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Bubberstation/code/datums/materials/alloys.dm
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cae0e4cb5c [MIRROR] Adds Alloy Materials (#1228)
* Adds Alloy Materials (#53623)

Adds and implements alloy materials

Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.

Materials added:
    Plasteel
    Plastitanium
    Plasmaglass
    Titaniumglass
    Plastitanium Glass
    Alien Alloy

Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.

Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.

(Lemons note: Adds a regeneration component, used for alien alloy)

* Adds Alloy Materials

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-10-10 00:29:56 +01:00

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/** Materials made from other materials.
*/
/datum/material/alloy
name = "alloy"
desc = "A material composed of two or more other materials."
init_flags = NONE
/// The materials this alloy is made from weighted by their ratios.
var/list/composition = null
/// Breakdown flags required to reduce this alloy to its component materials.
var/req_breakdown_flags = BREAKDOWN_ALLOYS
/datum/material/alloy/return_composition(amount=1, breakