (sheet_amt * MINERAL_MATERIAL_AMOUNT)) +/datum/material_container/proc/retrieve(sheet_amt, sheet_type, MAT) + if(sheet_amt > 0 && materials[MAT] >= (sheet_amt * MINERAL_MATERIAL_AMOUNT)) var/count = 0 var/obj/item/stack/sheet/S @@ -80,38 +199,85 @@ S = new sheet_type(get_turf(owner)) S.amount = MAX_STACK_SIZE count += MAX_STACK_SIZE - amount -= MAX_STACK_SIZE * MINERAL_MATERIAL_AMOUNT + materials[MAT] -= MAX_STACK_SIZE * MINERAL_MATERIAL_AMOUNT + total_amount -= MAX_STACK_SIZE * MINERAL_MATERIAL_AMOUNT sheet_amt -= MAX_STACK_SIZE - if(round(amount / MINERAL_MATERIAL_AMOUNT)) + if(round(materials[MAT] / MINERAL_MATERIAL_AMOUNT)) S = new sheet_type(get_turf(owner)) S.amount = sheet_amt count += sheet_amt - amount -= sheet_amt * MINERAL_MATERIAL_AMOUNT + materials[MAT] -= sheet_amt * MINERAL_MATERIAL_AMOUNT + total_amount -= sheet_amt * MINERAL_MATERIAL_AMOUNT return count return 0 -/datum/mineral_container/proc/retrieve_amount(amt) - return retrieve(amount2sheet(amt)) +/datum/material_container/proc/retrieve_sheets(sheet_amt, material_type) + switch(material_type) + if(MAT_METAL) + return retrieve(sheet_amt, /obj/item/stack/sheet/metal, MAT_METAL) + if(MAT_GLASS) + return retrieve(sheet_amt, /obj/item/stack/sheet/glass, MAT_GLASS) + if(MAT_SILVER) + return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/silver, MAT_SILVER) + if(MAT_GOLD) + return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/gold, MAT_GOLD) + if(MAT_DIAMOND) + return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/diamond, MAT_DIAMOND) + if(MAT_URANIUM) + return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/uranium, MAT_URANIUM) + if(MAT_PLASMA) + return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/plasma, MAT_PLASMA) + if(MAT_BANANIUM) + return retrieve(sheet_amt, /obj/item/stack/sheet/mineral/bananium, MAT_BANANIUM) + else + return 0 -/datum/mineral_container/proc/retrieve_all() - return retrieve(amount2sheet(amount)) +/datum/material_container/proc/retrieve_amount(amt, material_type) + return retrieve_sheets(amount2sheet(amt),material_type) -/datum/mineral_container/proc/accepts(obj/O) +/datum/material_container/proc/retrieve_all() + var/result = 0 + result += retrieve_sheets(amount2sheet(materials[MAT_METAL]), MAT_METAL) + result += retrieve_sheets(amount2sheet(materials[MAT_GLASS]), MAT_GLASS) + result += retrieve_sheets(amount2sheet(materials[MAT_SILVER]), MAT_SILVER) + result += retrieve_sheets(amount2sheet(materials[MAT_GOLD]), MAT_GOLD) + result += retrieve_sheets(amount2sheet(materials[MAT_DIAMOND]), MAT_DIAMOND) + result += retrieve_sheets(amount2sheet(materials[MAT_URANIUM]), MAT_URANIUM) + result += retrieve_sheets(amount2sheet(materials[MAT_PLASMA]), MAT_PLASMA) + result += retrieve_sheets(amount2sheet(materials[MAT_BANANIUM]), MAT_BANANIUM) + return result + +/datum/material_container/proc/accepts(obj/O) return istype(O,sheet_type) -/datum/mineral_container/proc/isFull(amt = 0) - return (amount + amt) >= max_amount +/datum/material_container/proc/isFull(amt = 0) + return (total_amount + amt) > max_amount -/datum/mineral_container/proc/isEmpty(amt = 0) +/datum/material_container/proc/isEmpty(amt = 0) return (amount - amt) <= 0 -/datum/mineral_container/proc/amount2sheet(amt) +/datum/material_container/proc/amount2sheet(amt) if(amt >= MINERAL_MATERIAL_AMOUNT) return round(amt / MINERAL_MATERIAL_AMOUNT) return 0 -/datum/mineral_container/proc/sheet2amount(sheet_amt) +/datum/material_container/proc/sheet2amount(sheet_amt) if(sheet_amt > 0) return sheet_amt * MINERAL_MATERIAL_AMOUNT return 0 + +/datum/material_container/proc/amount(material_type) + return materials[material_type] + +/datum/material_container/proc/can_insert(obj/item/I) + var/result = 0 + result += valid_minerals & TYPE_METAL ? I.materials[MAT_METAL] : 0 + result += valid_minerals & TYPE_GLASS ? I.materials[MAT_GLASS] : 0 + result += valid_minerals & TYPE_SILVER ? I.materials[MAT_SILVER] : 0 + result += valid_minerals & TYPE_GOLD ? I.materials[MAT_GOLD] : 0 + result += valid_minerals & TYPE_DIAMOND ? I.materials[MAT_DIAMOND] : 0 + result += valid_minerals & TYPE_URANIUM ? I.materials[MAT_URANIUM] : 0 + result += valid_minerals & TYPE_PLASMA ? I.materials[MAT_PLASMA] : 0 + result += valid_minerals & TYPE_BANANIUM ? I.materials[MAT_BANANIUM] : 0 + return result \ No newline at end of file diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm index 74e88d79bad..b63b140982c 100644 --- a/code/game/gamemodes/nuclear/pinpointer.dm +++ b/code/game/gamemodes/nuclear/pinpointer.dm @@ -8,7 +8,7 @@ item_state = "electronic" throw_speed = 3 throw_range = 7 - m_amt = 500 + materials = list(MAT_METAL=500) var/obj/item/weapon/disk/nuclear/the_disk = null var/active = 0 diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm index 26ef4584de0..3d683bd705a 100644 --- a/code/game/machinery/alarm.dm +++ b/code/game/machinery/alarm.dm @@ -765,8 +765,7 @@ Just a object used in constructing air alarms icon_state = "airalarm_electronics" desc = "Looks like a circuit. Probably is." w_class = 2.0 - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) /* @@ -1125,8 +1124,7 @@ 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 - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) /* diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index c76cb0df026..341fc783cad 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -8,12 +8,6 @@ icon_state = "autolathe" density = 1 - var/m_amount = 0.0 - var/max_m_amount = 150000.0 - - var/g_amount = 0.0 - var/max_g_amount = 75000.0 - var/operating = 0.0 anchored = 1.0 var/list/L = list() @@ -37,6 +31,8 @@ var/selected_category var/screen = 1 + var/datum/material_container/materials + var/list/categories = list( "Tools", "Electronics", @@ -56,6 +52,7 @@ component_parts += new /obj/item/weapon/stock_parts/matter_bin(null) component_parts += new /obj/item/weapon/stock_parts/manipulator(null) component_parts += new /obj/item/weapon/stock_parts/console_screen(null) + materials = new /datum/material_container(src, TYPE_METAL|TYPE_GLASS) RefreshParts() wires = new(src) @@ -103,12 +100,7 @@ if (panel_open) if(istype(O, /obj/item/weapon/crowbar)) - if(m_amount >= MINERAL_MATERIAL_AMOUNT) - var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc) - G.amount = round(m_amount / MINERAL_MATERIAL_AMOUNT) - if(g_amount >= MINERAL_MATERIAL_AMOUNT) - var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc) - G.amount = round(g_amount / MINERAL_MATERIAL_AMOUNT) + materials.retrieve_all() default_deconstruction_crowbar(O) return 1 else @@ -117,45 +109,31 @@ if (stat) return 1 - if (src.m_amount + O.m_amt > max_m_amount) - user << "The autolathe is full. Please remove metal from the autolathe in order to insert more." - return 1 - if (src.g_amount + O.g_amt > max_g_amount) - user << "The autolathe is full. Please remove glass from the autolathe in order to insert more." - return 1 - if (!O.m_amt && !O.g_amt) + var/material_amount = materials.can_insert(O) + if(!material_amount) user << "This object does not contain sufficient amounts of metal or glass to be accepted by the autolathe." return 1 + if(materials.isFull(material_amount)) + user << "The autolathe is full. Please remove metal or glass from the autolathe in order to insert more." + return 1 if(!user.unEquip(O)) user << "\The [O] is stuck to you and cannot be placed into the autolathe." return 1 - var/amount = 1 - var/obj/item/stack/stack - var/m_amt = O.m_amt - var/g_amt = O.g_amt - if (istype(O, /obj/item/stack)) - stack = O - amount = stack.amount - if (m_amt) - amount = min(amount, round((max_m_amount-src.m_amount)/m_amt)) - flick("autolathe_o",src)//plays metal insertion animation - if (g_amt) - amount = min(amount, round((max_g_amount-src.g_amount)/g_amt)) - flick("autolathe_r",src)//plays glass insertion animation - stack.use(amount) - else - if(!user.unEquip(O)) - user << "/the [O] is stuck to your hand, you can't put it in \the [src]!" - O.loc = src - icon_state = "autolathe" busy = 1 - use_power(max(1000, (m_amt+g_amt)*amount/10)) - src.m_amount += m_amt * amount - src.g_amount += g_amt * amount - user << "You insert [amount] sheet[amount>1 ? "s" : ""] to the autolathe." - if (O && O.loc == src) - qdel(O) + var/inserted = materials.insert_item(O) + if(inserted) + if(istype(O,/obj/item/stack)) + if (O.materials[MAT_METAL]) + flick("autolathe_o",src)//plays metal insertion animation + if (O.materials[MAT_GLASS]) + flick("autolathe_r",src)//plays glass insertion animation + user << "You insert [inserted] sheet[inserted>1 ? "s" : ""] to the autolathe." + use_power(inserted*100) + else + user << "You insert a material total of [inserted] to the autolathe." + use_power(max(500,inserted/10)) + qdel(O) busy = 0 src.updateUsrDialog() @@ -189,7 +167,7 @@ //multiplier checks : only stacks can have one and its value is 1, 10 ,25 or max_multiplier var/multiplier = text2num(href_list["multiplier"]) - var/max_multiplier = min(50, being_built.materials["$metal"] ?round(m_amount/being_built.materials["$metal"]):INFINITY,being_built.materials["$glass"]?round(g_amount/being_built.materials["$glass"]):INFINITY) + var/max_multiplier = min(50, being_built.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/being_built.materials[MAT_METAL]):INFINITY,being_built.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/being_built.materials[MAT_GLASS]):INFINITY) var/is_stack = ispath(being_built.build_path, /obj/item/stack) if(!is_stack && (multiplier > 1)) @@ -199,12 +177,12 @@ ///////////////// var/coeff = (is_stack ? 1 : 2 ** prod_coeff) //stacks are unaffected by production coefficient - var/metal_cost = being_built.materials["$metal"] - var/glass_cost = being_built.materials["$glass"] + var/metal_cost = being_built.materials[MAT_METAL] + var/glass_cost = being_built.materials[MAT_GLASS] var/power = max(2000, (metal_cost+glass_cost)*multiplier/5) - if((m_amount >= metal_cost*multiplier/coeff) && (g_amount >= glass_cost*multiplier/coeff)) + if((materials.amount(MAT_METAL) >= metal_cost*multiplier/coeff) && (materials.amount(MAT_GLASS) >= glass_cost*multiplier/coeff)) busy = 1 use_power(power) icon_state = "autolathe" @@ -212,8 +190,8 @@ spawn(32/coeff) use_power(power) if(is_stack) - m_amount -= metal_cost*multiplier - g_amount -= glass_cost*multiplier + var/list/materials_used = list(MAT_METAL=metal_cost*multiplier, MAT_GLASS=glass_cost*multiplier) + materials.use_amount(materials_used) for(var/obj/item/stack/S in T) if(multiplier <= 0) @@ -236,15 +214,11 @@ N.amount = multiplier N.update_icon() else - m_amount -= metal_cost/coeff - g_amount -= glass_cost/coeff + var/list/materials_used = list(MAT_METAL=metal_cost/coeff, MAT_GLASS=glass_cost/coeff) + materials.use_amount(materials_used) var/obj/item/new_item = new being_built.build_path(T) - new_item.m_amt /= coeff - new_item.g_amt /= coeff - if(m_amount < 0) - m_amount = 0 - if(g_amount < 0) - g_amount = 0 + new_item.materials[MAT_METAL] /= coeff + new_item.materials[MAT_GLASS] /= coeff busy = 0 src.updateUsrDialog() @@ -267,15 +241,15 @@ for(var/obj/item/weapon/stock_parts/matter_bin/MB in component_parts) tot_rating += MB.rating tot_rating *= 25000 - max_m_amount = tot_rating * 2 - max_g_amount = tot_rating + materials.max_amount = tot_rating * 3 for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) prod_coeff += M.rating - 1 /obj/machinery/autolathe/proc/main_win(mob/user) var/dat = "

Autolathe Menu:


" - dat += "Metal amount: [src.m_amount] / [max_m_amount] cm3
" - dat += "Glass amount: [src.g_amount] / [max_g_amount] cm3" + dat += "Total amount: [materials.total_amount] / [materials.max_amount] cm3
" + dat += "Metal amount: [materials.amount(MAT_METAL)] cm3
" + dat += "Glass amount: [materials.amount(MAT_GLASS)] cm3" dat += "
\ \ @@ -302,8 +276,9 @@ /obj/machinery/autolathe/proc/category_win(mob/user,var/selected_category) var/dat = "Return to main menu" dat += "

Browsing [selected_category]:


" - dat += "Metal amount: [src.m_amount] / [max_m_amount] cm3
" - dat += "Glass amount: [src.g_amount] / [max_g_amount] cm3
" + dat += "Total amount: [materials.total_amount] / [materials.max_amount] cm3
" + dat += "Metal amount: [materials.amount(MAT_METAL)] cm3
" + dat += "Glass amount: [materials.amount(MAT_GLASS)] cm3" for(var/datum/design/D in files.known_designs) if(!(selected_category in D.category)) @@ -315,7 +290,7 @@ dat += "[D.name]" if(ispath(D.build_path, /obj/item/stack)) - var/max_multiplier = min(50, D.materials["$metal"] ?round(m_amount/D.materials["$metal"]):INFINITY,D.materials["$glass"]?round(g_amount/D.materials["$glass"]):INFINITY) + var/max_multiplier = min(50, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY) if (max_multiplier>10 && !disabled) dat += " x10" if (max_multiplier>25 && !disabled) @@ -331,8 +306,9 @@ /obj/machinery/autolathe/proc/search_win(mob/user) var/dat = "Return to main menu" dat += "

Search results:


" - dat += "Metal amount: [src.m_amount] / [max_m_amount] cm3
" - dat += "Glass amount: [src.g_amount] / [max_g_amount] cm3
" + dat += "Total amount: [materials.total_amount] / [materials.max_amount] cm3
" + dat += "Metal amount: [materials.amount(MAT_METAL)] cm3
" + dat += "Glass amount: [materials.amount(MAT_GLASS)] cm3" for(var/datum/design/D in matching_designs) if(disabled || !can_build(D)) @@ -341,7 +317,7 @@ dat += "[D.name]" if(ispath(D.build_path, /obj/item/stack)) - var/max_multiplier = min(50, D.materials["$metal"] ?round(m_amount/D.materials["$metal"]):INFINITY,D.materials["$glass"]?round(g_amount/D.materials["$glass"]):INFINITY) + var/max_multiplier = min(50, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY) if (max_multiplier>10 && !disabled) dat += " x10" if (max_multiplier>25 && !disabled) @@ -357,19 +333,19 @@ /obj/machinery/autolathe/proc/can_build(var/datum/design/D) var/coeff = (ispath(D.build_path,/obj/item/stack) ? 1 : 2 ** prod_coeff) - if(D.materials["$metal"] && (m_amount < (D.materials["$metal"] / coeff))) + if(D.materials[MAT_METAL] && (materials.amount(MAT_METAL) < (D.materials[MAT_METAL] / coeff))) return 0 - if(D.materials["$glass"] && (g_amount < (D.materials["$glass"] / coeff))) + if(D.materials[MAT_GLASS] && (materials.amount(MAT_GLASS) < (D.materials[MAT_GLASS] / coeff))) return 0 return 1 /obj/machinery/autolathe/proc/get_design_cost(var/datum/design/D) var/coeff = (ispath(D.build_path,/obj/item/stack) ? 1 : 2 ** prod_coeff) var/dat - if(D.materials["$metal"]) - dat += "[D.materials["$metal"] / coeff] metal " - if(D.materials["$glass"]) - dat += "[D.materials["$glass"] / coeff] glass" + if(D.materials[MAT_METAL]) + dat += "[D.materials[MAT_METAL] / coeff] metal " + if(D.materials[MAT_GLASS]) + dat += "[D.materials[MAT_GLASS] / coeff] glass" return dat /obj/machinery/autolathe/proc/shock(mob/user, prb) diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index f10227c42b8..cf78392cecf 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -6,8 +6,7 @@ w_class = 2 anchored = 0 - m_amt = 400 - g_amt = 250 + materials = list(MAT_METAL=400, MAT_GLASS=250) // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer) diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm index e4ed8d78bc4..8ee0cfff1c1 100644 --- a/code/game/machinery/doors/airlock_electronics.dm +++ b/code/game/machinery/doors/airlock_electronics.dm @@ -5,8 +5,7 @@ icon = 'icons/obj/doors/door_assembly.dmi' icon_state = "door_electronics" w_class = 2.0 //It should be tiny! -Agouri - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) req_access = list(access_maint_tunnels) diff --git a/code/game/machinery/droneDispenser.dm b/code/game/machinery/droneDispenser.dm index 0860d7760ea..13c868ef183 100644 --- a/code/game/machinery/droneDispenser.dm +++ b/code/game/machinery/droneDispenser.dm @@ -78,7 +78,7 @@ /obj/machinery/droneDispenser/attackby(obj/item/O, mob/living/user) if(istype(O, /obj/item/stack)) - if(!O.m_amt && !O.g_amt) + if(!O.materials[MAT_METAL] && !O.materials[MAT_GLASS]) return ..() var/stack = 1 var/obj/item/stack/sheets @@ -96,8 +96,8 @@ return user.drop_item() O.loc = src - metal += O.m_amt * stack - glass += O.g_amt * stack + metal += O.materials[MAT_METAL] * stack + glass += O.materials[MAT_GLASS] * stack user << "You insert [stack] sheet[stack > 1 ? "s" : ""] to [src]." if((O && O.loc == src) || !stack) qdel(O) diff --git a/code/game/machinery/newscaster.dm b/code/game/machinery/newscaster.dm index 3f9bf156f75..959f6792a67 100644 --- a/code/game/machinery/newscaster.dm +++ b/code/game/machinery/newscaster.dm @@ -164,8 +164,7 @@ var/list/obj/machinery/newscaster/allCasters = list() desc = "Used to build newscasters, just secure to the wall." icon_state = "newscaster" item_state = "syringe_kit" - m_amt = 14000 - g_amt = 8000 + materials = list(MAT_METAL=14000, MAT_GLASS=8000) /obj/item/newscaster_frame/proc/try_build(turf/on_wall) if (get_dist(on_wall,usr)>1) diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm index 2e1c8275332..16ec50d713b 100644 --- a/code/game/machinery/robot_fabricator.dm +++ b/code/game/machinery/robot_fabricator.dm @@ -21,7 +21,7 @@ if(!O:amount) return while(metal_amount < 150000 && O:amount) - src.metal_amount += O:m_amt /*O:height * O:width * O:length * 100000.0*/ + src.metal_amount += O:materials[MAT_METAL] /*O:height * O:width * O:length * 100000.0*/ O:amount-- count++ diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm index a8d591495d4..767fb81a6e7 100644 --- a/code/game/mecha/mech_fabricator.dm +++ b/code/game/mecha/mech_fabricator.dm @@ -14,14 +14,14 @@ var/time_coeff_tech = 1 var/resource_coeff_tech = 1 var/list/resources = list( - "$metal"=0, - "$glass"=0, - "$bananium"=0, - "$diamond"=0, - "$gold"=0, - "$plasma"=0, - "$silver"=0, - "$uranium"=0 + MAT_METAL=0, + MAT_GLASS=0, + MAT_BANANIUM=0, + MAT_DIAMOND=0, + MAT_GOLD=0, + MAT_PLASMA=0, + MAT_SILVER=0, + MAT_URANIUM=0 ) var/res_max_amount = 200000 var/datum/research/files @@ -171,8 +171,8 @@ var/location = get_step(src,(dir)) var/obj/item/I = new D.build_path(location) - I.m_amt = get_resource_cost_w_coeff(D,"$metal") - I.g_amt = get_resource_cost_w_coeff(D,"$glass") + I.materials[MAT_METAL] = get_resource_cost_w_coeff(D,MAT_METAL) + I.materials[MAT_GLASS] = get_resource_cost_w_coeff(D,MAT_GLASS) visible_message("\icon[src] \The [src] beeps, \"\The [I] is complete.\"") being_built = null @@ -451,21 +451,21 @@ return -1 var/type switch(mat_string) - if("$metal") + if(MAT_METAL) type = /obj/item/stack/sheet/metal - if("$glass") + if(MAT_GLASS) type = /obj/item/stack/sheet/glass - if("$gold") + if(MAT_GOLD) type = /obj/item/stack/sheet/mineral/gold - if("$silver") + if(MAT_SILVER) type = /obj/item/stack/sheet/mineral/silver - if("$diamond") + if(MAT_DIAMOND) type = /obj/item/stack/sheet/mineral/diamond - if("$plasma") + if(MAT_PLASMA) type = /obj/item/stack/sheet/mineral/plasma - if("$uranium") + if(MAT_URANIUM) type = /obj/item/stack/sheet/mineral/uranium - if("$bananium") + if(MAT_BANANIUM) type = /obj/item/stack/sheet/mineral/bananium else return 0 @@ -507,21 +507,21 @@ var/material switch(W.type) if(/obj/item/stack/sheet/mineral/gold) - material = "$gold" + material = MAT_GOLD if(/obj/item/stack/sheet/mineral/silver) - material = "$silver" + material = MAT_SILVER if(/obj/item/stack/sheet/mineral/diamond) - material = "$diamond" + material = MAT_DIAMOND if(/obj/item/stack/sheet/mineral/plasma) - material = "$plasma" + material = MAT_PLASMA if(/obj/item/stack/sheet/metal) - material = "$metal" + material = MAT_METAL if(/obj/item/stack/sheet/glass) - material = "$glass" + material = MAT_GLASS if(/obj/item/stack/sheet/mineral/bananium) - material = "$bananium" + material = MAT_BANANIUM if(/obj/item/stack/sheet/mineral/uranium) - material = "$uranium" + material = MAT_URANIUM else return ..() diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 9c166718063..b6ff558b621 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -43,8 +43,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers. var/strip_delay = 40 var/put_on_delay = 20 - var/m_amt = 0 // metal - var/g_amt = 0 // glass + var/list/materials = list() var/reliability = 100 //Used by SOME devices to determine how reliable they are. var/origin_tech = null //Used by R&D to determine what research bonuses it grants. var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use. @@ -493,4 +492,41 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s var/obj/item/weapon/storage/S = loc S.remove_from_storage(src,newLoc) return 1 - return 0 \ No newline at end of file + return 0 + +/obj/item/proc/get_item_materials() + if(!materials.len) + return 0 + var/material_types = 0 + if(materials[MAT_METAL]) + material_types |= TYPE_METAL + if(materials[MAT_GLASS]) + material_types |= TYPE_GLASS + if(materials[MAT_SILVER]) + material_types |= TYPE_SILVER + if(materials[MAT_GOLD]) + material_types |= TYPE_GOLD + if(materials[MAT_DIAMOND]) + material_types |= TYPE_DIAMOND + if(materials[MAT_URANIUM]) + material_types |= TYPE_URANIUM + if(materials[MAT_PLASMA]) + material_types |= TYPE_PLASMA + if(materials[MAT_BANANIUM]) + material_types |= TYPE_BANANIUM + return material_types + +/obj/item/proc/get_item_materials_amount() + if(!materials.len) + return 0 + + var/amt = 0 + amt += materials[MAT_METAL] + amt += materials[MAT_GLASS] + amt += materials[MAT_SILVER] + amt += materials[MAT_GOLD] + amt += materials[MAT_DIAMOND] + amt += materials[MAT_URANIUM] + amt += materials[MAT_PLASMA] + amt += materials[MAT_BANANIUM] + return amt \ No newline at end of file diff --git a/code/game/objects/items/devices/doorCharge.dm b/code/game/objects/items/devices/doorCharge.dm index fe3fd7951a5..807ea292a8e 100644 --- a/code/game/objects/items/devices/doorCharge.dm +++ b/code/game/objects/items/devices/doorCharge.dm @@ -8,8 +8,7 @@ throw_speed = 1 force = 3 attack_verb = list("blown up", "exploded", "detonated") - m_amt = 50 - g_amt = 30 + materials = list(MAT_METAL=50, MAT_GLASS=30) /obj/item/device/doorCharge/ex_act(severity, target) switch(severity) diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 3d6f1a022b0..bbceb535d4d 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -7,8 +7,7 @@ w_class = 2 flags = CONDUCT slot_flags = SLOT_BELT - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) action_button_name = "Toggle Light" var/on = 0 var/brightness_on = 4 //luminosity when on @@ -160,8 +159,7 @@ brightness_on = 5 w_class = 4 flags = CONDUCT - m_amt = 0 - g_amt = 0 + materials = list() on = 1 @@ -276,8 +274,7 @@ obj/item/device/flashlight/lamp/bananalamp item_state = "slime" w_class = 2 slot_flags = SLOT_BELT - m_amt = 0 - g_amt = 0 + materials = list() brightness_on = 6 //luminosity when on /obj/item/device/flashlight/emp diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm index ff6d78c41ef..8ea2723517d 100644 --- a/code/game/objects/items/devices/laserpointer.dm +++ b/code/game/objects/items/devices/laserpointer.dm @@ -7,8 +7,7 @@ var/pointer_icon_state flags = CONDUCT slot_flags = SLOT_BELT - m_amt = 500 - g_amt = 500 + materials = list(MAT_METAL=500, MAT_GLASS=500) w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter. origin_tech = "combat=1;magnets=2" var/turf/pointer_loc diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index bca8126ad81..8650cdec64e 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -13,8 +13,7 @@ throwforce = 0 throw_range = 7 throw_speed = 3 - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) origin_tech = "magnets=1;engineering=1" var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage hitsound = 'sound/weapons/tap.ogg' diff --git a/code/game/objects/items/devices/pipe_painter.dm b/code/game/objects/items/devices/pipe_painter.dm index 6ba985c908a..50cb9c00d51 100644 --- a/code/game/objects/items/devices/pipe_painter.dm +++ b/code/game/objects/items/devices/pipe_painter.dm @@ -15,8 +15,7 @@ ) var/mode = "grey" - m_amt = 5000 - g_amt = 2000 + materials = list(MAT_METAL=5000, MAT_GLASS=2000) /obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob, proximity_flag) //Make sure we only paint adjacent items diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 975a08d3a02..c25720d0e04 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -10,7 +10,7 @@ throwforce = 5 throw_speed = 1 throw_range = 2 - m_amt = 750 + materials = list(MAT_METAL=750) origin_tech = "powerstorage=3;syndicate=5" var/drain_rate = 600000 // amount of power to drain per tick var/power_drained = 0 // has drained this much power diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index c819598daf2..4192e63e7b1 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -7,8 +7,7 @@ flags = CONDUCT slot_flags = SLOT_BACK w_class = 5.0 - g_amt = 2500 - m_amt = 10000 + materials = list(MAT_METAL=10000, MAT_GLASS=2500) var/on = 1 var/code = 2 var/frequency = 1449 diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index 31f12619e03..2a32fdaec83 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -3,8 +3,7 @@ desc = "An updated, modular intercom that fits over the head. Takes encryption keys. \nTo speak on the general radio frequency, use ; before speaking." icon_state = "headset" item_state = "headset" - g_amt = 0 - m_amt = 75 + materials = list(MAT_METAL=75) subspace_transmission = 1 canhear_range = 0 // can't hear headsets from very far away diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index c9cf83c17e9..dab4f3b087d 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -34,8 +34,7 @@ throw_speed = 3 throw_range = 7 w_class = 2 - g_amt = 25 - m_amt = 75 + materials = list(MAT_METAL=75, MAT_GLASS=25) var/const/TRANSMISSION_DELAY = 5 // only 2/second/radio var/const/FREQ_LISTENING = 1 diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index ce74426d83d..1b083ca6099 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -16,7 +16,7 @@ MASS SPECTROMETER slot_flags = SLOT_BELT w_class = 2 item_state = "electronic" - m_amt = 150 + materials = list(MAT_METAL=150) origin_tech = "magnets=1;engineering=1" /obj/item/device/t_scanner/attack_self(mob/user) @@ -73,7 +73,7 @@ MASS SPECTROMETER w_class = 1.0 throw_speed = 3 throw_range = 7 - m_amt = 200 + materials = list(MAT_METAL=200) origin_tech = "magnets=1;biotech=1" var/mode = 1 var/scanchems = 0 @@ -241,8 +241,7 @@ MASS SPECTROMETER throwforce = 0 throw_speed = 3 throw_range = 7 - m_amt = 30 - g_amt = 20 + materials = list(MAT_METAL=30, MAT_GLASS=20) origin_tech = "magnets=1;engineering=1" /obj/item/device/analyzer/attack_self(mob/user as mob) @@ -308,8 +307,7 @@ MASS SPECTROMETER throwforce = 0 throw_speed = 3 throw_range = 7 - m_amt = 30 - g_amt = 20 + materials = list(MAT_METAL=30, MAT_GLASS=20) origin_tech = "magnets=2;biotech=2" var/details = 0 var/recent_fail = 0 @@ -383,8 +381,7 @@ MASS SPECTROMETER throwforce = 0 throw_speed = 3 throw_range = 7 - m_amt = 30 - g_amt = 20 + materials = list(MAT_METAL=30, MAT_GLASS=20) /obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob) if (!isslime(M)) diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index 60e0ba98c3a..500d85cd77b 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -7,8 +7,7 @@ flags = HEAR slot_flags = SLOT_BELT languages = ALL //this is a translator, after all. - m_amt = 60 - g_amt = 30 + materials = list(MAT_METAL=60, MAT_GLASS=30) force = 2 throwforce = 0 var/recording = 0 @@ -257,8 +256,7 @@ icon_state = "tape_white" item_state = "analyzer" w_class = 1 - m_amt = 20 - g_amt = 5 + materials = list(MAT_METAL=20, MAT_GLASS=5) force = 1 throwforce = 0 var/max_capacity = 600 diff --git a/code/game/objects/items/devices/traitordevices.dm b/code/game/objects/items/devices/traitordevices.dm index a9d6ec760ed..a558faff8a7 100644 --- a/code/game/objects/items/devices/traitordevices.dm +++ b/code/game/objects/items/devices/traitordevices.dm @@ -80,7 +80,7 @@ effective or pretty fucking useless. w_class = 1.0 throw_speed = 3 throw_range = 7 - m_amt = 400 + materials = list(MAT_METAL=400) origin_tech = "magnets=3;biotech=5;syndicate=3" var/intensity = 5 // how much damage the radiation does var/wavelength = 10 // time it takes for the radiation to kick in, in seconds diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 33c7ad85fed..23e37b9f57e 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -106,7 +106,7 @@ stop_bleeding = 900 /obj/item/stack/medical/gauze/cyborg/ - m_amt = 0 + materials = list() is_cyborg = 1 cost = 250 diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index dc09dda6ebc..7296f531269 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -15,7 +15,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list ( \ throwforce = 10.0 throw_speed = 3 throw_range = 7 - m_amt = 1000 + materials = list(MAT_METAL=1000) max_amount = 50 attack_verb = list("hit", "bludgeoned", "whacked") hitsound = 'sound/weapons/grenadelaunch.ogg' @@ -68,7 +68,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list ( \ ..() /obj/item/stack/rods/cyborg/ - m_amt = 0 + materials = list() is_cyborg = 1 cost = 250 diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 3c1be461a1d..66a3cd055bc 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -13,11 +13,11 @@ desc = "HOLY SHEET! That is a lot of glass." singular_name = "glass sheet" icon_state = "sheet-glass" - g_amt = MINERAL_MATERIAL_AMOUNT + materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) origin_tech = "materials=1" /obj/item/stack/sheet/glass/cyborg - g_amt = 0 + materials = list() is_cyborg = 1 cost = 500 @@ -127,13 +127,11 @@ desc = "Glass which seems to have rods or something stuck in them." singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" - g_amt = MINERAL_MATERIAL_AMOUNT - m_amt = MINERAL_MATERIAL_AMOUNT / 2 + materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT) origin_tech = "materials=2" /obj/item/stack/sheet/rglass/cyborg - g_amt = 0 - m_amt = 0 + materials = list() var/datum/robot_energy_storage/metsource var/datum/robot_energy_storage/glasource var/metcost = 250 @@ -267,7 +265,7 @@ force = 5.0 throwforce = 10.0 item_state = "shard-glass" - g_amt = MINERAL_MATERIAL_AMOUNT + materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) attack_verb = list("stabbed", "slashed", "sliced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' var/cooldown = 0 diff --git a/code/game/objects/items/stacks/sheets/mineral.dm b/code/game/objects/items/stacks/sheets/mineral.dm index 069b0cc091a..1740e84f591 100644 --- a/code/game/objects/items/stacks/sheets/mineral.dm +++ b/code/game/objects/items/stacks/sheets/mineral.dm @@ -58,6 +58,7 @@ var/global/list/datum/stack_recipe/sandstone_recipes = list ( \ throw_range = 3 origin_tech = "materials=6" sheettype = "diamond" + materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT) var/global/list/datum/stack_recipe/diamond_recipes = list ( \ new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \ @@ -87,6 +88,7 @@ var/global/list/datum/stack_recipe/diamond_recipes = list ( \ throw_range = 3 origin_tech = "materials=5" sheettype = "uranium" + materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT) var/global/list/datum/stack_recipe/uranium_recipes = list ( \ new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \ @@ -115,6 +117,7 @@ var/global/list/datum/stack_recipe/uranium_recipes = list ( \ throw_range = 3 origin_tech = "plasmatech=2;materials=2" sheettype = "plasma" + materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT) var/global/list/datum/stack_recipe/plasma_recipes = list ( \ new/datum/stack_recipe("plasma door", /obj/structure/mineral_door/transparent/plasma, 10, one_per_turf = 1, on_floor = 1), \ @@ -142,6 +145,7 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \ throw_range = 3 origin_tech = "materials=4" sheettype = "gold" + materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT) var/global/list/datum/stack_recipe/gold_recipes = list ( \ new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \ @@ -173,6 +177,7 @@ var/global/list/datum/stack_recipe/gold_recipes = list ( \ throw_range = 3 origin_tech = "materials=3" sheettype = "silver" + materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT) var/global/list/datum/stack_recipe/silver_recipes = list ( \ new/datum/stack_recipe("silver door", /obj/structure/mineral_door/silver, 10, one_per_turf = 1, on_floor = 1), \ @@ -204,6 +209,7 @@ var/global/list/datum/stack_recipe/silver_recipes = list ( \ throw_range = 3 origin_tech = "materials=4" sheettype = "clown" + materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT) var/global/list/datum/stack_recipe/clown_recipes = list ( \ new/datum/stack_recipe("bananium tile", /obj/item/stack/tile/mineral/bananium, 1, 4, 20), \ diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 28794e5bd7a..aef7040f91d 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -47,13 +47,13 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \ desc = "Sheets made out of metal." singular_name = "metal sheet" icon_state = "sheet-metal" - m_amt = MINERAL_MATERIAL_AMOUNT + materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT) throwforce = 10.0 flags = CONDUCT origin_tech = "materials=1" /obj/item/stack/sheet/metal/cyborg - m_amt = 0 + materials = list() is_cyborg = 1 cost = 500 @@ -75,7 +75,7 @@ var/global/list/datum/stack_recipe/plasteel_recipes = list ( \ desc = "This sheet is an alloy of iron and plasma." icon_state = "sheet-plasteel" item_state = "sheet-metal" - m_amt = 6000 + materials = list(MAT_METAL=6000, MAT_PLASMA=6000) throwforce = 10.0 flags = CONDUCT origin_tech = "materials=2" diff --git a/code/game/objects/items/stacks/tiles/plasteel.dm b/code/game/objects/items/stacks/tiles/plasteel.dm index 9ffb4a72975..3d6259634c8 100644 --- a/code/game/objects/items/stacks/tiles/plasteel.dm +++ b/code/game/objects/items/stacks/tiles/plasteel.dm @@ -7,7 +7,7 @@ icon_state = "tile" w_class = 3.0 force = 6.0 - m_amt = 937.5 + materials = list(MAT_METAL=937.5) throwforce = 10.0 throw_speed = 3 throw_range = 7 @@ -18,7 +18,7 @@ /obj/item/stack/tile/plasteel/cyborg desc = "The ground you walk on" //Not the usual floor tile desc as that refers to throwing, Cyborgs can't do that - RR - m_amt = 0 // All other Borg versions of items have no Metal or Glass - RR + materials = list() // All other Borg versions of items have no Metal or Glass - RR is_cyborg = 1 cost = 125 diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 5bc5733aa4b..1b8b4e623b1 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -123,8 +123,7 @@ flags = CONDUCT slot_flags = SLOT_BELT w_class = 3.0 - g_amt = 10 - m_amt = 10 + materials = list(MAT_METAL=10, MAT_GLASS=10) attack_verb = list("struck", "pistol whipped", "hit", "bashed") var/bullets = 7.0 @@ -176,8 +175,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "357OLD-7" w_class = 1.0 - g_amt = 10 - m_amt = 10 + materials = list(MAT_METAL=10, MAT_GLASS=10) var/amount_left = 7.0 /obj/item/toy/ammo/gun/update_icon() diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm index ec054820181..d00a5b9d291 100644 --- a/code/game/objects/items/weapons/RCD.dm +++ b/code/game/objects/items/weapons/RCD.dm @@ -18,7 +18,7 @@ RCD throw_speed = 3 throw_range = 5 w_class = 3.0 - m_amt = 100000 + materials = list(MAT_METAL=100000) origin_tech = "engineering=4;materials=2" var/datum/effect/effect/system/spark_spread/spark_system var/matter = 0 @@ -298,8 +298,7 @@ RCD density = 0 anchored = 0.0 origin_tech = "materials=2" - m_amt = 16000 - g_amt = 8000 + materials = list(MAT_METAL=16000, MAT_GLASS=8000) var/ammoamt = 20 /obj/item/weapon/rcd_ammo/large diff --git a/code/game/objects/items/weapons/RPD.dm b/code/game/objects/items/weapons/RPD.dm index f25f7960010..42c114d1d0d 100644 --- a/code/game/objects/items/weapons/RPD.dm +++ b/code/game/objects/items/weapons/RPD.dm @@ -132,8 +132,7 @@ var/global/list/RPD_recipes=list( throw_speed = 1 throw_range = 5 w_class = 3.0 - m_amt = 75000 - g_amt = 37500 + materials = list(MAT_METAL=75000, MAT_GLASS=37500) origin_tech = "engineering=4;materials=2" var/datum/effect/effect/system/spark_spread/spark_system var/working = 0 diff --git a/code/game/objects/items/weapons/airlock_painter.dm b/code/game/objects/items/weapons/airlock_painter.dm index 9ebce21ee0a..29e229d034e 100644 --- a/code/game/objects/items/weapons/airlock_painter.dm +++ b/code/game/objects/items/weapons/airlock_painter.dm @@ -7,8 +7,7 @@ w_class = 2.0 - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) origin_tech = "engineering=1" flags = CONDUCT diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm index 19e57dbb30b..842ba36ad9d 100644 --- a/code/game/objects/items/weapons/extinguisher.dm +++ b/code/game/objects/items/weapons/extinguisher.dm @@ -11,7 +11,7 @@ throw_speed = 2 throw_range = 7 force = 10 - m_amt = 90 + materials = list(MAT_METAL=90) attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") var/max_water = 50 var/last_use = 1.0 @@ -31,7 +31,7 @@ throwforce = 2 w_class = 2.0 force = 3.0 - m_amt = 0 + materials = list() max_water = 30 sprite_name = "miniFE" diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm index 8688f19167b..c1f0a4adb63 100644 --- a/code/game/objects/items/weapons/flamethrower.dm +++ b/code/game/objects/items/weapons/flamethrower.dm @@ -10,7 +10,7 @@ throw_speed = 1 throw_range = 5 w_class = 3.0 - m_amt = 500 + materials = list(MAT_METAL=500) origin_tech = "combat=1;plasmatech=1" var/status = 0 var/throw_amount = 100 diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm index 1c9eaccc389..aa10954f644 100644 --- a/code/game/objects/items/weapons/handcuffs.dm +++ b/code/game/objects/items/weapons/handcuffs.dm @@ -16,7 +16,7 @@ w_class = 2.0 throw_speed = 3 throw_range = 5 - m_amt = 500 + materials = list(MAT_METAL=500) origin_tech = "materials=1" breakouttime = 600 //Deciseconds = 60s = 1 minute var/cuffsound = 'sound/weapons/handcuffs.ogg' @@ -228,4 +228,4 @@ qdel(src) /obj/item/weapon/restraints/legcuffs/beartrap/energy/attack_hand(mob/user) - Crossed(user) //honk + Crossed(user) //honk diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm index 4aa59cb3d19..cced8bac3d3 100644 --- a/code/game/objects/items/weapons/kitchen.dm +++ b/code/game/objects/items/weapons/kitchen.dm @@ -58,7 +58,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' throw_speed = 3 throw_range = 6 - m_amt = 12000 + materials = list(MAT_METAL=12000) origin_tech = "materials=1" attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index a8875117ade..9aaba5dda70 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -12,8 +12,7 @@ throw_speed = 2 throw_range = 3 w_class = 4 - g_amt = 7500 - m_amt = 1000 + materials = list(MAT_GLASS=7500, MAT_METAL=1000) origin_tech = "materials=2" attack_verb = list("shoved", "bashed") var/cooldown = 0 //shield bash cooldown. based on world.time diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm index 9790b77e206..a00c0844ef8 100644 --- a/code/game/objects/items/weapons/storage/bags.dm +++ b/code/game/objects/items/weapons/storage/bags.dm @@ -297,7 +297,7 @@ throw_range = 5 w_class = 4.0 flags = CONDUCT - m_amt = 3000 + materials = list(MAT_METAL=3000) preposition = "on" /obj/item/weapon/storage/bag/tray/attack(mob/living/M as mob, mob/living/user as mob) diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm index 7dd2aa930d7..22f3c6ef990 100644 --- a/code/game/objects/items/weapons/teleportation.dm +++ b/code/game/objects/items/weapons/teleportation.dm @@ -21,7 +21,7 @@ item_state = "electronic" throw_speed = 3 throw_range = 7 - m_amt = 400 + materials = list(MAT_METAL=400) origin_tech = "magnets=1" /obj/item/weapon/locator/attack_self(mob/user as mob) @@ -132,7 +132,7 @@ Frequency: w_class = 2.0 throw_speed = 3 throw_range = 5 - m_amt = 10000 + materials = list(MAT_METAL=10000) origin_tech = "magnets=1;bluespace=3" var/active_portals = 0 diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm index 0e4f35aa3a9..27d36934ae6 100644 --- a/code/game/objects/items/weapons/tools.dm +++ b/code/game/objects/items/weapons/tools.dm @@ -24,7 +24,7 @@ force = 5 throwforce = 7 w_class = 2 - m_amt = 150 + materials = list(MAT_METAL=150) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") @@ -48,8 +48,7 @@ throwforce = 5 throw_speed = 3 throw_range = 5 - g_amt = 0 - m_amt = 75 + materials = list(MAT_METAL=75) attack_verb = list("stabbed") hitsound = 'sound/weapons/bladeslice.ogg' @@ -111,7 +110,7 @@ throw_speed = 3 throw_range = 7 w_class = 2.0 - m_amt = 80 + materials = list(MAT_METAL=80) origin_tech = "materials=1;engineering=1" attack_verb = list("pinched", "nipped") hitsound = 'sound/items/Wirecutter.ogg' @@ -156,8 +155,7 @@ throw_speed = 3 throw_range = 5 w_class = 2 - m_amt = 70 - g_amt = 30 + materials = list(MAT_METAL=70, MAT_GLASS=30) origin_tech = "engineering=1" var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2) var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) @@ -375,7 +373,7 @@ desc = "A slightly larger welder with a larger tank." icon_state = "indwelder" max_fuel = 40 - g_amt = 60 + materials = list(MAT_GLASS=60) origin_tech = "engineering=2" /obj/item/weapon/weldingtool/largetank/cyborg @@ -390,8 +388,7 @@ icon_state = "miniwelder" max_fuel = 10 w_class = 1 - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) change_icons = 0 /obj/item/weapon/weldingtool/mini/flamethrower_screwdriver() @@ -404,8 +401,7 @@ icon_state = "upindwelder" item_state = "upindwelder" max_fuel = 80 - m_amt = 70 - g_amt = 120 + materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "engineering=3" /obj/item/weapon/weldingtool/experimental @@ -414,8 +410,7 @@ icon_state = "exwelder" item_state = "exwelder" max_fuel = 40 - m_amt = 70 - g_amt = 120 + materials = list(MAT_METAL=70, MAT_GLASS=120) origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=3" var/last_gen = 0 change_icons = 0 @@ -453,7 +448,7 @@ throwforce = 7 item_state = "crowbar" w_class = 2 - m_amt = 50 + materials = list(MAT_METAL=50) origin_tech = "engineering=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") @@ -474,5 +469,5 @@ w_class = 3 throw_speed = 3 throw_range = 3 - m_amt = 66 + materials = list(MAT_METAL=70) icon_state = "crowbar_large" diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm index 15bee3c691d..871c6abdfc2 100644 --- a/code/game/objects/items/weapons/weaponry.dm +++ b/code/game/objects/items/weapons/weaponry.dm @@ -104,7 +104,7 @@ force = 9 throwforce = 10 w_class = 3 - m_amt = 1875 + materials = list(MAT_METAL=1875) attack_verb = list("hit", "bludgeoned", "whacked", "bonked") /obj/item/weapon/wirerod/attackby(var/obj/item/I, mob/user as mob, params) @@ -170,7 +170,7 @@ throwforce = 15 throw_speed = 3 throw_range = 6 - m_amt = 12000 + materials = list(MAT_METAL=12000) origin_tech = "materials=1" hitsound = 'sound/weapons/Genhit.ogg' attack_verb = list("stubbed", "poked") @@ -227,7 +227,7 @@ force = 5 throwforce = 5 w_class = 2 - m_amt = 50 + materials = list(MAT_METAL=50) attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed") /obj/item/weapon/staff diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 7258982885d..0534d03fb2a 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -614,7 +614,7 @@ icon = 'icons/obj/items.dmi' icon_state = "rack_parts" flags = CONDUCT - m_amt = 3750 + materials = list(MAT_METAL=3750) /obj/item/weapon/rack_parts/attackby(obj/item/weapon/W as obj, mob/user as mob, params) ..() diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm index 75cf0fc191e..a4385029717 100644 --- a/code/modules/assembly/assembly.dm +++ b/code/modules/assembly/assembly.dm @@ -5,8 +5,7 @@ icon_state = "" flags = CONDUCT w_class = 2.0 - m_amt = 100 - g_amt = 0 + materials = list(MAT_METAL=100) throwforce = 2 throw_speed = 3 throw_range = 7 diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index f79e4e09cd7..beb41572fbe 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -2,8 +2,7 @@ name = "igniter" desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" - m_amt = 500 - g_amt = 50 + materials = list(MAT_METAL=500, MAT_GLASS=50) origin_tech = "magnets=1" var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index 790fa681f93..e2f80e045b4 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -2,8 +2,7 @@ name = "infrared emitter" desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared" - m_amt = 1000 - g_amt = 500 + materials = list(MAT_METAL=1000, MAT_GLASS=500) origin_tech = "magnets=2" var/on = 0 diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 9714aed67ca..6aeb07661aa 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -2,7 +2,7 @@ name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" - m_amt = 100 + materials = list(MAT_METAL=100) origin_tech = "combat=1" var/armed = 0 diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index 07395b77e10..27a49543029 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -2,8 +2,7 @@ name = "proximity sensor" desc = "Used for scanning and alerting when someone enters a certain proximity." icon_state = "prox" - m_amt = 800 - g_amt = 200 + materials = list(MAT_METAL=800, MAT_GLASS=200) origin_tech = "magnets=1" attachable = 1 diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index e28da00a535..74c4ea0aef9 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -3,8 +3,7 @@ desc = "Used to remotely activate devices." icon_state = "signaller" item_state = "signaler" - m_amt = 400 - g_amt = 120 + materials = list(MAT_METAL=400, MAT_GLASS=120) origin_tech = "magnets=1" wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE attachable = 1 diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 5e6375b7e23..f3a3340f248 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -2,8 +2,7 @@ name = "timer" desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." icon_state = "timer" - m_amt = 500 - g_amt = 50 + materials = list(MAT_METAL=500, MAT_GLASS=50) origin_tech = "magnets=1" attachable = 1 diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index 1042d781a0c..a2cf16cfe5d 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -2,8 +2,7 @@ name = "voice analyzer" desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated." icon_state = "voice" - m_amt = 500 - g_amt = 50 + materials = list(MAT_METAL=500, MAT_GLASS=50) origin_tech = "magnets=1" flags = HEAR attachable = 1 diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 8aa832c5d27..1f5c29d940d 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -17,8 +17,7 @@ icon_state = "welding" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH item_state = "welding" - m_amt = 1750 - g_amt = 400 + materials = list(MAT_METAL=1750, MAT_GLASS=400) // var/up = 0 flash_protect = 2 tint = 2 diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index e57e1920df3..35fe69e2060 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -17,8 +17,7 @@ name = "welding mask" desc = "A gas mask with built-in welding goggles and a face shield. Looks like a skull - clearly designed by a nerd." icon_state = "weldingmask" - m_amt = 4000 - g_amt = 2000 + materials = list(MAT_METAL=4000, MAT_GLASS=2000) flash_protect = 2 tint = 2 armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) diff --git a/code/modules/clothing/shoes/bananashoes.dm b/code/modules/clothing/shoes/bananashoes.dm index f574c6a88cc..f28e76426e1 100644 --- a/code/modules/clothing/shoes/bananashoes.dm +++ b/code/modules/clothing/shoes/bananashoes.dm @@ -5,12 +5,12 @@ desc = "Lost prototype of advanced clown tech. Powered by bananium, these shoes leave a trail of chaos in their wake." icon_state = "clown_prototype_off" var/on = 0 - var/datum/mineral_container/bananium + var/datum/material_container/bananium action_button_name = "Toggle Shoes" /obj/item/clothing/shoes/clown_shoes/banana_shoes/New() ..() - bananium = new/datum/mineral_container(src,/obj/item/stack/sheet/mineral/bananium,200000) + bananium = new/datum/material_container(src,TYPE_BANANIUM,200000) /obj/item/clothing/shoes/clown_shoes/banana_shoes/step_action() if(on) @@ -21,8 +21,8 @@ footstep++ new/obj/item/weapon/grown/bananapeel/specialpeel(get_step(src,turn(usr.dir, 180)), 5) //honk - bananium.use_amount(100) - if(bananium.amount < 100) + bananium.use_amount_type(100, MAT_BANANIUM) + if(bananium.amount(MAT_BANANIUM) < 100) on = !on update_icon() loc << "You ran out of bananium!" @@ -37,22 +37,22 @@ user << "You cannot retrieve any bananium from the prototype shoes." /obj/item/clothing/shoes/clown_shoes/banana_shoes/attackby(obj/item/O, mob/user, params) - var/sheet_amount = bananium.insert_sheet(O) - if(sheet_amount > 0) + if(!bananium.can_insert(O)) + return + if(!user.unEquip(O)) + return + var/sheet_amount = bananium.insert_stack(O) + if(sheet_amount) user << "You insert [sheet_amount] bananium sheets into the prototype shoes." - var/obj/item/stack/sheet/S = O - S.use(sheet_amount) - else if(sheet_amount < 0) - user << "You can only fit bananium sheets into these shoes!" else - user << "You cannot insert more bananium into the prototype shoes." + user << "You are unable to insert more bananium!" /obj/item/clothing/shoes/clown_shoes/banana_shoes/examine(mob/user) ..() - user << "The shoes are [on ? "enabled" : "disabled"]. There is [bananium.amount] bananium left." + user << "The shoes are [on ? "enabled" : "disabled"]. There is [bananium.amount(MAT_BANANIUM)] bananium left." /obj/item/clothing/shoes/clown_shoes/banana_shoes/ui_action_click() - if(bananium.amount) + if(bananium.amount(MAT_BANANIUM)) on = !on update_icon() loc << "You [on ? "activate" : "deactivate"] the prototype shoes." diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm index e5f4e779202..f44d54f78b9 100644 --- a/code/modules/hydroponics/hydroitemdefines.dm +++ b/code/modules/hydroponics/hydroitemdefines.dm @@ -68,7 +68,7 @@ force = 5.0 throwforce = 7.0 w_class = 2.0 - m_amt = 50 + materials = list(MAT_METAL=50) attack_verb = list("slashed", "sliced", "cut", "clawed") hitsound = 'sound/weapons/bladeslice.ogg' @@ -83,7 +83,7 @@ throwforce = 15.0 throw_speed = 3 throw_range = 4 - m_amt = 15000 + materials = list(MAT_METAL=15000) origin_tech = "materials=2;combat=1" attack_verb = list("chopped", "torn", "cut") hitsound = 'sound/weapons/bladeslice.ogg' diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index 80fb5aa07b9..83c8724506d 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -66,7 +66,7 @@ throwforce = 10.0 item_state = "pickaxe" w_class = 4.0 - m_amt = 3750 //one sheet, but where can you make them? + materials = list(MAT_METAL=3750) //one sheet, but where can you make them? var/digspeed = 40 var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg') origin_tech = "materials=1;engineering=1" @@ -133,7 +133,7 @@ throwforce = 4.0 item_state = "shovel" w_class = 3.0 - m_amt = 50 + materials = list(MAT_METAL=50) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 5ec959df34f..da920274364 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -20,7 +20,7 @@ w_class = 1.0 throw_speed = 3 throw_range = 7 - m_amt = 10 + materials = list(MAT_METAL=10) pressure_resistance = 2 var/colour = "black" //what colour the ink is! diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm index d8312036260..8e9e3135496 100644 --- a/code/modules/paperwork/photography.dm +++ b/code/modules/paperwork/photography.dm @@ -108,7 +108,7 @@ w_class = 2.0 flags = CONDUCT slot_flags = SLOT_BELT - m_amt = 2000 + materials = list(MAT_METAL=2000) var/pictures_max = 10 var/pictures_left = 10 var/on = 1 diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index 48ebf2b88e3..09b77e13dc5 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -8,7 +8,7 @@ w_class = 1.0 throw_speed = 3 throw_range = 7 - m_amt = 60 + materials = list(MAT_METAL=60) item_color = "cargo" pressure_resistance = 2 attack_verb = list("stamped") diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index 7858a77f460..bcd24faebe1 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -201,7 +201,7 @@ throwforce = 5 throw_speed = 1 throw_range = 2 - m_amt = 100 + materials = list(MAT_METAL=100) /obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user, params) if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf)) diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index 67a15e73030..b98482bb11e 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -470,8 +470,7 @@ var/global/list/datum/stack_recipe/cable_coil_recipes = list ( \ w_class = 2.0 throw_speed = 3 throw_range = 5 - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) flags = CONDUCT slot_flags = SLOT_BELT attack_verb = list("whipped", "lashed", "disciplined", "flogged") @@ -479,8 +478,7 @@ var/global/list/datum/stack_recipe/cable_coil_recipes = list ( \ /obj/item/stack/cable_coil/cyborg is_cyborg = 1 - m_amt = 0 - g_amt = 0 + materials = list() cost = 1 /obj/item/stack/cable_coil/cyborg/attack_self(mob/user) diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index d90d7280cd2..5f2b72bd833 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -12,8 +12,7 @@ w_class = 3.0 var/charge = 0 // note %age conveted to actual charge in New var/maxcharge = 1000 - m_amt = 700 - g_amt = 50 + materials = list(MAT_METAL=700, MAT_GLASS=50) var/rigged = 0 // true if rigged to explode var/minor_fault = 0 //If not 100% reliable, it will build up faults. var/chargerate = 100 //how much power is given every tick in a recharger @@ -148,7 +147,7 @@ desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT origin_tech = "powerstorage=0" maxcharge = 500 - g_amt = 40 + materials = list(MAT_GLASS=40) rating = 2 /obj/item/weapon/stock_parts/cell/crap/empty/New() @@ -159,7 +158,7 @@ name = "security borg rechargable D battery" origin_tech = "powerstorage=0" maxcharge = 600 //600 max charge / 100 charge per shot = six shots - g_amt = 40 + materials = list(MAT_GLASS=40) rating = 2.5 /obj/item/weapon/stock_parts/cell/secborg/empty/New() @@ -185,7 +184,7 @@ origin_tech = "powerstorage=2" icon_state = "hcell" maxcharge = 10000 - g_amt = 60 + materials = list(MAT_GLASS=60) rating = 3 chargerate = 1500 @@ -198,7 +197,7 @@ origin_tech = "powerstorage=5" icon_state = "scell" maxcharge = 20000 - g_amt = 70 + materials = list(MAT_GLASS=70) rating = 4 chargerate = 2000 @@ -211,7 +210,7 @@ origin_tech = "powerstorage=6" icon_state = "hpcell" maxcharge = 30000 - g_amt = 80 + materials = list(MAT_GLASS=80) rating = 5 chargerate = 3000 @@ -224,7 +223,7 @@ origin_tech = "powerstorage=7" icon_state = "bscell" maxcharge = 40000 - g_amt = 80 + materials = list(MAT_GLASS=80) rating = 6 chargerate = 4000 @@ -237,7 +236,7 @@ icon_state = "icell" origin_tech = null maxcharge = 30000 - g_amt = 80 + materials = list(MAT_GLASS=80) rating = 6 chargerate = 30000 use() @@ -251,8 +250,7 @@ icon_state = "potato_cell" //"potato_battery" charge = 100 maxcharge = 300 - m_amt = 0 - g_amt = 0 + materials = list() minor_fault = 1 rating = 1 @@ -262,8 +260,7 @@ origin_tech = "powerstorage=2;biotech=4" icon = 'icons/mob/slimes.dmi' icon_state = "yellow slime extract" - m_amt = 0 - g_amt = 0 + materials = list() /obj/item/weapon/stock_parts/cell/emproof name = "\improper EMP-proof cell" diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index c9784c27f94..6f442a439a6 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -629,7 +629,7 @@ var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched - m_amt = 60 + materials = list(MAT_METAL=60) var/rigged = 0 // true if rigged to explode var/brightness = 2 //how much light it gives off @@ -639,7 +639,7 @@ icon_state = "ltube" base_state = "ltube" item_state = "c_tube" - g_amt = 100 + materials = list(MAT_GLASS=100) brightness = 8 /obj/item/weapon/light/bulb @@ -648,7 +648,7 @@ icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" - g_amt = 100 + materials = list(MAT_GLASS=100) brightness = 4 /obj/item/weapon/light/throw_impact(atom/hit_atom) diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm index f2055dc64a3..5cce24c6dba 100644 --- a/code/modules/projectiles/ammunition.dm +++ b/code/modules/projectiles/ammunition.dm @@ -62,7 +62,7 @@ flags = CONDUCT slot_flags = SLOT_BELT item_state = "syringe_kit" - m_amt = 30000 + materials = list(MAT_METAL=30000) throwforce = 2 w_class = 1.0 throw_speed = 3 diff --git a/code/modules/projectiles/ammunition/ammo_casings.dm b/code/modules/projectiles/ammunition/ammo_casings.dm index 5afe311cb22..b5e553dfed3 100644 --- a/code/modules/projectiles/ammunition/ammo_casings.dm +++ b/code/modules/projectiles/ammunition/ammo_casings.dm @@ -37,7 +37,7 @@ icon_state = "blshell" caliber = "shotgun" projectile_type = /obj/item/projectile/bullet - m_amt = 4000 + materials = list(MAT_METAL=4000) /obj/item/ammo_casing/shotgun/buckshot @@ -54,7 +54,7 @@ desc = "A weak beanbag slug for riot control." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/weakbullet - m_amt = 250 + materials = list(MAT_METAL=250) /obj/item/ammo_casing/shotgun/improvised @@ -62,7 +62,7 @@ desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards." icon_state = "improvshell" projectile_type = /obj/item/projectile/bullet/pellet/weak - m_amt = 250 + materials = list(MAT_METAL=250) pellets = 5 variance = 0.8 @@ -73,7 +73,7 @@ propellant. It's like playing russian roulette, with a shotgun." icon_state = "improvshell" projectile_type = /obj/item/projectile/bullet/pellet/random - m_amt = 250 + materials = list(MAT_METAL=250) pellets = 5 variance = 1.0 @@ -87,7 +87,7 @@ desc = "A stunning taser slug." icon_state = "stunshell" projectile_type = /obj/item/projectile/bullet/stunshot - m_amt = 250 + materials = list(MAT_METAL=250) /obj/item/ammo_casing/shotgun/meteorshot diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index dd9c381e2d6..0573005926c 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -10,7 +10,7 @@ item_state = "gun" flags = CONDUCT slot_flags = SLOT_BELT - m_amt = 2000 + materials = list(MAT_METAL=2000) w_class = 3.0 throwforce = 5 throw_speed = 3 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 97b8b3b418b..b04057fb82b 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -4,7 +4,7 @@ icon_state = "laser" item_state = "laser" w_class = 3.0 - m_amt = 2000 + materials = list(MAT_METAL=2000) origin_tech = "combat=3;magnets=2" ammo_type = list(/obj/item/ammo_casing/energy/lasergun) diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index 58baa81e928..c3c78b2010c 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -157,7 +157,7 @@ icon_state = "crossbow" item_state = "crossbow" w_class = 2 - m_amt = 2000 + materials = list(MAT_METAL=2000) origin_tech = "combat=2;magnets=2;syndicate=5" suppressed = 1 ammo_type = list(/obj/item/ammo_casing/energy/bolt) @@ -169,7 +169,7 @@ desc = "A reverse engineered weapon using syndicate technology." icon_state = "crossbowlarge" w_class = 3 - m_amt = 4000 + materials = list(MAT_METAL=4000) origin_tech = "combat=2;magnets=2;syndicate=3" //can be further researched for more syndie tech suppressed = 0 ammo_type = list(/obj/item/ammo_casing/energy/bolt/large) diff --git a/code/modules/projectiles/guns/grenade_launcher.dm b/code/modules/projectiles/guns/grenade_launcher.dm index 2075ebeaa60..0853efd907f 100644 --- a/code/modules/projectiles/guns/grenade_launcher.dm +++ b/code/modules/projectiles/guns/grenade_launcher.dm @@ -10,7 +10,7 @@ force = 5.0 var/list/grenades = new/list() var/max_grenades = 3 - m_amt = 2000 + materials = list(MAT_METAL=2000) /obj/item/weapon/gun/grenadelauncher/examine(mob/user) ..() diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm index 7bea46b2f96..9a9c0267e6b 100644 --- a/code/modules/projectiles/guns/projectile.dm +++ b/code/modules/projectiles/guns/projectile.dm @@ -4,7 +4,7 @@ icon_state = "pistol" origin_tech = "combat=2;materials=2" w_class = 3.0 - m_amt = 1000 + materials = list(MAT_METAL=1000) var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info var/obj/item/ammo_box/magazine/magazine diff --git a/code/modules/projectiles/guns/syringe_gun.dm b/code/modules/projectiles/guns/syringe_gun.dm index 6ed12b01b64..67c4cb7191f 100644 --- a/code/modules/projectiles/guns/syringe_gun.dm +++ b/code/modules/projectiles/guns/syringe_gun.dm @@ -7,7 +7,7 @@ throw_speed = 3 throw_range = 7 force = 4 - m_amt = 2000 + materials = list(MAT_METAL=2000) clumsy_check = 0 fire_sound = 'sound/items/syringeproj.ogg' var/list/syringes = list() diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index b8f188c3ba5..f454e23ef49 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -122,8 +122,7 @@ icon = 'icons/obj/chemical.dmi' icon_state = "beaker" item_state = "beaker" - m_amt = 0 - g_amt = 500 + materials = list(MAT_GLASS=500) /obj/item/weapon/reagent_containers/glass/beaker/New() ..() @@ -167,7 +166,7 @@ name = "large beaker" desc = "A large beaker. Can hold up to 100 units." icon_state = "beakerlarge" - g_amt = 2500 + materials = list(MAT_GLASS=2500) volume = 100 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,50,100) @@ -177,7 +176,7 @@ name = "cryostasis beaker" desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." icon_state = "beakernoreact" - g_amt = 500 + materials = list(MAT_GLASS=500) volume = 50 amount_per_transfer_from_this = 10 flags = OPENCONTAINER | NOREACT @@ -186,7 +185,7 @@ name = "bluespace beaker" desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." icon_state = "beakerbluespace" - g_amt = 5000 + materials = list(MAT_GLASS=5000) volume = 300 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,50,100,300) @@ -223,8 +222,7 @@ icon = 'icons/obj/janitor.dmi' icon_state = "bucket" item_state = "bucket" - m_amt = 200 - g_amt = 0 + materials = list(MAT_METAL=200) w_class = 3.0 amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,50,70) diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index e41a0a2639c..a0559bb4707 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -12,8 +12,7 @@ volume = 15 var/mode = SYRINGE_DRAW var/busy = 0 // needed for delayed drawing of blood - g_amt = 20 - m_amt = 10 + materials = list(MAT_METAL=10, MAT_GLASS=20) /obj/item/weapon/reagent_containers/syringe/New() ..() diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm index fa785dfdbe4..ad73173fdbe 100644 --- a/code/modules/research/circuitprinter.dm +++ b/code/modules/research/circuitprinter.dm @@ -61,11 +61,11 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis). /obj/machinery/r_n_d/circuit_imprinter/proc/check_mat(datum/design/being_built, var/M) switch(M) - if("$glass") + if(MAT_GLASS) return (g_amount - (being_built.materials[M]/efficiency_coeff) >= 0) - if("$gold") + if(MAT_GOLD) return (gold_amount - (being_built.materials[M]/efficiency_coeff) >= 0) - if("$diamond") + if(MAT_DIAMOND) return (diamond_amount - (being_built.materials[M]/efficiency_coeff) >= 0) else return (reagents.has_reagent(M, (being_built.materials[M]/efficiency_coeff)) != 0) diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index 698f60764e3..7ef1d9cce81 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -7,14 +7,14 @@ For the materials datum, it assumes you need reagents unless specified otherwise you use one of the material IDs below. These are NOT ids in the usual sense (they aren't defined in the object or part of a datum), they are simply references used as part of a "has materials?" type proc. They all start with a $ to denote that they aren't reagents. The currently supporting non-reagent materials. All material amounts are set as the define MINERAL_MATERIAL_AMOUNT, which defaults to 2000 -- $metal (/obj/item/stack/metal). -- $glass (/obj/item/stack/glass). -- $plasma (/obj/item/stack/plasma). -- $silver (/obj/item/stack/silver). -- $gold (/obj/item/stack/gold). -- $uranium (/obj/item/stack/uranium). -- $diamond (/obj/item/stack/diamond). -- $bananium (/obj/item/stack/bananium). +- MAT_METAL (/obj/item/stack/metal). +- MAT_GLASS (/obj/item/stack/glass). +- MAT_PLASMA (/obj/item/stack/plasma). +- MAT_SILVER (/obj/item/stack/silver). +- MAT_GOLD (/obj/item/stack/gold). +- MAT_URANIUM (/obj/item/stack/uranium). +- MAT_DIAMOND (/obj/item/stack/diamond). +- MAT_BANANIUM (/obj/item/stack/bananium). (Insert new ones here) Don't add new keyword/IDs if they are made from an existing one (such as rods which are made from metal). Only add raw materials. @@ -65,8 +65,7 @@ other types of metals and chemistry for reagents). icon_state = "datadisk2" item_state = "card-id" w_class = 1.0 - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) var/datum/design/blueprint /obj/item/weapon/disk/design_disk/New() @@ -83,7 +82,7 @@ other types of metals and chemistry for reagents). id = "intellicard" req_tech = list("programming" = 4, "materials" = 4) build_type = PROTOLATHE - materials = list("$glass" = 1000, "$gold" = 200) + materials = list(MAT_GLASS = 1000, MAT_GOLD = 200) build_path = /obj/item/device/aicard category = list("Electronics") @@ -93,7 +92,7 @@ other types of metals and chemistry for reagents). id = "paicard" req_tech = list("programming" = 2) build_type = PROTOLATHE - materials = list("$glass" = 500, "$metal" = 500) + materials = list(MAT_GLASS = 500, MAT_METAL = 500) build_path = /obj/item/device/paicard category = list("Electronics") @@ -107,7 +106,7 @@ other types of metals and chemistry for reagents). id = "design_disk" req_tech = list("programming" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 30, "$glass" = 10) + materials = list(MAT_METAL = 30, MAT_GLASS = 10) build_path = /obj/item/weapon/disk/design_disk category = list("Electronics") @@ -117,7 +116,7 @@ other types of metals and chemistry for reagents). id = "tech_disk" req_tech = list("programming" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 30, "$glass" = 10) + materials = list(MAT_METAL = 30, MAT_GLASS = 10) build_path = /obj/item/weapon/disk/tech_disk category = list("Electronics") @@ -132,7 +131,7 @@ other types of metals and chemistry for reagents). id = "drill" req_tech = list("materials" = 2, "powerstorage" = 3, "engineering" = 2) build_type = PROTOLATHE - materials = list("$metal" = 6000, "$glass" = 1000) //expensive, but no need for miners. + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000) //expensive, but no need for miners. build_path = /obj/item/weapon/pickaxe/drill category = list("Mining Designs") @@ -142,7 +141,7 @@ other types of metals and chemistry for reagents). id = "drill_diamond" req_tech = list("materials" = 6, "powerstorage" = 4, "engineering" = 4) build_type = PROTOLATHE - materials = list("$metal" = 6000, "$glass" = 1000, "$diamond" = 3750) //Yes, a whole diamond is needed. + materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_DIAMOND = 3750) //Yes, a whole diamond is needed. reliability = 79 build_path = /obj/item/weapon/pickaxe/drill/diamonddrill category = list("Mining Designs") @@ -153,7 +152,7 @@ other types of metals and chemistry for reagents). id = "plasmacutter" req_tech = list("materials" = 2, "plasmatech" = 2, "engineering" = 2, "combat" = 1, "magnets" = 2) build_type = PROTOLATHE - materials = list("$metal" = 1500, "$glass" = 500, "$plasma" = 400) + materials = list(MAT_METAL = 1500, MAT_GLASS = 500, MAT_PLASMA = 400) reliability = 79 build_path = /obj/item/weapon/gun/energy/plasmacutter category = list("Mining Designs") @@ -164,7 +163,7 @@ other types of metals and chemistry for reagents). id = "plasmacutter_adv" req_tech = list("materials" = 4, "plasmatech" = 3, "engineering" = 3, "combat" = 3, "magnets" = 3) build_type = PROTOLATHE - materials = list("$metal" = 3000, "$glass" = 1000, "$plasma" = 2000, "$gold" = 500) + materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_PLASMA = 2000, MAT_GOLD = 500) reliability = 79 build_path = /obj/item/weapon/gun/energy/plasmacutter/adv category = list("Mining Designs") @@ -175,7 +174,7 @@ other types of metals and chemistry for reagents). id = "jackhammer" req_tech = list("materials" = 6, "powerstorage" = 6, "engineering" = 5, "magnets" = 6) build_type = PROTOLATHE - materials = list("$metal" = 8000, "$glass" = 1500, "$silver" = 2000, "$diamond" = 6000) + materials = list(MAT_METAL = 8000, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_DIAMOND = 6000) build_path = /obj/item/weapon/pickaxe/drill/jackhammer category = list("Mining Designs") @@ -189,7 +188,7 @@ other types of metals and chemistry for reagents). id = "beacon" req_tech = list("bluespace" = 1) build_type = PROTOLATHE - materials = list("$metal" = 20, "$glass" = 10) + materials = list(MAT_METAL = 20, MAT_GLASS = 10) build_path = /obj/item/device/radio/beacon category = list("Bluespace Designs") @@ -199,7 +198,7 @@ other types of metals and chemistry for reagents). id = "bag_holding" req_tech = list("bluespace" = 4, "materials" = 6) build_type = PROTOLATHE - materials = list("$gold" = 3000, "$diamond" = 1500, "$uranium" = 250) + materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250) reliability = 80 build_path = /obj/item/weapon/storage/backpack/holding category = list("Bluespace Designs") @@ -210,7 +209,7 @@ other types of metals and chemistry for reagents). id = "bluespace_crystal" req_tech = list("bluespace" = 4, "materials" = 6) build_type = PROTOLATHE - materials = list("$diamond" = 1500, "$plasma" = 1500) + materials = list(MAT_DIAMOND = 1500, MAT_PLASMA = 1500) reliability = 100 build_path = /obj/item/bluespace_crystal/artificial category = list("Bluespace Designs") @@ -221,7 +220,7 @@ other types of metals and chemistry for reagents). id = "telesci_gps" req_tech = list("materials" = 2, "magnets" = 3, "bluespace" = 3) build_type = PROTOLATHE - materials = list("$metal" = 500, "$glass" = 1000) + materials = list(MAT_METAL = 500, MAT_GLASS = 1000) build_path = /obj/item/device/gps category = list("Bluespace Designs") @@ -231,7 +230,7 @@ other types of metals and chemistry for reagents). id = "minerbag_holding" req_tech = list("bluespace" = 3, "materials" = 4) build_type = PROTOLATHE - materials = list("$gold" = 250, "$uranium" = 500) //quite cheap, for more convenience + materials = list(MAT_GOLD = 250, MAT_URANIUM = 500) //quite cheap, for more convenience reliability = 100 build_path = /obj/item/weapon/storage/bag/ore/holding category = list("Bluespace Designs") @@ -247,7 +246,7 @@ other types of metals and chemistry for reagents). id = "health_hud" req_tech = list("biotech" = 2, "magnets" = 3) build_type = PROTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/clothing/glasses/hud/health category = list("Equipment") @@ -257,7 +256,7 @@ other types of metals and chemistry for reagents). id = "health_hud_night" req_tech = list("biotech" = 4, "magnets" = 5) build_type = PROTOLATHE - materials = list("$metal" = 200, "$glass" = 200, "$uranium" = 1000, "$silver" = 250) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_URANIUM = 1000, MAT_SILVER = 250) build_path = /obj/item/clothing/glasses/hud/health/night category = list("Equipment") @@ -267,7 +266,7 @@ other types of metals and chemistry for reagents). id = "security_hud" req_tech = list("magnets" = 3, "combat" = 2) build_type = PROTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/clothing/glasses/hud/security category = list("Equipment") @@ -277,7 +276,7 @@ other types of metals and chemistry for reagents). id = "security_hud_night" req_tech = list("magnets" = 5, "combat" = 4) build_type = PROTOLATHE - materials = list("$metal" = 200, "$glass" = 200, "$uranium" = 1000, "$gold" = 350) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_URANIUM = 1000, MAT_GOLD = 350) build_path = /obj/item/clothing/glasses/hud/security/night category = list("Equipment") @@ -291,7 +290,7 @@ other types of metals and chemistry for reagents). id = "protolathe_test" build_type = PROTOLATHE req_tech = list("materials" = 1) - materials = list("$gold" = 3000, "iron" = 15, "copper" = 10, "$silver" = 2500) + materials = list(MAT_GOLD = 3000, "iron" = 15, "copper" = 10, MAT_SILVER = 2500) build_path = /obj/item/weapon/banhammer" category = list("Weapons") */ @@ -305,7 +304,7 @@ other types of metals and chemistry for reagents). id = "weldingmask" req_tech = list("materials" = 2, "engineering" = 2) build_type = PROTOLATHE - materials = list("$metal" = 4000, "$glass" = 1000) + materials = list(MAT_METAL = 4000, MAT_GLASS = 1000) build_path = /obj/item/clothing/mask/gas/welding category = list("Equipment") @@ -315,7 +314,7 @@ other types of metals and chemistry for reagents). id = "air_horn" req_tech = list("materials" = 2, "engineering" = 2) build_type = PROTOLATHE - materials = list("$metal" = 4000, "$bananium" = 1000) + materials = list(MAT_METAL = 4000, MAT_BANANIUM = 1000) build_path = /obj/item/weapon/bikehorn/airhorn category = list("Equipment") @@ -325,7 +324,7 @@ other types of metals and chemistry for reagents). id = "mesons" req_tech = list("materials" = 3, "magnets" = 2, "engineering" = 2) build_type = PROTOLATHE - materials = list("$metal" = 200, "$glass" = 300) + materials = list(MAT_METAL = 200, MAT_GLASS = 300) build_path = /obj/item/clothing/glasses/meson category = list("Equipment") @@ -335,7 +334,7 @@ other types of metals and chemistry for reagents). id = "engine_goggles" req_tech = list("materials" = 4, "magnets" = 3, "engineering" = 4) build_type = PROTOLATHE - materials = list("$metal" = 200, "$glass" = 300, "$plasma" = 100) + materials = list(MAT_METAL = 200, MAT_GLASS = 300, MAT_PLASMA = 100) build_path = /obj/item/clothing/glasses/meson/engine category = list("Equipment") @@ -345,7 +344,7 @@ other types of metals and chemistry for reagents). id = "nvgmesons" req_tech = list("materials" = 5, "magnets" = 5, "engineering" = 4) build_type = PROTOLATHE - materials = list("$metal" = 300, "$glass" = 400, "$plasma" = 250, "$uranium" = 1000) + materials = list(MAT_METAL = 300, MAT_GLASS = 400, MAT_PLASMA = 250, MAT_URANIUM = 1000) build_path = /obj/item/clothing/glasses/meson/night category = list("Equipment") @@ -355,7 +354,7 @@ other types of metals and chemistry for reagents). id = "night_visision_goggles" req_tech = list("magnets" = 4) build_type = PROTOLATHE - materials = list("$metal" = 100, "$glass" = 100, "$uranium" = 1000) + materials = list(MAT_METAL = 100, MAT_GLASS = 100, MAT_URANIUM = 1000) build_path = /obj/item/clothing/glasses/night category = list("Equipment") @@ -365,7 +364,7 @@ other types of metals and chemistry for reagents). id = "magboots" req_tech = list("materials" = 4, "magnets" = 4, "engineering" = 5) build_type = PROTOLATHE - materials = list("$metal" = 4500, "$silver" = 1500, "$gold" = 2500) + materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500) build_path = /obj/item/clothing/shoes/magboots category = list("Equipment") @@ -379,7 +378,7 @@ other types of metals and chemistry for reagents). id = "buffer" req_tech = list("materials" = 5, "engineering" = 3) build_type = PROTOLATHE - materials = list("$metal" = 3000, "$glass" = 200) + materials = list(MAT_METAL = 3000, MAT_GLASS = 200) build_path = /obj/item/janiupgrade category = list("Equipment") @@ -389,7 +388,7 @@ other types of metals and chemistry for reagents). id = "holosign" req_tech = list("magnets" = 3, "powerstorage" = 2) build_type = PROTOLATHE - materials = list("$metal" = 2000, "$glass" = 1000) + materials = list(MAT_METAL = 2000, MAT_GLASS = 1000) build_path = /obj/item/weapon/holosign_creator category = list("Equipment") @@ -403,6 +402,6 @@ other types of metals and chemistry for reagents). id = "exwelder" req_tech = list("materials" = 4, "engineering" = 4, "bluespace" = 3, "plasmatech" = 3) build_type = PROTOLATHE - materials = list("$metal" = 1000, "$glass" = 500, "$plasma" = 1500, "$uranium" = 200) + materials = list(MAT_METAL = 1000, MAT_GLASS = 500, MAT_PLASMA = 1500, MAT_URANIUM = 200) build_path = /obj/item/weapon/weldingtool/experimental category = list("Equipment") \ No newline at end of file diff --git a/code/modules/research/designs/AI_module_designs.dm b/code/modules/research/designs/AI_module_designs.dm index 9915b0eb92c..d945d5d79a4 100644 --- a/code/modules/research/designs/AI_module_designs.dm +++ b/code/modules/research/designs/AI_module_designs.dm @@ -9,7 +9,7 @@ id = "safeguard_module" req_tech = list("programming" = 3, "materials" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100) build_path = /obj/item/weapon/aiModule/supplied/safeguard category = list("AI Modules") @@ -19,7 +19,7 @@ id = "onehuman_module" req_tech = list("programming" = 4, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/zeroth/oneHuman category = list("AI Modules") @@ -29,7 +29,7 @@ id = "protectstation_module" req_tech = list("programming" = 3, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100) build_path = /obj/item/weapon/aiModule/supplied/protectStation category = list("AI Modules") @@ -39,7 +39,7 @@ id = "quarantine_module" req_tech = list("programming" = 3, "biotech" = 2, "materials" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100) build_path = /obj/item/weapon/aiModule/supplied/quarantine category = list("AI Modules") @@ -50,7 +50,7 @@ id = "oxygen_module" req_tech = list("programming" = 3, "biotech" = 2, "materials" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100) build_path = /obj/item/weapon/aiModule/supplied/oxygen category = list("AI Modules") @@ -60,7 +60,7 @@ id = "freeform_module" req_tech = list("programming" = 4, "materials" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100) build_path = /obj/item/weapon/aiModule/supplied/freeform category = list("AI Modules") @@ -70,7 +70,7 @@ id = "reset_module" req_tech = list("programming" = 3, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$gold" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_GOLD = 100) build_path = /obj/item/weapon/aiModule/reset category = list("AI Modules") @@ -80,7 +80,7 @@ id = "purge_module" req_tech = list("programming" = 4, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/reset/purge category = list("AI Modules") @@ -90,7 +90,7 @@ id = "freeformcore_module" req_tech = list("programming" = 4, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/core/freeformcore category = list("AI Modules") @@ -100,7 +100,7 @@ id = "asimov_module" req_tech = list("programming" = 3, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/core/full/asimov category = list("AI Modules") @@ -110,7 +110,7 @@ id = "paladin_module" req_tech = list("programming" = 4, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/core/full/paladin category = list("AI Modules") @@ -120,7 +120,7 @@ id = "tyrant_module" req_tech = list("programming" = 4, "syndicate" = 2, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/core/full/tyrant category = list("AI Modules") @@ -130,7 +130,7 @@ id = "corporate_module" req_tech = list("programming" = 4, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/core/full/corp category = list("AI Modules") @@ -140,6 +140,6 @@ id = "custom_module" req_tech = list("programming" = 4, "materials" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20, "$diamond" = 100) + materials = list(MAT_GLASS = 1000, "sacid" = 20, MAT_DIAMOND = 100) build_path = /obj/item/weapon/aiModule/core/full/custom category = list("AI Modules") diff --git a/code/modules/research/designs/autolathe_designs.dm b/code/modules/research/designs/autolathe_designs.dm index 9597ae15978..d0a2ca5a450 100644 --- a/code/modules/research/designs/autolathe_designs.dm +++ b/code/modules/research/designs/autolathe_designs.dm @@ -6,7 +6,7 @@ name = "Bucket" id = "bucket" build_type = AUTOLATHE - materials = list("$metal" = 200) + materials = list(MAT_METAL = 200) build_path = /obj/item/weapon/reagent_containers/glass/bucket category = list("initial","Tools") @@ -14,7 +14,7 @@ name = "Pocket crowbar" id = "crowbar" build_type = AUTOLATHE - materials = list("$metal" = 50) + materials = list(MAT_METAL = 50) build_path = /obj/item/weapon/crowbar category = list("initial","Tools") @@ -22,7 +22,7 @@ name = "Flashlight" id = "flashlight" build_type = AUTOLATHE - materials = list("$metal" = 50, "$glass" = 20) + materials = list(MAT_METAL = 50, MAT_GLASS = 20) build_path = /obj/item/device/flashlight category = list("initial","Tools") @@ -30,7 +30,7 @@ name = "Fire extinguisher" id = "extinguisher" build_type = AUTOLATHE - materials = list("$metal" = 90) + materials = list(MAT_METAL = 90) build_path = /obj/item/weapon/extinguisher category = list("initial","Tools") @@ -38,7 +38,7 @@ name = "Multitool" id = "multitool" build_type = AUTOLATHE - materials = list("$metal" = 50, "$glass" = 20) + materials = list(MAT_METAL = 50, MAT_GLASS = 20) build_path = /obj/item/device/multitool category = list("initial","Tools") @@ -46,7 +46,7 @@ name = "Analyzer" id = "analyzer" build_type = AUTOLATHE - materials = list("$metal" = 30, "$glass" = 20) + materials = list(MAT_METAL = 30, MAT_GLASS = 20) build_path = /obj/item/device/analyzer category = list("initial","Tools") @@ -54,7 +54,7 @@ name = "T-ray scanner" id = "tscanner" build_type = AUTOLATHE - materials = list("$metal" = 150) + materials = list(MAT_METAL = 150) build_path = /obj/item/device/t_scanner category = list("initial","Tools") @@ -62,7 +62,7 @@ name = "Welding tool" id = "welding_tool" build_type = AUTOLATHE - materials = list("$metal" = 70, "$glass" = 20) + materials = list(MAT_METAL = 70, MAT_GLASS = 20) build_path = /obj/item/weapon/weldingtool category = list("initial","Tools") @@ -70,7 +70,7 @@ name = "Screwdriver" id = "screwdriver" build_type = AUTOLATHE - materials = list("$metal" = 75) + materials = list(MAT_METAL = 75) build_path = /obj/item/weapon/screwdriver category = list("initial","Tools") @@ -78,7 +78,7 @@ name = "Wirecutters" id = "wirecutters" build_type = AUTOLATHE - materials = list("$metal" = 80) + materials = list(MAT_METAL = 80) build_path = /obj/item/weapon/wirecutters category = list("initial","Tools") @@ -86,7 +86,7 @@ name = "Wrench" id = "wrench" build_type = AUTOLATHE - materials = list("$metal" = 150) + materials = list(MAT_METAL = 150) build_path = /obj/item/weapon/wrench category = list("initial","Tools") @@ -94,7 +94,7 @@ name = "Welding helmet" id = "welding_helmet" build_type = AUTOLATHE - materials = list("$metal" = 1750, "$glass" = 400) + materials = list(MAT_METAL = 1750, MAT_GLASS = 400) build_path = /obj/item/clothing/head/welding category = list("initial","Tools") @@ -102,7 +102,7 @@ name = "Console screen" id = "console_screen" build_type = AUTOLATHE - materials = list("$glass" = 200) + materials = list(MAT_GLASS = 200) build_path = /obj/item/weapon/stock_parts/console_screen category = list("initial", "Electronics") @@ -110,7 +110,7 @@ name = "APC Power Control Module" id = "power control" build_type = AUTOLATHE - materials = list("$metal" = 100, "$glass" = 100) + materials = list(MAT_METAL = 100, MAT_GLASS = 100) build_path = /obj/item/weapon/module/power_control category = list("initial", "Electronics") @@ -118,7 +118,7 @@ name = "Airlock electronics" id = "airlock_board" build_type = AUTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/airlock_electronics category = list("initial", "Electronics") @@ -126,7 +126,7 @@ name = "Air alarm electronics" id = "airalarm_electronics" build_type = AUTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/airalarm_electronics category = list("initial", "Electronics") @@ -134,7 +134,7 @@ name = "Fire alarm electronics" id = "firealarm_electronics" build_type = AUTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/firealarm_electronics category = list("initial", "Electronics") @@ -142,7 +142,7 @@ name = "Pipe painter" id = "pipe_painter" build_type = AUTOLATHE - materials = list("$metal" = 5000, "$glass" = 2000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 2000) build_path = /obj/item/device/pipe_painter category = list("initial", "Misc") @@ -150,7 +150,7 @@ name = "Metal" id = "metal" build_type = AUTOLATHE - materials = list("$metal" = MINERAL_MATERIAL_AMOUNT) + materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/metal category = list("initial","Construction") @@ -158,7 +158,7 @@ name = "Glass" id = "glass" build_type = AUTOLATHE - materials = list("$glass" = MINERAL_MATERIAL_AMOUNT) + materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/glass category = list("initial","Construction") @@ -166,7 +166,7 @@ name = "Reinforced glass" id = "rglass" build_type = AUTOLATHE - materials = list("$metal" = 1000, "$glass" = MINERAL_MATERIAL_AMOUNT) + materials = list(MAT_METAL = 1000, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) build_path = /obj/item/stack/sheet/rglass category = list("initial","Construction") @@ -174,7 +174,7 @@ name = "Metal rod" id = "rods" build_type = AUTOLATHE - materials = list("$metal" = 1000) + materials = list(MAT_METAL = 1000) build_path = /obj/item/stack/rods category = list("initial","Construction") @@ -182,7 +182,7 @@ name = "Compressed matter cardridge" id = "rcd_ammo" build_type = AUTOLATHE - materials = list("$metal" = 16000, "$glass"=8000) + materials = list(MAT_METAL = 16000, MAT_GLASS=8000) build_path = /obj/item/weapon/rcd_ammo category = list("initial","Construction") @@ -190,7 +190,7 @@ name = "Kitchen knife" id = "kitchen_knife" build_type = AUTOLATHE - materials = list("$metal" = 12000) + materials = list(MAT_METAL = 12000) build_path = /obj/item/weapon/kitchen/knife category = list("initial","Misc") @@ -198,7 +198,7 @@ name = "Scalpel" id = "scalpel" build_type = AUTOLATHE - materials = list("$metal" = 4000, "$glass" = 1000) + materials = list(MAT_METAL = 4000, MAT_GLASS = 1000) build_path = /obj/item/weapon/scalpel category = list("initial", "Medical") @@ -206,7 +206,7 @@ name = "Circular saw" id = "circular_saw" build_type = AUTOLATHE - materials = list("$metal" = 10000, "$glass" = 6000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 6000) build_path = /obj/item/weapon/circular_saw category = list("initial", "Medical") @@ -214,7 +214,7 @@ name = "Surgical drill" id = "surgicaldrill" build_type = AUTOLATHE - materials = list("$metal" = 10000, "$glass" = 6000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 6000) build_path = /obj/item/weapon/surgicaldrill category = list("initial", "Medical") @@ -222,7 +222,7 @@ name = "Retractor" id = "retractor" build_type = AUTOLATHE - materials = list("$metal" = 6000, "$glass" = 3000) + materials = list(MAT_METAL = 6000, MAT_GLASS = 3000) build_path = /obj/item/weapon/retractor category = list("initial", "Medical") @@ -230,7 +230,7 @@ name = "Cautery" id = "cautery" build_type = AUTOLATHE - materials = list("$metal" = 2500, "$glass" = 750) + materials = list(MAT_METAL = 2500, MAT_GLASS = 750) build_path = /obj/item/weapon/cautery category = list("initial", "Medical") @@ -238,7 +238,7 @@ name = "Hemostat" id = "hemostat" build_type = AUTOLATHE - materials = list("$metal" = 5000, "$glass" = 2500) + materials = list(MAT_METAL = 5000, MAT_GLASS = 2500) build_path = /obj/item/weapon/hemostat category = list("initial", "Medical") @@ -246,7 +246,7 @@ name = "Beaker" id = "beaker" build_type = AUTOLATHE - materials = list("$glass" = 500) + materials = list(MAT_GLASS = 500) build_path = /obj/item/weapon/reagent_containers/glass/beaker category = list("initial", "Medical") @@ -254,7 +254,7 @@ name = "Large beaker" id = "large_beaker" build_type = AUTOLATHE - materials = list("$glass" = 2500) + materials = list(MAT_GLASS = 2500) build_path = /obj/item/weapon/reagent_containers/glass/beaker/large category = list("initial", "Medical") @@ -262,7 +262,7 @@ name = "Beanbag slug" id = "beanbag_slug" build_type = AUTOLATHE - materials = list("$metal" = 250) + materials = list(MAT_METAL = 250) build_path = /obj/item/ammo_casing/shotgun/beanbag category = list("initial", "Security") @@ -270,7 +270,7 @@ name = "Speed loader (.38)" id = "c38" build_type = AUTOLATHE - materials = list("$metal" = 30000) + materials = list(MAT_METAL = 30000) build_path = /obj/item/ammo_box/c38 category = list("initial", "Security") @@ -278,7 +278,7 @@ name = "Universal recorder" id = "recorder" build_type = AUTOLATHE - materials = list("$metal" = 60, "$glass" = 30) + materials = list(MAT_METAL = 60, MAT_GLASS = 30) build_path = /obj/item/device/taperecorder/empty category = list("initial", "Misc") @@ -286,7 +286,7 @@ name = "Tape" id = "tape" build_type = AUTOLATHE - materials = list("$metal" = 20, "$glass" = 5) + materials = list(MAT_METAL = 20, MAT_GLASS = 5) build_path = /obj/item/device/tape category = list("initial", "Misc") @@ -294,7 +294,7 @@ name = "Igniter" id = "igniter" build_type = AUTOLATHE - materials = list("$metal" = 500, "$glass" = 50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) build_path = /obj/item/device/assembly/igniter category = list("initial", "Misc") @@ -302,7 +302,7 @@ name = "Remote signaling device" id = "signaler" build_type = AUTOLATHE - materials = list("$metal" = 400, "$glass" = 120) + materials = list(MAT_METAL = 400, MAT_GLASS = 120) build_path = /obj/item/device/assembly/signaler category = list("initial", "T-Comm") @@ -310,7 +310,7 @@ name = "Radio headset" id = "radio_headset" build_type = AUTOLATHE - materials = list("$metal" = 75) + materials = list(MAT_METAL = 75) build_path = /obj/item/device/radio/headset category = list("initial", "T-Comm") @@ -318,7 +318,7 @@ name = "Station bounced radio" id = "bounced_radio" build_type = AUTOLATHE - materials = list("$metal" = 75, "$glass" = 25) + materials = list(MAT_METAL = 75, MAT_GLASS = 25) build_path = /obj/item/device/radio/off category = list("initial", "T-Comm") @@ -326,7 +326,7 @@ name = "Infrared emitter" id = "infrared_emitter" build_type = AUTOLATHE - materials = list("$metal" = 1000, "$glass" = 500) + materials = list(MAT_METAL = 1000, MAT_GLASS = 500) build_path = /obj/item/device/assembly/infra category = list("initial", "Misc") @@ -334,7 +334,7 @@ name = "Timer" id = "timer" build_type = AUTOLATHE - materials = list("$metal" = 500, "$glass" = 50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) build_path = /obj/item/device/assembly/timer category = list("initial", "Misc") @@ -342,7 +342,7 @@ name = "Voice analyser" id = "voice_analyser" build_type = AUTOLATHE - materials = list("$metal" = 500, "$glass" = 50) + materials = list(MAT_METAL = 500, MAT_GLASS = 50) build_path = /obj/item/device/assembly/voice category = list("initial", "Misc") @@ -350,7 +350,7 @@ name = "Light tube" id = "light_tube" build_type = AUTOLATHE - materials = list("$metal" = 60, "$glass" = 100) + materials = list(MAT_METAL = 60, MAT_GLASS = 100) build_path = /obj/item/weapon/light/tube category = list("initial", "Construction") @@ -358,7 +358,7 @@ name = "Light bulb" id = "light_bulb" build_type = AUTOLATHE - materials = list("$metal" = 60, "$glass" = 100) + materials = list(MAT_METAL = 60, MAT_GLASS = 100) build_path = /obj/item/weapon/light/bulb category = list("initial", "Construction") @@ -366,7 +366,7 @@ name = "Camera assembly" id = "camera_assembly" build_type = AUTOLATHE - materials = list("$metal" = 400, "$glass" = 250) + materials = list(MAT_METAL = 400, MAT_GLASS = 250) build_path = /obj/item/weapon/camera_assembly category = list("initial", "Construction") @@ -374,7 +374,7 @@ name = "Newscaster frame" id = "newscaster_frame" build_type = AUTOLATHE - materials = list("$metal" = 14000, "$glass" = 8000) + materials = list(MAT_METAL = 14000, MAT_GLASS = 8000) build_path = /obj/item/newscaster_frame category = list("initial", "Construction") @@ -382,7 +382,7 @@ name = "Syringe" id = "syringe" build_type = AUTOLATHE - materials = list("$metal" = 10, "$glass" = 20) + materials = list(MAT_METAL = 10, MAT_GLASS = 20) build_path = /obj/item/weapon/reagent_containers/syringe category = list("initial", "Medical") @@ -390,7 +390,7 @@ name = "Proximity sensor" id = "prox_sensor" build_type = AUTOLATHE - materials = list("$metal" = 800, "$glass" = 200) + materials = list(MAT_METAL = 800, MAT_GLASS = 200) build_path = /obj/item/device/assembly/prox_sensor category = list("initial", "Misc") @@ -398,7 +398,7 @@ name = "Box of Foam Darts" id = "foam_dart" build_type = AUTOLATHE - materials = list("$metal" = 500) + materials = list(MAT_METAL = 500) build_path = /obj/item/ammo_box/foambox category = list("initial", "Misc") @@ -407,7 +407,7 @@ name = "Flamethrower" id = "flamethrower" build_type = AUTOLATHE - materials = list("$metal" = 500) + materials = list(MAT_METAL = 500) build_path = /obj/item/weapon/flamethrower/full category = list("hacked", "Weapons and ammo") @@ -415,7 +415,7 @@ name = "Rapid construction device (RCD)" id = "rcd" build_type = AUTOLATHE - materials = list("$metal" = 30000) + materials = list(MAT_METAL = 30000) build_path = /obj/item/weapon/rcd category = list("hacked", "Construction") @@ -423,7 +423,7 @@ name = "Rapid pipe dispenser (RPD)" id = "rpd" build_type = AUTOLATHE - materials = list("$metal" = 75000, "$glass" = 37500) + materials = list(MAT_METAL = 75000, MAT_GLASS = 37500) build_path = /obj/item/weapon/pipe_dispenser category = list("hacked", "Construction") @@ -431,7 +431,7 @@ name = "Electropack" id = "electropack" build_type = AUTOLATHE - materials = list("$metal" = 10000, "$glass" = 2500) + materials = list(MAT_METAL = 10000, MAT_GLASS = 2500) build_path = /obj/item/device/electropack category = list("hacked", "Tools") @@ -439,7 +439,7 @@ name = "Industrial welding tool" id = "large_welding_tool" build_type = AUTOLATHE - materials = list("$metal" = 70, "$glass" = 60) + materials = list(MAT_METAL = 70, MAT_GLASS = 60) build_path = /obj/item/weapon/weldingtool/largetank category = list("hacked", "Tools") @@ -447,7 +447,7 @@ name = "Handcuffs" id = "handcuffs" build_type = AUTOLATHE - materials = list("$metal" = 500) + materials = list(MAT_METAL = 500) build_path = /obj/item/weapon/restraints/handcuffs category = list("hacked", "Security") @@ -455,7 +455,7 @@ name = "Shotgun slug" id = "shotgun_slug" build_type = AUTOLATHE - materials = list("$metal" = 4000) + materials = list(MAT_METAL = 4000) build_path = /obj/item/ammo_casing/shotgun category = list("hacked", "Security") @@ -463,7 +463,7 @@ name = "Buckshot shell" id = "buckshot_shell" build_type = AUTOLATHE - materials = list("$metal" = 4000) + materials = list(MAT_METAL = 4000) build_path = /obj/item/ammo_casing/shotgun/buckshot category = list("hacked", "Security") @@ -471,7 +471,7 @@ name = "Shotgun dart" id = "shotgun_dart" build_type = AUTOLATHE - materials = list("$metal" = 4000) + materials = list(MAT_METAL = 4000) build_path = /obj/item/ammo_casing/shotgun/dart category = list("hacked", "Security") @@ -479,7 +479,7 @@ name = "Incendiary slug" id = "incendiary_slug" build_type = AUTOLATHE - materials = list("$metal" = 4000) + materials = list(MAT_METAL = 4000) build_path = /obj/item/ammo_casing/shotgun/incendiary category = list("hacked", "Security") @@ -487,7 +487,7 @@ name = "Ammo box (.357)" id = "a357" build_type = AUTOLATHE - materials = list("$metal" = 30000) + materials = list(MAT_METAL = 30000) build_path = /obj/item/ammo_box/a357 category = list("hacked", "Security") @@ -495,7 +495,7 @@ name = "Ammo box (10mm)" id = "c10mm" build_type = AUTOLATHE - materials = list("$metal" = 30000) + materials = list(MAT_METAL = 30000) build_path = /obj/item/ammo_box/c10mm category = list("hacked", "Security") @@ -503,7 +503,7 @@ name = "Ammo box (.45)" id = "c45" build_type = AUTOLATHE - materials = list("$metal" = 30000) + materials = list(MAT_METAL = 30000) build_path = /obj/item/ammo_box/c45 category = list("hacked", "Security") @@ -511,7 +511,7 @@ name = "Ammo box (9mm)" id = "c9mm" build_type = AUTOLATHE - materials = list("$metal" = 30000) + materials = list(MAT_METAL = 30000) build_path = /obj/item/ammo_box/c9mm category = list("hacked", "Security") @@ -519,7 +519,7 @@ name = "Spraycan" id = "spraycan" build_type = AUTOLATHE - materials = list("$metal" = 100, "$glass" = 100) + materials = list(MAT_METAL = 100, MAT_GLASS = 100) build_path = /obj/item/toy/crayon/spraycan category = list("initial", "Tools") @@ -527,7 +527,7 @@ name = "Destination tagger" id = "desttagger" build_type = AUTOLATHE - materials = list("$metal" = 250, "$glass" = 125) + materials = list(MAT_METAL = 250, MAT_GLASS = 125) build_path = /obj/item/device/destTagger category = list("initial", "Electronics") @@ -535,6 +535,6 @@ name = "Hand labeler" id = "handlabel" build_type = AUTOLATHE - materials = list("$metal" = 150, "$glass" = 125) + materials = list(MAT_METAL = 150, MAT_GLASS = 125) build_path = /obj/item/weapon/hand_labeler category = list("initial", "Electronics") \ No newline at end of file diff --git a/code/modules/research/designs/comp_board_designs.dm b/code/modules/research/designs/comp_board_designs.dm index 04b64b81778..8ca566a7661 100644 --- a/code/modules/research/designs/comp_board_designs.dm +++ b/code/modules/research/designs/comp_board_designs.dm @@ -6,7 +6,7 @@ id = "seccamera" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/security category = list("Computer Boards") @@ -16,7 +16,7 @@ id = "aicore" req_tech = list("programming" = 4, "biotech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/aicore category = list("Computer Boards") @@ -26,7 +26,7 @@ id = "aiupload" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/aiupload category = list("Computer Boards") @@ -36,7 +36,7 @@ id = "borgupload" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/borgupload category = list("Computer Boards") @@ -46,7 +46,7 @@ id = "med_data" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/med_data category = list("Computer Boards") @@ -56,7 +56,7 @@ id = "operating" req_tech = list("programming" = 2, "biotech" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/operating category = list("Computer Boards") @@ -66,7 +66,7 @@ id = "pandemic" req_tech = list("programming" = 2, "biotech" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/pandemic category = list("Computer Boards") @@ -76,7 +76,7 @@ id = "scan_console" req_tech = list("programming" = 2, "biotech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/scan_consolenew category = list("Computer Boards") @@ -86,7 +86,7 @@ id = "comconsole" req_tech = list("programming" = 2, "magnets" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/communications category = list("Computer Boards") @@ -96,7 +96,7 @@ id = "idcardconsole" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/card category = list("Computer Boards") @@ -106,7 +106,7 @@ id = "crewconsole" req_tech = list("programming" = 3, "magnets" = 2, "biotech" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/crew category = list("Computer Boards") @@ -116,7 +116,7 @@ id = "teleconsole" req_tech = list("programming" = 3, "bluespace" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/teleporter category = list("Computer Boards") @@ -126,7 +126,7 @@ id = "secdata" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/secure_data category = list("Computer Boards") @@ -136,7 +136,7 @@ id = "atmosalerts" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/atmos_alert category = list("Computer Boards") @@ -146,7 +146,7 @@ id = "air_management" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/air_management category = list("Computer Boards") @@ -156,7 +156,7 @@ id = "robocontrol" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/robotics category = list("Computer Boards") @@ -166,7 +166,7 @@ id = "clonecontrol" req_tech = list("programming" = 3, "biotech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/cloning category = list("Computer Boards") @@ -176,7 +176,7 @@ id = "clonepod" req_tech = list("programming" = 3, "biotech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/clonepod category = list("Computer Boards") @@ -186,7 +186,7 @@ id = "clonescanner" req_tech = list("programming" = 3, "biotech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/clonescanner category = list("Computer Boards") @@ -196,7 +196,7 @@ id = "arcademachine" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/arcade/battle category = list("Computer Boards") @@ -206,7 +206,7 @@ id = "arcademachine" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/arcade/orion_trail category = list("Computer Boards") @@ -216,7 +216,7 @@ id = "slotmachine" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/slot_machine category = list("Computer Boards") @@ -226,7 +226,7 @@ id = "powermonitor" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/powermonitor category = list("Computer Boards") @@ -236,7 +236,7 @@ id = "solarcontrol" req_tech = list("programming" = 2, "powerstorage" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/solar_control category = list("Computer Boards") @@ -246,7 +246,7 @@ id = "prisonmanage" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/prisoner category = list("Computer Boards") @@ -256,7 +256,7 @@ id = "mechacontrol" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha_control category = list("Computer Boards") @@ -266,7 +266,7 @@ id = "mechapower" req_tech = list("programming" = 2, "powerstorage" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mech_bay_power_console category = list("Computer Boards") @@ -276,7 +276,7 @@ id = "rdconsole" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/rdconsole category = list("Computer Boards") @@ -286,7 +286,7 @@ id = "ordercomp" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/ordercomp category = list("Computer Boards") @@ -296,7 +296,7 @@ id = "supplycomp" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/supplycomp category = list("Computer Boards") @@ -306,7 +306,7 @@ id = "mining" req_tech = list("programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mining category = list("Computer Boards") @@ -316,7 +316,7 @@ id = "comm_monitor" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/comm_monitor category = list("Computer Boards") @@ -326,7 +326,7 @@ id = "comm_server" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/comm_server category = list("Computer Boards") @@ -336,7 +336,7 @@ id = "message_monitor" req_tech = list("programming" = 5) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/message_monitor category = list("Computer Boards") @@ -346,7 +346,7 @@ id = "comm_traffic" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/comm_traffic category = list("Computer Boards") @@ -356,7 +356,7 @@ id = "telesci_console" req_tech = list("programming" = 3, "bluespace" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telesci_console category = list("Computer Boards") @@ -366,7 +366,7 @@ id = "aifixer" req_tech = list("programming" = 3, "biotech" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/aifixer category = list("Computer Boards") @@ -376,6 +376,6 @@ id = "libraryconsole" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/libraryconsole category = list("Computer Boards") \ No newline at end of file diff --git a/code/modules/research/designs/machine_designs.dm b/code/modules/research/designs/machine_designs.dm index 91d498bd90f..8c0cfe30ea1 100644 --- a/code/modules/research/designs/machine_designs.dm +++ b/code/modules/research/designs/machine_designs.dm @@ -8,7 +8,7 @@ id = "smes" req_tech = list("programming" = 4, "powerstorage" = 5, "engineering" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/smes category = list ("Engineering Machinery") @@ -18,7 +18,7 @@ id = "power_turbine_console" req_tech = list("programming" = 4, "powerstorage" = 4, "engineering" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/turbine_computer category = list ("Engineering Machinery") @@ -28,7 +28,7 @@ id = "power_compressor" req_tech = list("programming" = 4, "powerstorage" = 5, "engineering" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/power_compressor category = list ("Engineering Machinery") @@ -38,7 +38,7 @@ id = "power_turbine" req_tech = list("programming" = 4, "powerstorage" = 4, "engineering" = 5) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/power_turbine category = list ("Engineering Machinery") @@ -48,7 +48,7 @@ id = "thermomachine" req_tech = list("programming" = 3, "plasmatech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/thermomachine category = list ("Engineering Machinery") @@ -58,7 +58,7 @@ id = "tele_station" req_tech = list("programming" = 4, "bluespace" = 4, "engineering" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/teleporter_station category = list ("Teleportation Machinery") @@ -68,7 +68,7 @@ id = "tele_hub" req_tech = list("programming" = 3, "bluespace" = 5, "materials" = 4, "engineering" = 5) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/teleporter_hub category = list ("Teleportation Machinery") @@ -78,7 +78,7 @@ id = "telepad" req_tech = list("programming" = 4, "bluespace" = 4, "materials" = 3, "engineering" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telesci_pad category = list ("Teleportation Machinery") @@ -88,7 +88,7 @@ id = "sleeper" req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3, "engineering" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/sleeper category = list ("Medical Machinery") @@ -98,7 +98,7 @@ id = "cryotube" req_tech = list("programming" = 4, "biotech" = 3, "engineering" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/cryo_tube category = list ("Medical Machinery") @@ -108,7 +108,7 @@ id = "chem_dispenser" req_tech = list("programming" = 4, "biotech" = 3, "engineering" = 4, "materials" = 4, "plasmatech" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/chem_dispenser category = list ("Medical Machinery") @@ -118,7 +118,7 @@ id = "chem_master" req_tech = list("biotech" = 1, "materials" = 2, "programming" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/chem_master category = list ("Medical Machinery") @@ -128,7 +128,7 @@ id = "chem_heater" req_tech = list("engineering" = 2, "materials" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/chem_heater category = list ("Medical Machinery") @@ -138,7 +138,7 @@ id = "biogenerator" req_tech = list("programming" = 3, "biotech" = 2, "materials" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/biogenerator category = list ("Hydroponics Machinery") @@ -148,7 +148,7 @@ id = "hydro_tray" req_tech = list("programming" = 1, "biotech" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/hydroponics category = list ("Hydroponics Machinery") @@ -158,7 +158,7 @@ id = "destructive_analyzer" req_tech = list("programming" = 2, "magnets" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/destructive_analyzer category = list("Research Machinery") @@ -168,7 +168,7 @@ id = "experimentor" req_tech = list("programming" = 2, "magnets" = 2, "engineering" = 2, "bluespace" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/experimentor category = list("Research Machinery") @@ -178,7 +178,7 @@ id = "protolathe" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/protolathe category = list("Research Machinery") @@ -188,7 +188,7 @@ id = "circuit_imprinter" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/circuit_imprinter category = list("Research Machinery") @@ -198,7 +198,7 @@ id = "rdservercontrol" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/rdservercontrol category = list("Research Machinery") @@ -208,7 +208,7 @@ id = "rdserver" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/rdserver category = list("Research Machinery") @@ -218,7 +218,7 @@ id = "mechfab" req_tech = list("programming" = 3, "engineering" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mechfab category = list("Research Machinery") @@ -228,7 +228,7 @@ id = "cyborgrecharger" req_tech = list("powerstorage" = 3, "engineering" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/cyborgrecharger category = list("Research Machinery") @@ -238,7 +238,7 @@ id = "mech_recharger" req_tech = list("programming" = 3, "powerstorage" = 4, "engineering" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mech_recharger category = list("Research Machinery") @@ -248,7 +248,7 @@ id = "microwave" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/microwave category = list ("Misc. Machinery") @@ -258,7 +258,7 @@ id = "gibber" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/gibber category = list ("Misc. Machinery") @@ -268,7 +268,7 @@ id = "smartfridge" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/smartfridge category = list ("Misc. Machinery") @@ -278,7 +278,7 @@ id = "smartfridge" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/monkey_recycler category = list ("Misc. Machinery") @@ -288,7 +288,7 @@ id = "seed_extractor" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/seed_extractor category = list ("Misc. Machinery") @@ -298,7 +298,7 @@ id = "processor" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/processor category = list ("Misc. Machinery") @@ -308,7 +308,7 @@ id = "recycler" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/recycler category = list ("Misc. Machinery") @@ -318,7 +318,7 @@ id = "holopad" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/holopad category = list ("Misc. Machinery") @@ -328,7 +328,7 @@ id = "autolathe" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/autolathe category = list ("Misc. Machinery") @@ -338,7 +338,7 @@ id = "vendor" req_tech = list("programming" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/vendor category = list ("Misc. Machinery") @@ -348,7 +348,7 @@ id = "ore_redemption" req_tech = list("programming" = 1, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/ore_redemption category = list ("Misc. Machinery") @@ -359,6 +359,6 @@ id = "mining_equipment_vendor" req_tech = list("programming" = 1, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mining_equipment_vendor category = list ("Misc. Machinery") diff --git a/code/modules/research/designs/mecha_designs.dm b/code/modules/research/designs/mecha_designs.dm index c8383a6bbda..95d25e4592b 100644 --- a/code/modules/research/designs/mecha_designs.dm +++ b/code/modules/research/designs/mecha_designs.dm @@ -8,7 +8,7 @@ id = "ripley_main" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/ripley/main category = list("Exosuit Modules") @@ -18,7 +18,7 @@ id = "ripley_peri" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/ripley/peripherals category = list("Exosuit Modules") @@ -28,7 +28,7 @@ id = "odysseus_main" req_tech = list("programming" = 3,"biotech" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/odysseus/main category = list("Exosuit Modules") @@ -38,7 +38,7 @@ id = "odysseus_peri" req_tech = list("programming" = 3,"biotech" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/odysseus/peripherals category = list("Exosuit Modules") @@ -48,7 +48,7 @@ id = "gygax_main" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/gygax/main category = list("Exosuit Modules") @@ -58,7 +58,7 @@ id = "gygax_peri" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/gygax/peripherals category = list("Exosuit Modules") @@ -68,7 +68,7 @@ id = "gygax_targ" req_tech = list("programming" = 4, "combat" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/gygax/targeting category = list("Exosuit Modules") @@ -78,7 +78,7 @@ id = "durand_main" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/durand/main category = list("Exosuit Modules") @@ -88,7 +88,7 @@ id = "durand_peri" req_tech = list("programming" = 4) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals category = list("Exosuit Modules") @@ -98,7 +98,7 @@ id = "durand_targ" req_tech = list("programming" = 4, "combat" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting category = list("Exosuit Modules") @@ -108,7 +108,7 @@ id = "honker_main" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/honker/main category = list("Exosuit Modules") @@ -118,7 +118,7 @@ id = "honker_peri" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/honker/peripherals category = list("Exosuit Modules") @@ -128,7 +128,7 @@ id = "honker_targ" req_tech = list("programming" = 3) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/honker/targeting category = list("Exosuit Modules") @@ -138,7 +138,7 @@ id = "phazon_main" req_tech = list("programming" = 5, "materials" = 7, "powerstorage" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/phazon/main category = list("Exosuit Modules") @@ -148,7 +148,7 @@ id = "phazon_peri" req_tech = list("programming" = 5, "bluespace" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/phazon/peripherals category = list("Exosuit Modules") @@ -158,7 +158,7 @@ id = "phazon_targ" req_tech = list("programming" = 5, "magnets" = 6) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/phazon/targeting category = list("Exosuit Modules") @@ -173,7 +173,7 @@ build_type = MECHFAB req_tech = list("combat" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -184,7 +184,7 @@ build_type = MECHFAB req_tech = list("combat" = 5, "materials" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -195,7 +195,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "magnets" = 5, "materials" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion - materials = list("$metal"=20000,"$silver"=6000,"$uranium"=2000) + materials = list(MAT_METAL=20000,MAT_SILVER=6000,MAT_URANIUM=2000) construction_time = 100 category = list("Exosuit Equipment") @@ -206,7 +206,7 @@ build_type = MECHFAB req_tech = list("combat" = 3, "magnets" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -217,7 +217,7 @@ build_type = MECHFAB req_tech = list("combat" = 4, "magnets" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -228,7 +228,7 @@ build_type = MECHFAB req_tech = list("combat" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang - materials = list("$metal"=22000,"$gold"=6000,"$silver"=8000) + materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000) construction_time = 100 category = list("Exosuit Equipment") @@ -239,7 +239,7 @@ build_type = MECHFAB req_tech = list("combat" = 6, "materials" = 6) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack - materials = list("$metal"=22000,"$gold"=6000,"$silver"=8000) + materials = list(MAT_METAL=22000,MAT_GOLD=6000,MAT_SILVER=8000) construction_time = 100 category = list("Exosuit Equipment") @@ -250,7 +250,7 @@ build_type = MECHFAB req_tech = list("combat"= 5, "materials" = 5, "syndicate" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang - materials = list("$metal"=20000,"$gold"=10000,"$uranium"=10000) + materials = list(MAT_METAL=20000,MAT_GOLD=10000,MAT_URANIUM=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -261,7 +261,7 @@ build_type = MECHFAB req_tech = list("bluespace" = 3, "magnets" = 2) build_path = /obj/item/mecha_parts/mecha_equipment/wormhole_generator - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -272,7 +272,7 @@ build_type = MECHFAB req_tech = list("bluespace" = 10, "magnets" = 5) build_path = /obj/item/mecha_parts/mecha_equipment/teleporter - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -283,7 +283,7 @@ build_type = MECHFAB req_tech = list("materials" = 4, "bluespace" = 3, "magnets" = 4, "powerstorage"=4, "engineering" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/tool/rcd - materials = list("$metal"=30000,"$gold"=20000,"$plasma"=25000,"$silver"=20000) + materials = list(MAT_METAL=30000,MAT_GOLD=20000,MAT_PLASMA=25000,MAT_SILVER=20000) construction_time = 1200 category = list("Exosuit Equipment") @@ -294,7 +294,7 @@ build_type = MECHFAB req_tech = list("bluespace" = 2, "magnets" = 3, "engineering" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/gravcatapult - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -305,7 +305,7 @@ build_type = MECHFAB req_tech = list("magnets" = 3, "programming" = 3, "engineering" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid - materials = list("$metal"=10000,"$glass"=5000,"$gold"=1000,"$silver"=2000) + materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_GOLD=1000,MAT_SILVER=2000) construction_time = 100 category = list("Exosuit Equipment") @@ -316,7 +316,7 @@ build_type = MECHFAB req_tech = list("magnets" = 4, "powerstorage" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay - materials = list("$metal"=10000,"$glass"=2000,"$gold"=2000,"$silver"=3000) + materials = list(MAT_METAL=10000,MAT_GLASS=2000,MAT_GOLD=2000,MAT_SILVER=3000) construction_time = 100 category = list("Exosuit Equipment") @@ -327,7 +327,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "combat" = 4) build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster - materials = list("$metal"=20000,"$silver"=5000) + materials = list(MAT_METAL=20000,MAT_SILVER=5000) construction_time = 100 category = list("Exosuit Equipment") @@ -338,7 +338,7 @@ build_type = MECHFAB req_tech = list("materials" = 5, "combat" = 5, "engineering"=3) build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster - materials = list("$metal"=20000,"$gold"=5000) + materials = list(MAT_METAL=20000,MAT_GOLD=5000) construction_time = 100 category = list("Exosuit Equipment") @@ -349,7 +349,7 @@ build_type = MECHFAB req_tech = list("materials" = 4, "engineering" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill - materials = list("$metal"=10000,"$diamond"=6500) + materials = list(MAT_METAL=10000,MAT_DIAMOND=6500) construction_time = 100 category = list("Exosuit Equipment") @@ -360,7 +360,7 @@ build_type = MECHFAB req_tech = list("powerstorage"= 3, "engineering" = 3, "materials" = 3) build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear - materials = list("$metal"=10000,"$glass"=1000,"$silver"=500) + materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=500) construction_time = 100 category = list("Exosuit Equipment") @@ -371,6 +371,6 @@ build_type = MECHFAB req_tech = list("powerstorage"= 3, "engineering" = 3, "materials" = 3, "combat" = 1, "plasma" = 2) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma - materials = list("$metal" = 1500, "$glass" = 500, "$plasma" = 200) + materials = list(MAT_METAL = 1500, MAT_GLASS = 500, MAT_PLASMA = 200) construction_time = 100 category = list("Exosuit Equipment") \ No newline at end of file diff --git a/code/modules/research/designs/mechfabricator_designs.dm b/code/modules/research/designs/mechfabricator_designs.dm index 8f14875b616..ce602a5e800 100644 --- a/code/modules/research/designs/mechfabricator_designs.dm +++ b/code/modules/research/designs/mechfabricator_designs.dm @@ -4,7 +4,7 @@ id = "borg_suit" build_type = MECHFAB build_path = /obj/item/robot_parts/robot_suit - materials = list("$metal"=15000) + materials = list(MAT_METAL=15000) construction_time = 500 category = list("Cyborg") @@ -13,7 +13,7 @@ id = "borg_chest" build_type = MECHFAB build_path = /obj/item/robot_parts/chest - materials = list("$metal"=40000) + materials = list(MAT_METAL=40000) construction_time = 350 category = list("Cyborg") @@ -22,7 +22,7 @@ id = "borg_head" build_type = MECHFAB build_path = /obj/item/robot_parts/head - materials = list("$metal"=5000) + materials = list(MAT_METAL=5000) construction_time = 350 category = list("Cyborg") @@ -31,7 +31,7 @@ id = "borg_l_arm" build_type = MECHFAB build_path = /obj/item/robot_parts/l_arm - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 200 category = list("Cyborg") @@ -40,7 +40,7 @@ id = "borg_r_arm" build_type = MECHFAB build_path = /obj/item/robot_parts/r_arm - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 200 category = list("Cyborg") @@ -49,7 +49,7 @@ id = "borg_l_leg" build_type = MECHFAB build_path = /obj/item/robot_parts/l_leg - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 200 category = list("Cyborg") @@ -58,7 +58,7 @@ id = "borg_r_leg" build_type = MECHFAB build_path = /obj/item/robot_parts/r_leg - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 200 category = list("Cyborg") @@ -68,7 +68,7 @@ id = "ripley_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/ripley - materials = list("$metal"=20000) + materials = list(MAT_METAL=20000) construction_time = 100 category = list("Ripley") @@ -78,7 +78,7 @@ id = "firefighter_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/firefighter - materials = list("$metal"=20000) + materials = list(MAT_METAL=20000) construction_time = 100 category = list("Firefighter") @@ -87,7 +87,7 @@ id = "ripley_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_torso - materials = list("$metal"=20000, "$glass"=7500) + materials = list(MAT_METAL=20000, MAT_GLASS=7500) construction_time = 200 category = list("Ripley","Firefighter") @@ -96,7 +96,7 @@ id = "ripley_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_left_arm - materials = list("$metal"=15000) + materials = list(MAT_METAL=15000) construction_time = 150 category = list("Ripley","Firefighter") @@ -105,7 +105,7 @@ id = "ripley_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_right_arm - materials = list("$metal"=15000) + materials = list(MAT_METAL=15000) construction_time = 150 category = list("Ripley","Firefighter") @@ -114,7 +114,7 @@ id = "ripley_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_left_leg - materials = list("$metal"=15000) + materials = list(MAT_METAL=15000) construction_time = 150 category = list("Ripley","Firefighter") @@ -123,7 +123,7 @@ id = "ripley_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/ripley_right_leg - materials = list("$metal"=15000) + materials = list(MAT_METAL=15000) construction_time = 150 category = list("Ripley","Firefighter") @@ -133,7 +133,7 @@ id = "odysseus_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/odysseus - materials = list("$metal"=20000) + materials = list(MAT_METAL=20000) construction_time = 100 category = list("Odysseus") @@ -142,7 +142,7 @@ id = "odysseus_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_torso - materials = list("$metal"=12000) + materials = list(MAT_METAL=12000) construction_time = 180 category = list("Odysseus") @@ -151,7 +151,7 @@ id = "odysseus_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_head - materials = list("$metal"=6000,"$glass"=10000) + materials = list(MAT_METAL=6000,MAT_GLASS=10000) construction_time = 100 category = list("Odysseus") @@ -160,7 +160,7 @@ id = "odysseus_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_left_arm - materials = list("$metal"=6000) + materials = list(MAT_METAL=6000) construction_time = 120 category = list("Odysseus") @@ -169,7 +169,7 @@ id = "odysseus_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_right_arm - materials = list("$metal"=6000) + materials = list(MAT_METAL=6000) construction_time = 120 category = list("Odysseus") @@ -178,7 +178,7 @@ id = "odysseus_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_left_leg - materials = list("$metal"=7000) + materials = list(MAT_METAL=7000) construction_time = 130 category = list("Odysseus") @@ -187,7 +187,7 @@ id = "odysseus_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_right_leg - materials = list("$metal"=7000) + materials = list(MAT_METAL=7000) construction_time = 130 category = list("Odysseus") @@ -196,7 +196,7 @@ id = "odysseus_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/odysseus_armor - materials = list("$metal"=15000) + materials = list(MAT_METAL=15000) construction_time = 200 category = list("Odysseus") */ @@ -207,7 +207,7 @@ id = "gygax_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/gygax - materials = list("$metal"=20000) + materials = list(MAT_METAL=20000) construction_time = 100 category = list("Gygax") @@ -216,7 +216,7 @@ id = "gygax_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_torso - materials = list("$metal"=20000,"$glass"=10000,"$diamond"=2000) + materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_DIAMOND=2000) construction_time = 300 category = list("Gygax") @@ -225,7 +225,7 @@ id = "gygax_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_head - materials = list("$metal"=10000,"$glass"=5000, "$diamond"=2000) + materials = list(MAT_METAL=10000,MAT_GLASS=5000, MAT_DIAMOND=2000) construction_time = 200 category = list("Gygax") @@ -234,7 +234,7 @@ id = "gygax_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_left_arm - materials = list("$metal"=15000, "$diamond"=1000) + materials = list(MAT_METAL=15000, MAT_DIAMOND=1000) construction_time = 200 category = list("Gygax") @@ -243,7 +243,7 @@ id = "gygax_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_right_arm - materials = list("$metal"=15000, "$diamond"=1000) + materials = list(MAT_METAL=15000, MAT_DIAMOND=1000) construction_time = 200 category = list("Gygax") @@ -252,7 +252,7 @@ id = "gygax_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_left_leg - materials = list("$metal"=15000, "$diamond"=2000) + materials = list(MAT_METAL=15000, MAT_DIAMOND=2000) construction_time = 200 category = list("Gygax") @@ -261,7 +261,7 @@ id = "gygax_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_right_leg - materials = list("$metal"=15000, "$diamond"=2000) + materials = list(MAT_METAL=15000, MAT_DIAMOND=2000) construction_time = 200 category = list("Gygax") @@ -270,7 +270,7 @@ id = "gygax_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/gygax_armor - materials = list("$metal"=25000,"$diamond"=10000) + materials = list(MAT_METAL=25000,MAT_DIAMOND=10000) construction_time = 600 category = list("Gygax") @@ -280,7 +280,7 @@ id = "durand_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/durand - materials = list("$metal"=25000) + materials = list(MAT_METAL=25000) construction_time = 100 category = list("Durand") @@ -289,7 +289,7 @@ id = "durand_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_torso - materials = list("$metal"=25000,"$glass"=10000,"$silver"=10000) + materials = list(MAT_METAL=25000,MAT_GLASS=10000,MAT_SILVER=10000) construction_time = 300 category = list("Durand") @@ -298,7 +298,7 @@ id = "durand_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_head - materials = list("$metal"=10000,"$glass"=15000,"$silver"=2000) + materials = list(MAT_METAL=10000,MAT_GLASS=15000,MAT_SILVER=2000) construction_time = 200 category = list("Durand") @@ -307,7 +307,7 @@ id = "durand_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_left_arm - materials = list("$metal"=10000,"$silver"=4000) + materials = list(MAT_METAL=10000,MAT_SILVER=4000) construction_time = 200 category = list("Durand") @@ -316,7 +316,7 @@ id = "durand_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_right_arm - materials = list("$metal"=10000,"$silver"=4000) + materials = list(MAT_METAL=10000,MAT_SILVER=4000) construction_time = 200 category = list("Durand") @@ -325,7 +325,7 @@ id = "durand_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_left_leg - materials = list("$metal"=15000,"$silver"=4000) + materials = list(MAT_METAL=15000,MAT_SILVER=4000) construction_time = 200 category = list("Durand") @@ -334,7 +334,7 @@ id = "durand_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_right_leg - materials = list("$metal"=15000,"$silver"=4000) + materials = list(MAT_METAL=15000,MAT_SILVER=4000) construction_time = 200 category = list("Durand") @@ -343,7 +343,7 @@ id = "durand_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/durand_armor - materials = list("$metal"=50000,"$uranium"=30000) + materials = list(MAT_METAL=50000,MAT_URANIUM=30000) construction_time = 600 category = list("Durand") @@ -353,7 +353,7 @@ id = "honk_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/honker - materials = list("$metal"=20000) + materials = list(MAT_METAL=20000) construction_time = 100 category = list("H.O.N.K") @@ -362,7 +362,7 @@ id = "honk_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_torso - materials = list("$metal"=20000,"$glass"=10000,"$bananium"=10000) + materials = list(MAT_METAL=20000,MAT_GLASS=10000,MAT_BANANIUM=10000) construction_time = 300 category = list("H.O.N.K") @@ -371,7 +371,7 @@ id = "honk_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_head - materials = list("$metal"=10000,"$glass"=5000,"$bananium"=5000) + materials = list(MAT_METAL=10000,MAT_GLASS=5000,MAT_BANANIUM=5000) construction_time = 200 category = list("H.O.N.K") @@ -380,7 +380,7 @@ id = "honk_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_left_arm - materials = list("$metal"=15000,"$bananium"=5000) + materials = list(MAT_METAL=15000,MAT_BANANIUM=5000) construction_time = 200 category = list("H.O.N.K") @@ -389,7 +389,7 @@ id = "honk_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_right_arm - materials = list("$metal"=15000,"$bananium"=5000) + materials = list(MAT_METAL=15000,MAT_BANANIUM=5000) construction_time = 200 category = list("H.O.N.K") @@ -398,7 +398,7 @@ id = "honk_left_leg" build_type = MECHFAB build_path =/obj/item/mecha_parts/part/honker_left_leg - materials = list("$metal"=20000,"$bananium"=5000) + materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) construction_time = 200 category = list("H.O.N.K") @@ -407,7 +407,7 @@ id = "honk_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/honker_right_leg - materials = list("$metal"=20000,"$bananium"=5000) + materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) construction_time = 200 category = list("H.O.N.K") @@ -418,7 +418,7 @@ id = "phazon_chassis" build_type = MECHFAB build_path = /obj/item/mecha_parts/chassis/phazon - materials = list("$metal"=20000) + materials = list(MAT_METAL=20000) construction_time = 100 category = list("Phazon") @@ -427,7 +427,7 @@ id = "phazon_torso" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_torso - materials = list("$metal"=35000,"$glass"=10000,"$plasma"=20000) + materials = list(MAT_METAL=35000,MAT_GLASS=10000,MAT_PLASMA=20000) construction_time = 300 category = list("Phazon") @@ -436,7 +436,7 @@ id = "phazon_head" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_head - materials = list("$metal"=15000,"$glass"=5000,"$plasma"=10000) + materials = list(MAT_METAL=15000,MAT_GLASS=5000,MAT_PLASMA=10000) construction_time = 200 category = list("Phazon") @@ -445,7 +445,7 @@ id = "phazon_left_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_left_arm - materials = list("$metal"=20000,"$plasma"=10000) + materials = list(MAT_METAL=20000,MAT_PLASMA=10000) construction_time = 200 category = list("Phazon") @@ -454,7 +454,7 @@ id = "phazon_right_arm" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_right_arm - materials = list("$metal"=20000,"$plasma"=10000) + materials = list(MAT_METAL=20000,MAT_PLASMA=10000) construction_time = 200 category = list("Phazon") @@ -463,7 +463,7 @@ id = "phazon_left_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_left_leg - materials = list("$metal"=20000,"$plasma"=10000) + materials = list(MAT_METAL=20000,MAT_PLASMA=10000) construction_time = 200 category = list("Phazon") @@ -472,7 +472,7 @@ id = "phazon_right_leg" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_right_leg - materials = list("$metal"=20000,"$plasma"=10000) + materials = list(MAT_METAL=20000,MAT_PLASMA=10000) construction_time = 200 category = list("Phazon") @@ -481,7 +481,7 @@ id = "phazon_armor" build_type = MECHFAB build_path = /obj/item/mecha_parts/part/phazon_armor - materials = list("$metal"=45000,"$plasma"=30000) + materials = list(MAT_METAL=45000,MAT_PLASMA=30000) construction_time = 300 category = list("Phazon") @@ -491,7 +491,7 @@ id = "mech_hydraulic_clamp" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -500,7 +500,7 @@ id = "mech_drill" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -509,7 +509,7 @@ id = "mech_mscanner" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/mining_scanner - materials = list("$metal"=5000,"$glass"=2500) + materials = list(MAT_METAL=5000,MAT_GLASS=2500) construction_time = 50 category = list("Exosuit Equipment") @@ -518,7 +518,7 @@ id = "mech_extinguisher" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/extinguisher - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -527,7 +527,7 @@ id = "mech_cable_layer" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -536,7 +536,7 @@ id = "mech_sleeper" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/sleeper - materials = list("$metal"=5000,"$glass"=10000) + materials = list(MAT_METAL=5000,MAT_GLASS=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -545,7 +545,7 @@ id = "mech_syringe_gun" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun - materials = list("$metal"=3000,"$glass"=2000) + materials = list(MAT_METAL=3000,MAT_GLASS=2000) construction_time = 200 category = list("Exosuit Equipment") @@ -554,7 +554,7 @@ id = "mech_generator" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/generator - materials = list("$metal"=10000,"$glass"=1000,"$silver"=500) + materials = list(MAT_METAL=10000,MAT_GLASS=1000,MAT_SILVER=500) construction_time = 100 category = list("Exosuit Equipment") @@ -563,7 +563,7 @@ id = "mech_taser" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/taser - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -572,7 +572,7 @@ id = "mech_lmg" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 100 category = list("Exosuit Equipment") @@ -581,7 +581,7 @@ id = "mech_mousetrap_mortar" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar - materials = list("$metal"=20000,"$bananium"=5000) + materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) construction_time = 300 category = list("Exosuit Equipment") @@ -590,7 +590,7 @@ id = "mech_banana_mortar" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar - materials = list("$metal"=20000,"$bananium"=5000) + materials = list(MAT_METAL=20000,MAT_BANANIUM=5000) construction_time = 300 category = list("Exosuit Equipment") @@ -599,7 +599,7 @@ id = "mech_honker" build_type = MECHFAB build_path = /obj/item/mecha_parts/mecha_equipment/weapon/honker - materials = list("$metal"=20000,"$bananium"=10000) + materials = list(MAT_METAL=20000,MAT_BANANIUM=10000) construction_time = 500 category = list("Exosuit Equipment") @@ -612,7 +612,7 @@ id = "borg_upgrade_reset" build_type = MECHFAB build_path = /obj/item/borg/upgrade/reset - materials = list("$metal"=10000) + materials = list(MAT_METAL=10000) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -621,7 +621,7 @@ id = "borg_upgrade_rename" build_type = MECHFAB build_path = /obj/item/borg/upgrade/rename - materials = list("$metal"=35000) + materials = list(MAT_METAL=35000) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -630,7 +630,7 @@ id = "borg_upgrade_restart" build_type = MECHFAB build_path = /obj/item/borg/upgrade/restart - materials = list("$metal"=60000 , "$glass"=5000) + materials = list(MAT_METAL=60000 , MAT_GLASS=5000) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -640,7 +640,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/vtec req_tech = list("engineering" = 4, "materials" = 5) - materials = list("$metal"=80000 , "$glass"=6000 , "$uranium"= 5000) + materials = list(MAT_METAL=80000 , MAT_GLASS=6000 , MAT_URANIUM= 5000) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -650,7 +650,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/disablercooler req_tech = list("combat" = 5, "powerstorage" = 4) - materials = list("$metal"=80000 , "$glass"=6000 , "$gold"= 2000, "$diamond" = 500) + materials = list(MAT_METAL=80000 , MAT_GLASS=6000 , MAT_GOLD= 2000, MAT_DIAMOND = 500) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -660,7 +660,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/jetpack req_tech = list("engineering" = 4, "powerstorage" = 4) - materials = list("$metal"=10000, "$plasma"=5000, "$uranium" = 6000) + materials = list(MAT_METAL=10000, MAT_PLASMA=5000, MAT_URANIUM = 6000) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -670,7 +670,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/ddrill req_tech = list("engineering" = 5, "materials" = 5) - materials = list("$metal"=10000, "$diamond"=3750) + materials = list(MAT_METAL=10000, MAT_DIAMOND=3750) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -680,7 +680,7 @@ build_type = MECHFAB build_path = /obj/item/borg/upgrade/soh req_tech = list("engineering" = 5, "materials" = 5, "bluespace" = 3) - materials = list("$metal" = 10000, "$gold" = 250, "$uranium" = 500) + materials = list(MAT_METAL = 10000, MAT_GOLD = 250, MAT_URANIUM = 500) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -691,7 +691,7 @@ build_type = MECHFAB req_tech = list("combat" = 4, "syndicate" = 3) build_path = /obj/item/borg/upgrade/syndicate - materials = list("$metal"=10000,"$glass"=15000,"$diamond" = 10000) + materials = list(MAT_METAL=10000,MAT_GLASS=15000,MAT_DIAMOND = 10000) construction_time = 120 category = list("Cyborg Upgrade Modules") @@ -701,7 +701,7 @@ id = "mecha_tracking" build_type = MECHFAB build_path =/obj/item/mecha_parts/mecha_tracking - materials = list("$metal"=500) + materials = list(MAT_METAL=500) construction_time = 50 category = list("Misc") @@ -711,7 +711,7 @@ id = "drone_shell" req_tech = list("programming" = 2, "biotech" = 4) build_type = MECHFAB - materials = list("$metal" = 800, "$glass" = 350) + materials = list(MAT_METAL = 800, MAT_GLASS = 350) construction_time=150 build_path = /obj/item/drone_shell category = list("Misc") \ No newline at end of file diff --git a/code/modules/research/designs/medical_designs.dm b/code/modules/research/designs/medical_designs.dm index c397712a6b1..abf6b2663a7 100644 --- a/code/modules/research/designs/medical_designs.dm +++ b/code/modules/research/designs/medical_designs.dm @@ -8,7 +8,7 @@ id = "mass_spectrometer" req_tech = list("biotech" = 2, "magnets" = 2) build_type = PROTOLATHE - materials = list("$metal" = 30, "$glass" = 20) + materials = list(MAT_METAL = 30, MAT_GLASS = 20) reliability = 76 build_path = /obj/item/device/mass_spectrometer category = list("Medical Designs") @@ -19,7 +19,7 @@ id = "adv_mass_spectrometer" req_tech = list("biotech" = 2, "magnets" = 4) build_type = PROTOLATHE - materials = list("$metal" = 30, "$glass" = 20) + materials = list(MAT_METAL = 30, MAT_GLASS = 20) reliability = 74 build_path = /obj/item/device/mass_spectrometer/adv category = list("Medical Designs") @@ -30,7 +30,7 @@ id = "mmi" req_tech = list("programming" = 2, "biotech" = 3) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 1000, "$glass" = 500) + materials = list(MAT_METAL = 1000, MAT_GLASS = 500) construction_time = 75 reliability = 76 build_path = /obj/item/device/mmi @@ -42,7 +42,7 @@ id = "mmi_radio" req_tech = list("programming" = 2, "biotech" = 4) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 1200, "$glass" = 500) + materials = list(MAT_METAL = 1200, MAT_GLASS = 500) construction_time = 75 reliability = 74 build_path = /obj/item/device/mmi/radio_enabled @@ -54,7 +54,7 @@ id = "mmi_posi" req_tech = list("programming" = 5, "biotech" = 4) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 1700, "$glass" = 1350, "$gold" = 500) //Gold, because SWAG. + materials = list(MAT_METAL = 1700, MAT_GLASS = 1350, MAT_GOLD = 500) //Gold, because SWAG. reliability = 74 construction_time = 75 build_path = /obj/item/device/mmi/posibrain @@ -67,7 +67,7 @@ id = "sflash" req_tech = list("magnets" = 3, "combat" = 2) build_type = MECHFAB - materials = list("$metal" = 750, "$glass" = 750) + materials = list(MAT_METAL = 750, MAT_GLASS = 750) construction_time = 100 reliability = 76 build_path = /obj/item/device/flash/handheld @@ -79,7 +79,7 @@ id = "bluespacebeaker" req_tech = list("bluespace" = 2, "materials" = 6) build_type = PROTOLATHE - materials = list("$metal" = 3000, "$plasma" = 3000, "$diamond" = 500) + materials = list(MAT_METAL = 3000, MAT_PLASMA = 3000, MAT_DIAMOND = 500) reliability = 76 build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace category = list("Misc","Medical Designs") @@ -90,7 +90,7 @@ id = "splitbeaker" req_tech = list("materials" = 2) build_type = PROTOLATHE - materials = list("$metal" = 3000) + materials = list(MAT_METAL = 3000) reliability = 76 build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact category = list("Medical Designs") @@ -101,7 +101,7 @@ id = "bluespacebodybag" req_tech = list("bluespace" = 2, "materials" = 6) build_type = PROTOLATHE - materials = list("$metal" = 3000, "$plasma" = 2000, "$diamond" = 500) + materials = list(MAT_METAL = 3000, MAT_PLASMA = 2000, MAT_DIAMOND = 500) reliability = 76 build_path = /obj/item/bodybag/bluespace category = list("Medical Designs") @@ -117,7 +117,7 @@ id = "ci-medhud" req_tech = list("materials" = 6, "programming" = 4, "biotech" = 4) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$silver" = 500, "$gold" = 500) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 500, MAT_GOLD = 500) build_path = /obj/item/cybernetic_implant/eyes/hud/medical category = list("Medical Designs") @@ -127,7 +127,7 @@ id = "ci-sechud" req_tech = list("materials" = 6, "programming" = 5, "biotech" = 4, "combat" = 2) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$silver" = 750, "$gold" = 750) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 750, MAT_GOLD = 750) build_path = /obj/item/cybernetic_implant/eyes/hud/security category = list("Medical Designs") @@ -137,7 +137,7 @@ id = "ci-xray" req_tech = list("materials" = 7, "programming" = 5, "biotech" = 6, "magnets" = 5) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$silver" = 600, "$gold" = 600, "$plasma" = 1000, "$uranium" = 1000, "$diamond" = 2000) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 2000) build_path = /obj/item/cybernetic_implant/eyes/xray category = list("Medical Designs") @@ -147,7 +147,7 @@ id = "ci-thermals" req_tech = list("materials" = 7, "programming" = 5, "biotech" = 5, "magnets" = 5, "syndicate" = 5) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$silver" = 600, "$gold" = 600, "$plasma" = 1000, "$diamond" = 2000) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_DIAMOND = 2000) build_path = /obj/item/cybernetic_implant/eyes/thermals category = list("Medical Designs") @@ -157,7 +157,7 @@ id = "ci-antidrop" req_tech = list("materials" = 7, "programming" = 5, "biotech" = 5) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$silver" = 400, "$gold" = 400) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 400, MAT_GOLD = 400) build_path = /obj/item/cybernetic_implant/brain/anti_drop category = list("Medical Designs") @@ -167,7 +167,7 @@ id = "ci-antistun" req_tech = list("materials" = 7, "programming" = 5, "biotech" = 6) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$silver" = 500, "$gold" = 1000) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_SILVER = 500, MAT_GOLD = 1000) build_path = /obj/item/cybernetic_implant/brain/anti_stun category = list("Medical Designs") @@ -177,7 +177,7 @@ id = "ci-nutriment" req_tech = list("materials" = 6, "programming" = 4, "biotech" = 5) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$gold" = 500, "$uranium" = 500) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 500) build_path = /obj/item/cybernetic_implant/chest/nutriment category = list("Medical Designs") @@ -187,7 +187,7 @@ id = "ci-nutrimentplus" req_tech = list("materials" = 6, "programming" = 4, "biotech" = 6) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$gold" = 500, "$uranium" = 750) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 750) build_path = /obj/item/cybernetic_implant/chest/nutriment/plus category = list("Medical Designs") @@ -197,6 +197,6 @@ id = "ci-reviver" req_tech = list("materials" = 6, "programming" = 4, "biotech" = 7, "syndicate" = 4) build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 200, "$glass" = 200, "$gold" = 500, "$uranium" = 1000, "$diamond" = 2000) + materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_GOLD = 500, MAT_URANIUM = 1000, MAT_DIAMOND = 2000) build_path = /obj/item/cybernetic_implant/chest/reviver category = list("Medical Designs") diff --git a/code/modules/research/designs/power_designs.dm b/code/modules/research/designs/power_designs.dm index f9749c7267b..a7df6bb115f 100644 --- a/code/modules/research/designs/power_designs.dm +++ b/code/modules/research/designs/power_designs.dm @@ -8,7 +8,7 @@ id = "basic_cell" req_tech = list("powerstorage" = 1) build_type = PROTOLATHE | AUTOLATHE |MECHFAB - materials = list("$metal" = 700, "$glass" = 50) + materials = list(MAT_METAL = 700, MAT_GLASS = 50) construction_time=100 build_path = /obj/item/weapon/stock_parts/cell category = list("Misc","Power Designs") @@ -19,7 +19,7 @@ id = "high_cell" req_tech = list("powerstorage" = 2) build_type = PROTOLATHE | AUTOLATHE | MECHFAB - materials = list("$metal" = 700, "$glass" = 60) + materials = list(MAT_METAL = 700, MAT_GLASS = 60) construction_time=100 build_path = /obj/item/weapon/stock_parts/cell/high category = list("Misc","Power Designs") @@ -31,7 +31,7 @@ req_tech = list("powerstorage" = 3, "materials" = 2) reliability = 75 build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 700, "$glass" = 70) + materials = list(MAT_METAL = 700, MAT_GLASS = 70) construction_time=100 build_path = /obj/item/weapon/stock_parts/cell/super category = list("Misc","Power Designs") @@ -43,7 +43,7 @@ req_tech = list("powerstorage" = 5, "materials" = 4) reliability = 70 build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 400, "$gold" = 150, "$silver" = 150, "$glass" = 80) + materials = list(MAT_METAL = 400, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 80) construction_time=100 build_path = /obj/item/weapon/stock_parts/cell/hyper category = list("Misc","Power Designs") @@ -55,7 +55,7 @@ req_tech = list("powerstorage" = 6, "materials" = 5) reliability = 70 build_type = PROTOLATHE | MECHFAB - materials = list("$metal" = 800, "$gold" = 300, "$silver" = 300, "$glass" = 160, "$diamond" = 160) + materials = list(MAT_METAL = 800, MAT_GOLD = 300, MAT_SILVER = 300, MAT_GLASS = 160, MAT_DIAMOND = 160) construction_time=100 build_path = /obj/item/weapon/stock_parts/cell/bluespace category = list("Misc","Power Designs") @@ -67,7 +67,7 @@ id = "light_replacer" req_tech = list("magnets" = 3, "materials" = 4) build_type = PROTOLATHE - materials = list("$metal" = 1500, "$silver" = 150, "$glass" = 3000) + materials = list(MAT_METAL = 1500, MAT_SILVER = 150, MAT_GLASS = 3000) build_path = /obj/item/device/lightreplacer category = list("Power Designs") @@ -78,7 +78,7 @@ req_tech = list("programming" = 3, "plasmatech" = 3, "powerstorage" = 3, "engineering" = 3) build_type = IMPRINTER reliability = 79 - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/pacman category = list("Engineering Machinery") @@ -89,7 +89,7 @@ req_tech = list("programming" = 3, "powerstorage" = 4, "engineering" = 4) build_type = IMPRINTER reliability = 76 - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/pacman/super category = list("Engineering Machinery") @@ -100,6 +100,6 @@ req_tech = list("programming" = 3, "powerstorage" = 5, "engineering" = 5) build_type = IMPRINTER reliability = 74 - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/pacman/mrs category = list("Engineering Machinery") diff --git a/code/modules/research/designs/stock_parts_designs.dm b/code/modules/research/designs/stock_parts_designs.dm index ccec5e20d26..e9d2511b8bb 100644 --- a/code/modules/research/designs/stock_parts_designs.dm +++ b/code/modules/research/designs/stock_parts_designs.dm @@ -9,7 +9,7 @@ req_tech = list("engineering" = 3, "materials" = 3) build_type = PROTOLATHE - materials = list("$metal" = 10000, "$glass" = 5000) //hardcore + materials = list(MAT_METAL = 10000, MAT_GLASS = 5000) //hardcore build_path = /obj/item/weapon/storage/part_replacer category = list("Stock Parts") @@ -19,7 +19,7 @@ id = "bs_rped" req_tech = list("engineering" = 3, "materials" = 5, "programming" = 3, "bluespace" = 3) build_type = PROTOLATHE - materials = list("$metal" = 15000, "$glass" = 5000, "$silver" = 2500) //hardcore + materials = list(MAT_METAL = 15000, MAT_GLASS = 5000, MAT_SILVER = 2500) //hardcore build_path = /obj/item/weapon/storage/part_replacer/bluespace category = list("Stock Parts") @@ -30,7 +30,7 @@ id = "basic_capacitor" req_tech = list("powerstorage" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/stock_parts/capacitor category = list("Stock Parts") @@ -40,7 +40,7 @@ id = "adv_capacitor" req_tech = list("powerstorage" = 3) build_type = PROTOLATHE - materials = list("$metal" = 50, "$glass" = 50) + materials = list(MAT_METAL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/stock_parts/capacitor/adv category = list("Stock Parts") @@ -51,7 +51,7 @@ req_tech = list("powerstorage" = 5, "materials" = 4) build_type = PROTOLATHE reliability = 71 - materials = list("$metal" = 50, "$glass" = 50, "$gold" = 20) + materials = list(MAT_METAL = 50, MAT_GLASS = 50, MAT_GOLD = 20) build_path = /obj/item/weapon/stock_parts/capacitor/super category = list("Stock Parts") @@ -62,7 +62,7 @@ req_tech = list("powerstorage" = 6, "materials" = 5) build_type = PROTOLATHE reliability = 71 - materials = list("$metal" = 100, "$glass" = 100, "$diamond" = 40) + materials = list(MAT_METAL = 100, MAT_GLASS = 100, MAT_DIAMOND = 40) build_path = /obj/item/weapon/stock_parts/capacitor/quadratic category = list("Stock Parts") @@ -73,7 +73,7 @@ id = "basic_scanning" req_tech = list("magnets" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 50, "$glass" = 20) + materials = list(MAT_METAL = 50, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/scanning_module category = list("Stock Parts") @@ -83,7 +83,7 @@ id = "adv_scanning" req_tech = list("magnets" = 3) build_type = PROTOLATHE - materials = list("$metal" = 50, "$glass" = 20) + materials = list(MAT_METAL = 50, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/scanning_module/adv category = list("Stock Parts") @@ -93,7 +93,7 @@ id = "phasic_scanning" req_tech = list("magnets" = 5, "materials" = 3) build_type = PROTOLATHE - materials = list("$metal" = 50, "$glass" = 20, "$silver" = 10) + materials = list(MAT_METAL = 50, MAT_GLASS = 20, MAT_SILVER = 10) reliability = 72 build_path = /obj/item/weapon/stock_parts/scanning_module/phasic category = list("Stock Parts") @@ -104,7 +104,7 @@ id = "triphasic_scanning" req_tech = list("magnets" = 6, "materials" = 4) build_type = PROTOLATHE - materials = list("$metal" = 100, "$glass" = 40, "$diamond" = 20) + materials = list(MAT_METAL = 100, MAT_GLASS = 40, MAT_DIAMOND = 20) reliability = 72 build_path = /obj/item/weapon/stock_parts/scanning_module/triphasic category = list("Stock Parts") @@ -116,7 +116,7 @@ id = "micro_mani" req_tech = list("materials" = 1, "programming" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 30) + materials = list(MAT_METAL = 30) build_path = /obj/item/weapon/stock_parts/manipulator category = list("Stock Parts") @@ -126,7 +126,7 @@ id = "nano_mani" req_tech = list("materials" = 3, "programming" = 2) build_type = PROTOLATHE - materials = list("$metal" = 30) + materials = list(MAT_METAL = 30) build_path = /obj/item/weapon/stock_parts/manipulator/nano category = list("Stock Parts") @@ -136,7 +136,7 @@ id = "pico_mani" req_tech = list("materials" = 5, "programming" = 2) build_type = PROTOLATHE - materials = list("$metal" = 30) + materials = list(MAT_METAL = 30) reliability = 73 build_path = /obj/item/weapon/stock_parts/manipulator/pico category = list("Stock Parts") @@ -147,7 +147,7 @@ id = "femto_mani" req_tech = list("materials" = 6, "programming" = 3) build_type = PROTOLATHE - materials = list("$metal" = 60, "$diamond" = 30) + materials = list(MAT_METAL = 60, MAT_DIAMOND = 30) reliability = 73 build_path = /obj/item/weapon/stock_parts/manipulator/femto category = list("Stock Parts") @@ -159,7 +159,7 @@ id = "basic_micro_laser" req_tech = list("magnets" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 10, "$glass" = 20) + materials = list(MAT_METAL = 10, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/micro_laser category = list("Stock Parts") @@ -169,7 +169,7 @@ id = "high_micro_laser" req_tech = list("magnets" = 3) build_type = PROTOLATHE - materials = list("$metal" = 10, "$glass" = 20) + materials = list(MAT_METAL = 10, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/micro_laser/high category = list("Stock Parts") @@ -179,7 +179,7 @@ id = "ultra_micro_laser" req_tech = list("magnets" = 5, "materials" = 5) build_type = PROTOLATHE - materials = list("$metal" = 10, "$glass" = 20, "$uranium" = 10) + materials = list(MAT_METAL = 10, MAT_GLASS = 20, MAT_URANIUM = 10) reliability = 70 build_path = /obj/item/weapon/stock_parts/micro_laser/ultra category = list("Stock Parts") @@ -190,7 +190,7 @@ id = "quadultra_micro_laser" req_tech = list("magnets" = 6, "materials" = 6) build_type = PROTOLATHE - materials = list("$metal" = 20, "$glass" = 40, "$uranium" = 20, "$diamond" = 20) + materials = list(MAT_METAL = 20, MAT_GLASS = 40, MAT_URANIUM = 20, MAT_DIAMOND = 20) reliability = 70 build_path = /obj/item/weapon/stock_parts/micro_laser/quadultra category = list("Stock Parts") @@ -201,7 +201,7 @@ id = "basic_matter_bin" req_tech = list("materials" = 1) build_type = PROTOLATHE | AUTOLATHE - materials = list("$metal" = 80) + materials = list(MAT_METAL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin category = list("Stock Parts") @@ -211,7 +211,7 @@ id = "adv_matter_bin" req_tech = list("materials" = 3) build_type = PROTOLATHE - materials = list("$metal" = 80) + materials = list(MAT_METAL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin/adv category = list("Stock Parts") @@ -221,7 +221,7 @@ id = "super_matter_bin" req_tech = list("materials" = 5) build_type = PROTOLATHE - materials = list("$metal" = 80) + materials = list(MAT_METAL = 80) reliability = 75 build_path = /obj/item/weapon/stock_parts/matter_bin/super category = list("Stock Parts") @@ -232,7 +232,7 @@ id = "bluespace_matter_bin" req_tech = list("materials" = 6) build_type = PROTOLATHE - materials = list("$metal" = 160, "$diamond" = 200) + materials = list(MAT_METAL = 160, MAT_DIAMOND = 200) reliability = 75 build_path = /obj/item/weapon/stock_parts/matter_bin/bluespace category = list("Stock Parts") @@ -244,7 +244,7 @@ id = "s-ansible" req_tech = list("programming" = 2, "magnets" = 2, "materials" = 2, "bluespace" = 1) build_type = PROTOLATHE - materials = list("$metal" = 80, "$silver" = 20) + materials = list(MAT_METAL = 80, MAT_SILVER = 20) build_path = /obj/item/weapon/stock_parts/subspace/ansible category = list("Stock Parts") @@ -254,7 +254,7 @@ id = "s-filter" req_tech = list("programming" = 2, "magnets" = 2) build_type = PROTOLATHE - materials = list("$metal" = 40, "$silver" = 10) + materials = list(MAT_METAL = 40, MAT_SILVER = 10) build_path = /obj/item/weapon/stock_parts/subspace/filter category = list("Stock Parts") @@ -264,7 +264,7 @@ id = "s-amplifier" req_tech = list("programming" = 2, "magnets" = 2, "materials" = 2, "bluespace" = 1) build_type = PROTOLATHE - materials = list("$metal" = 10, "$gold" = 30, "$uranium" = 15) + materials = list(MAT_METAL = 10, MAT_GOLD = 30, MAT_URANIUM = 15) build_path = /obj/item/weapon/stock_parts/subspace/amplifier category = list("Stock Parts") @@ -274,7 +274,7 @@ id = "s-treatment" req_tech = list("programming" = 2, "magnets" = 1, "materials" = 2, "bluespace" = 1) build_type = PROTOLATHE - materials = list("$metal" = 10, "$silver" = 20) + materials = list(MAT_METAL = 10, MAT_SILVER = 20) build_path = /obj/item/weapon/stock_parts/subspace/treatment category = list("Stock Parts") @@ -284,7 +284,7 @@ id = "s-analyzer" req_tech = list("programming" = 2, "magnets" = 2, "materials" = 2, "bluespace" = 1) build_type = PROTOLATHE - materials = list("$metal" = 10, "$gold" = 15) + materials = list(MAT_METAL = 10, MAT_GOLD = 15) build_path = /obj/item/weapon/stock_parts/subspace/analyzer category = list("Stock Parts") @@ -294,7 +294,7 @@ id = "s-crystal" req_tech = list("magnets" = 2, "materials" = 2, "bluespace" = 1) build_type = PROTOLATHE - materials = list("$glass" = 1000, "$silver" = 20, "$gold" = 20) + materials = list(MAT_GLASS = 1000, MAT_SILVER = 20, MAT_GOLD = 20) build_path = /obj/item/weapon/stock_parts/subspace/crystal category = list("Stock Parts") @@ -304,6 +304,6 @@ id = "s-transmitter" req_tech = list("magnets" = 3, "materials" = 3, "bluespace" = 2) build_type = PROTOLATHE - materials = list("$glass" = 100, "$silver" = 10, "$uranium" = 15) + materials = list(MAT_GLASS = 100, MAT_SILVER = 10, MAT_URANIUM = 15) build_path = /obj/item/weapon/stock_parts/subspace/transmitter category = list("Stock Parts") \ No newline at end of file diff --git a/code/modules/research/designs/telecomms_designs.dm b/code/modules/research/designs/telecomms_designs.dm index d43f9c6cdde..0a36d63e6fa 100644 --- a/code/modules/research/designs/telecomms_designs.dm +++ b/code/modules/research/designs/telecomms_designs.dm @@ -8,7 +8,7 @@ id = "s-receiver" req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/receiver category = list("Subspace Telecomms") @@ -18,7 +18,7 @@ id = "s-bus" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/bus category = list("Subspace Telecomms") @@ -28,7 +28,7 @@ id = "s-hub" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/hub category = list("Subspace Telecomms") @@ -38,7 +38,7 @@ id = "s-relay" req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/relay category = list("Subspace Telecomms") @@ -48,7 +48,7 @@ id = "s-processor" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/processor category = list("Subspace Telecomms") @@ -58,7 +58,7 @@ id = "s-server" req_tech = list("programming" = 2, "engineering" = 2) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/server category = list("Subspace Telecomms") @@ -68,6 +68,6 @@ id = "s-broadcaster" req_tech = list("programming" = 2, "engineering" = 2, "bluespace" = 1) build_type = IMPRINTER - materials = list("$glass" = 1000, "sacid" = 20) + materials = list(MAT_GLASS = 1000, "sacid" = 20) build_path = /obj/item/weapon/circuitboard/telecomms/broadcaster category = list("Subspace Telecomms") \ 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 94c96d445a6..88c008128a8 100644 --- a/code/modules/research/designs/weapon_designs.dm +++ b/code/modules/research/designs/weapon_designs.dm @@ -8,7 +8,7 @@ id = "pin_testing" req_tech = list("combat" = 1, "materials" = 2) build_type = PROTOLATHE - materials = list("$metal" = 500, "$glass" = 300) + materials = list(MAT_METAL = 500, MAT_GLASS = 300) build_path = /obj/item/device/firing_pin/test_range category = list("Firing Pins") @@ -18,7 +18,7 @@ id = "pin_loyalty" req_tech = list("combat" = 6, "materials" = 6, "powerstorage" = 3) build_type = PROTOLATHE - materials = list("$silver" = 600, "$diamond" = 600, "$uranium" = 200) + materials = list(MAT_SILVER = 600, MAT_DIAMOND = 600, MAT_URANIUM = 200) build_path = /obj/item/device/firing_pin/implant/loyalty category = list("Firing Pins") @@ -28,7 +28,7 @@ id = "stunrevolver" req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2) build_type = PROTOLATHE - materials = list("$metal" = 4000, "$glass" = 1000) + materials = list(MAT_METAL = 4000, MAT_GLASS = 1000) build_path = /obj/item/weapon/gun/energy/stunrevolver category = list("Weapons") @@ -38,7 +38,7 @@ id = "nuclear_gun" req_tech = list("combat" = 4, "materials" = 5, "powerstorage" = 3) build_type = PROTOLATHE - materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 2000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_URANIUM = 2000) reliability = 76 build_path = /obj/item/weapon/gun/energy/gun/nuclear category = list("Weapons") @@ -49,7 +49,7 @@ id = "tele_shield" req_tech = list("combat" = 4, "materials" = 3, "engineering" = 3) build_type = PROTOLATHE - materials = list("$metal" = 4000, "$glass" = 5000, "$silver" = 300) + materials = list(MAT_METAL = 4000, MAT_GLASS = 5000, MAT_SILVER = 300) build_path = /obj/item/weapon/shield/riot/tele category = list("Weapons") @@ -59,7 +59,7 @@ id = "lasercannon" req_tech = list("combat" = 4, "materials" = 3, "powerstorage" = 3) build_type = PROTOLATHE - materials = list("$metal" = 10000, "$glass" = 2000, "$diamond" = 2000) + materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_DIAMOND = 2000) build_path = /obj/item/weapon/gun/energy/lasercannon category = list("Weapons") @@ -69,7 +69,7 @@ id = "decloner" req_tech = list("combat" = 8, "materials" = 7, "biotech" = 5, "powerstorage" = 6) build_type = PROTOLATHE - materials = list("$gold" = 5000,"$uranium" = 10000, "mutagen" = 40) + materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000, "mutagen" = 40) build_path = /obj/item/weapon/gun/energy/decloner category = list("Weapons") @@ -79,7 +79,7 @@ id = "rapidsyringe" req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2) build_type = PROTOLATHE - materials = list("$metal" = 5000, "$glass" = 1000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 1000) build_path = /obj/item/weapon/gun/syringe/rapidsyringe category = list("Weapons") @@ -89,7 +89,7 @@ id = "largecrossbow" req_tech = list("combat" = 5, "materials" = 5, "engineering" = 3, "biotech" = 4, "syndicate" = 3) build_type = PROTOLATHE - materials = list("$metal" = 5000, "$glass" = 1500, "$uranium" = 1500, "$silver" = 1500) + materials = list(MAT_METAL = 5000, MAT_GLASS = 1500, MAT_URANIUM = 1500, MAT_SILVER = 1500) build_path = /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large category = list("Weapons") reliability = 76 @@ -100,7 +100,7 @@ id = "temp_gun" req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2) build_type = PROTOLATHE - materials = list("$metal" = 5000, "$glass" = 500, "$silver" = 3000) + materials = list(MAT_METAL = 5000, MAT_GLASS = 500, MAT_SILVER = 3000) build_path = /obj/item/weapon/gun/energy/temperature category = list("Weapons") @@ -110,7 +110,7 @@ id = "flora_gun" req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 3) build_type = PROTOLATHE - materials = list("$metal" = 2000, "$glass" = 500, "radium" = 20) + materials = list(MAT_METAL = 2000, MAT_GLASS = 500, "radium" = 20) build_path = /obj/item/weapon/gun/energy/floragun category = list("Weapons") @@ -120,7 +120,7 @@ id = "large_Grenade" req_tech = list("combat" = 3, "materials" = 2) build_type = PROTOLATHE - materials = list("$metal" = 3000) + materials = list(MAT_METAL = 3000) reliability = 79 build_path = /obj/item/weapon/grenade/chem_grenade/large category = list("Weapons") @@ -131,7 +131,7 @@ id = "smg" req_tech = list("combat" = 4, "materials" = 3) build_type = PROTOLATHE - materials = list("$metal" = 8000, "$silver" = 2000, "$diamond" = 1000) + materials = list(MAT_METAL = 8000, MAT_SILVER = 2000, MAT_DIAMOND = 1000) build_path = /obj/item/weapon/gun/projectile/automatic/proto category = list("Weapons") @@ -141,7 +141,7 @@ id = "xray" req_tech = list("combat" = 6, "materials" = 5, "biotech" = 5, "powerstorage" = 4) build_type = PROTOLATHE - materials = list("$gold" = 5000,"$uranium" = 10000, "$metal" = 4000) + materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000, MAT_METAL = 4000) build_path = /obj/item/weapon/gun/energy/xray category = list("Weapons") @@ -151,7 +151,7 @@ id = "ioncarbine" req_tech = list("combat" = 5, "materials" = 4, "magnets" = 4) build_type = PROTOLATHE - materials = list("$silver" = 4000, "$metal" = 6000, "$uranium" = 1000) + materials = list(MAT_SILVER = 4000, MAT_METAL = 6000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/gun/energy/ionrifle/carbine category = list("Weapons") @@ -161,7 +161,7 @@ id = "wormholeprojector" req_tech = list("combat" = 6, "materials" = 6, "bluespace" = 4) build_type = PROTOLATHE - materials = list("$silver" = 1000, "$metal" = 5000, "$diamond" = 3000) + materials = list(MAT_SILVER = 1000, MAT_METAL = 5000, MAT_DIAMOND = 3000) build_path = /obj/item/weapon/gun/energy/wormhole_projector category = list("Weapons") @@ -171,7 +171,7 @@ id = "reciever" req_tech = list("combat" = 5, "materials" = 4) build_type = PROTOLATHE - materials = list("$metal" = 6500, "$silver" = 500) + materials = list(MAT_METAL = 6500, MAT_SILVER = 500) build_path = /obj/item/weaponcrafting/reciever category = list("Weapons") @@ -181,7 +181,7 @@ id = "mag_smg" req_tech = list("combat" = 4, "materials" = 3) build_type = PROTOLATHE - materials = list("$metal" = 2000) + materials = list(MAT_METAL = 2000) build_path = /obj/item/ammo_box/magazine/smgm9mm category = list("Ammo") @@ -191,7 +191,7 @@ id = "stunshell" req_tech = list("combat" = 3, "materials" = 3) build_type = PROTOLATHE - materials = list("$metal" = 200) + materials = list(MAT_METAL = 200) build_path = /obj/item/ammo_casing/shotgun/stunslug category = list("Ammo") @@ -201,7 +201,7 @@ id = "techshotshell" req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 4, "magnets" = 3) build_type = PROTOLATHE - materials = list("$metal" = 1000, "$glass" = 200, "$silver" = 300) + materials = list(MAT_METAL = 1000, MAT_GLASS = 200, MAT_SILVER = 300) build_path = /obj/item/ammo_casing/shotgun/techshell category = list("Ammo") @@ -211,6 +211,6 @@ id = "suppressor" req_tech = list("combat" = 6, "engineering" = 5, "syndicate" = 3) build_type = PROTOLATHE - materials = list("$metal" = 2000, "$silver" = 500) + materials = list(MAT_METAL = 2000, MAT_SILVER = 500) build_path = /obj/item/weapon/suppressor category = list("Weapons") diff --git a/code/modules/research/experimentor.dm b/code/modules/research/experimentor.dm index 86e8b96252d..731a78e8b7c 100644 --- a/code/modules/research/experimentor.dm +++ b/code/modules/research/experimentor.dm @@ -455,8 +455,8 @@ visible_message("[src]'s crushing mechanism slowly and smoothly descends, flattening the [exp_on]!") new /obj/item/stack/sheet/plasteel(get_turf(pick(oview(1,src)))) if(linked_console.linked_lathe) - linked_console.linked_lathe.m_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.m_amt)) - linked_console.linked_lathe.g_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.g_amt)) + linked_console.linked_lathe.m_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.materials[MAT_METAL])) + linked_console.linked_lathe.g_amount += min((linked_console.linked_lathe.max_material_storage - linked_console.linked_lathe.TotalMaterials()), (exp_on.materials[MAT_GLASS])) if(prob(EFFECT_PROB_VERYLOW-badThingCoeff)) visible_message("[src]'s crusher goes way too many levels too high, crushing right through space-time!") playsound(src.loc, 'sound/effects/supermatter.ogg', 50, 1, -3) diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm index b616d036397..6ab22db8ebc 100644 --- a/code/modules/research/protolathe.dm +++ b/code/modules/research/protolathe.dm @@ -73,21 +73,21 @@ Note: Must be placed west/left of and R&D console to function. /obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M) // now returns how many times the item can be built with the material var/A = 0 switch(M) - if("$metal") + if(MAT_METAL) A = m_amount - if("$glass") + if(MAT_GLASS) A = g_amount - if("$gold") + if(MAT_GOLD) A = gold_amount - if("$silver") + if(MAT_SILVER) A = silver_amount - if("$plasma") + if(MAT_PLASMA) A = plasma_amount - if("$uranium") + if(MAT_URANIUM) A = uranium_amount - if("$diamond") + if(MAT_DIAMOND) A = diamond_amount - if("$bananium") + if(MAT_BANANIUM) A = clown_amount else A = reagents.get_reagent_amount(M) diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm index a194ed5327f..b96bc830e9b 100644 --- a/code/modules/research/rdconsole.dm +++ b/code/modules/research/rdconsole.dm @@ -276,8 +276,8 @@ won't update every console in existence) but it's more of a hassle to do. Also, else //Same design always gain quality screen = 2.3 //Crit fail gives the same design a lot of reliability, like really a lot if(linked_lathe) //Also sends salvaged materials to a linked protolathe, if any. - linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.m_amt*(linked_destroy.decon_mod/10))) - linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.g_amt*(linked_destroy.decon_mod/10))) + linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_METAL]*(linked_destroy.decon_mod/10))) + linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_GLASS]*(linked_destroy.decon_mod/10))) feedback_add_details("item_deconstructed","[linked_destroy.loaded_item.name]") linked_destroy.loaded_item = null else @@ -386,21 +386,21 @@ won't update every console in existence) but it's more of a hassle to do. Also, if(enough_materials) for(var/M in being_built.materials) switch(M) - if("$metal") + if(MAT_METAL) linked_lathe.m_amount = max(0, (linked_lathe.m_amount-(being_built.materials[M]/coeff * amount))) - if("$glass") + if(MAT_GLASS) linked_lathe.g_amount = max(0, (linked_lathe.g_amount-(being_built.materials[M]/coeff * amount))) - if("$gold") + if(MAT_GOLD) linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-(being_built.materials[M]/coeff * amount))) - if("$silver") + if(MAT_SILVER) linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-(being_built.materials[M]/coeff * amount))) - if("$plasma") + if(MAT_PLASMA) linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-(being_built.materials[M]/coeff * amount))) - if("$uranium") + if(MAT_URANIUM) linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-(being_built.materials[M]/coeff * amount))) - if("$diamond") + if(MAT_DIAMOND) linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-(being_built.materials[M]/coeff * amount))) - if("$bananium") + if(MAT_BANANIUM) linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-(being_built.materials[M]/coeff * amount))) else linked_lathe.reagents.remove_reagent(M, being_built.materials[M]/coeff * amount) @@ -415,8 +415,8 @@ won't update every console in existence) but it's more of a hassle to do. Also, if( new_item.type == /obj/item/weapon/storage/backpack/holding ) new_item.investigate_log("built by [key]","singulo") new_item.reliability = R - new_item.m_amt /= coeff - new_item.g_amt /= coeff + new_item.materials[MAT_METAL] /= coeff + new_item.materials[MAT_GLASS] /= coeff if(linked_lathe.hacked) R = max((new_item.reliability/2), 0) new_item.loc = linked_lathe.loc @@ -460,11 +460,11 @@ won't update every console in existence) but it's more of a hassle to do. Also, g2g = 0 break switch(M) - if("$glass") + if(MAT_GLASS) linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]/coeff)) - if("$gold") + if(MAT_GOLD) linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]/coeff)) - if("$diamond") + if(MAT_DIAMOND) linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]/coeff)) else linked_imprinter.reagents.remove_reagent(M, being_built.materials[M]/coeff) diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index b699a034a3a..397f6edbad4 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -280,8 +280,7 @@ research holder datum. icon_state = "datadisk2" item_state = "card-id" w_class = 1.0 - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) var/datum/tech/stored /obj/item/weapon/disk/tech_disk/New() diff --git a/code/modules/research/stock_parts.dm b/code/modules/research/stock_parts.dm index 4ee8ea23b77..a36af9c71ca 100644 --- a/code/modules/research/stock_parts.dm +++ b/code/modules/research/stock_parts.dm @@ -83,45 +83,42 @@ desc = "Used in the construction of computers and other devices with a interactive console." icon_state = "screen" origin_tech = "materials=1" - g_amt = 200 + materials = list(MAT_GLASS=200) /obj/item/weapon/stock_parts/capacitor name = "capacitor" desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = "powerstorage=1" - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) /obj/item/weapon/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 = "magnets=1" - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) /obj/item/weapon/stock_parts/manipulator name = "micro-manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = "materials=1;programming=1" - m_amt = 30 + materials = list(MAT_METAL=30) /obj/item/weapon/stock_parts/micro_laser name = "micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = "magnets=1" - m_amt = 10 - g_amt = 20 + materials = list(MAT_METAL=10, MAT_GLASS=20) /obj/item/weapon/stock_parts/matter_bin name = "matter bin" desc = "A container for hold compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = "materials=1" - m_amt = 80 + materials = list(MAT_METAL=80) //Rating 2 @@ -131,8 +128,7 @@ icon_state = "adv_capacitor" origin_tech = "powerstorage=3" rating = 2 - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) /obj/item/weapon/stock_parts/scanning_module/adv name = "advanced scanning module" @@ -140,8 +136,7 @@ icon_state = "adv_scan_module" origin_tech = "magnets=3" rating = 2 - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) /obj/item/weapon/stock_parts/manipulator/nano name = "nano-manipulator" @@ -149,7 +144,7 @@ icon_state = "nano_mani" origin_tech = "materials=3;programming=2" rating = 2 - m_amt = 30 + materials = list(MAT_METAL=30) /obj/item/weapon/stock_parts/micro_laser/high name = "high-power micro-laser" @@ -157,8 +152,7 @@ icon_state = "high_micro_laser" origin_tech = "magnets=3" rating = 2 - m_amt = 10 - g_amt = 20 + materials = list(MAT_METAL=10, MAT_GLASS=20) /obj/item/weapon/stock_parts/matter_bin/adv name = "advanced matter bin" @@ -166,7 +160,7 @@ icon_state = "advanced_matter_bin" origin_tech = "materials=3" rating = 2 - m_amt = 80 + materials = list(MAT_METAL=80) //Rating 3 @@ -176,8 +170,7 @@ icon_state = "super_capacitor" origin_tech = "powerstorage=5;materials=4" rating = 3 - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) /obj/item/weapon/stock_parts/scanning_module/phasic name = "phasic scanning module" @@ -185,8 +178,7 @@ icon_state = "super_scan_module" origin_tech = "magnets=5" rating = 3 - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) /obj/item/weapon/stock_parts/manipulator/pico name = "pico-manipulator" @@ -194,7 +186,7 @@ icon_state = "pico_mani" origin_tech = "materials=5;programming=2" rating = 3 - m_amt = 30 + materials = list(MAT_METAL=30) /obj/item/weapon/stock_parts/micro_laser/ultra name = "ultra-high-power micro-laser" @@ -202,8 +194,7 @@ desc = "A tiny laser used in certain devices." origin_tech = "magnets=5" rating = 3 - m_amt = 10 - g_amt = 20 + materials = list(MAT_METAL=10, MAT_GLASS=20) /obj/item/weapon/stock_parts/matter_bin/super name = "super matter bin" @@ -211,7 +202,7 @@ icon_state = "super_matter_bin" origin_tech = "materials=5" rating = 3 - m_amt = 80 + materials = list(MAT_METAL=80) //Rating 4 @@ -221,8 +212,7 @@ icon_state = "quadratic_capacitor" origin_tech = "powerstorage=6;materials=5" rating = 4 - m_amt = 50 - g_amt = 50 + materials = list(MAT_METAL=50, MAT_GLASS=50) /obj/item/weapon/stock_parts/scanning_module/triphasic name = "triphasic scanning module" @@ -230,8 +220,7 @@ icon_state = "triphasic_scan_module" origin_tech = "magnets=6" rating = 4 - m_amt = 50 - g_amt = 20 + materials = list(MAT_METAL=50, MAT_GLASS=20) /obj/item/weapon/stock_parts/manipulator/femto name = "femto-manipulator" @@ -239,7 +228,7 @@ icon_state = "femto_mani" origin_tech = "materials=6;programming=3" rating = 4 - m_amt = 30 + materials = list(MAT_METAL=30) /obj/item/weapon/stock_parts/micro_laser/quadultra name = "quad-ultra micro-laser" @@ -247,8 +236,7 @@ desc = "A tiny laser used in certain devices." origin_tech = "magnets=6" rating = 4 - m_amt = 10 - g_amt = 20 + materials = list(MAT_METAL=10, MAT_GLASS=20) /obj/item/weapon/stock_parts/matter_bin/bluespace name = "bluespace matter bin" @@ -256,7 +244,7 @@ icon_state = "bluespace_matter_bin" origin_tech = "materials=6" rating = 4 - m_amt = 80 + materials = list(MAT_METAL=80) // Subspace stock parts @@ -265,54 +253,49 @@ icon_state = "subspace_ansible" desc = "A compact module capable of sensing extradimensional activity." origin_tech = "programming=2;magnets=3;materials=2;bluespace=1" - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) /obj/item/weapon/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 = "programming=2;magnets=1" - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) /obj/item/weapon/stock_parts/subspace/amplifier name = "subspace amplifier" icon_state = "subspace_amplifier" desc = "A compact micro-machine capable of amplifying weak subspace transmissions." origin_tech = "programming=2;magnets=2;materials=2;bluespace=1" - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) /obj/item/weapon/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 = "programming=2;magnets=1;materials=3;bluespace=1" - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) /obj/item/weapon/stock_parts/subspace/analyzer name = "subspace wavelength analyzer" icon_state = "wavelength_analyzer" desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." origin_tech = "programming=2;magnets=2;materials=2;bluespace=1" - m_amt = 30 - g_amt = 10 + materials = list(MAT_METAL=30, MAT_GLASS=10) /obj/item/weapon/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 = "magnets=2;materials=2;bluespace=1" - g_amt = 50 + materials = list(MAT_GLASS=50) /obj/item/weapon/stock_parts/subspace/transmitter name = "subspace transmitter" icon_state = "subspace_transmitter" desc = "A large piece of equipment used to open a window into the subspace dimension." origin_tech = "magnets=3;materials=3;bluespace=2" - m_amt = 50 + materials = list(MAT_METAL=50) /obj/item/weapon/research//Makes testing much less of a pain -Sieve name = "research" diff --git a/code/modules/research/xenobiology/xenobiology.dm b/code/modules/research/xenobiology/xenobiology.dm index 19892b22d1e..29fd291945c 100644 --- a/code/modules/research/xenobiology/xenobiology.dm +++ b/code/modules/research/xenobiology/xenobiology.dm @@ -482,7 +482,7 @@ icon_state = "tile-bluespace" w_class = 3.0 force = 6.0 - m_amt = 937.5 + materials = list(MAT_METAL=937.5) throwforce = 10.0 throw_speed = 3 throw_range = 7 @@ -505,7 +505,7 @@ icon_state = "tile-sepia" w_class = 3.0 force = 6.0 - m_amt = 937.5 + materials = list(MAT_METAL=937.5) throwforce = 10.0 throw_speed = 3 throw_range = 7 diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm index 841e96959e7..2aa37528aa2 100644 --- a/code/modules/surgery/tools.dm +++ b/code/modules/surgery/tools.dm @@ -3,8 +3,7 @@ desc = "Retracts stuff." icon = 'icons/obj/surgery.dmi' icon_state = "retractor" - m_amt = 6000 - g_amt = 3000 + materials = list(MAT_METAL=6000, MAT_GLASS=3000) flags = CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" @@ -15,8 +14,7 @@ desc = "You think you have seen this before." icon = 'icons/obj/surgery.dmi' icon_state = "hemostat" - m_amt = 5000 - g_amt = 2500 + materials = list(MAT_METAL=5000, MAT_GLASS=2500) flags = CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" @@ -28,8 +26,7 @@ desc = "This stops bleeding." icon = 'icons/obj/surgery.dmi' icon_state = "cautery" - m_amt = 2500 - g_amt = 750 + materials = list(MAT_METAL=2500, MAT_GLASS=750) flags = CONDUCT w_class = 1.0 origin_tech = "materials=1;biotech=1" @@ -42,8 +39,7 @@ icon = 'icons/obj/surgery.dmi' icon_state = "drill" hitsound = 'sound/weapons/circsawhit.ogg' - m_amt = 10000 - g_amt = 6000 + materials = list(MAT_METAL=10000, MAT_GLASS=6000) flags = CONDUCT force = 15.0 w_class = 3.0 @@ -61,8 +57,7 @@ throwforce = 5.0 throw_speed = 3 throw_range = 5 - m_amt = 4000 - g_amt = 1000 + materials = list(MAT_METAL=4000, MAT_GLASS=1000) origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' @@ -87,8 +82,7 @@ throwforce = 9.0 throw_speed = 2 throw_range = 5 - m_amt = 10000 - g_amt = 6000 + materials = list(MAT_METAL=10000, MAT_GLASS=6000) origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "slashed", "sawed", "cut")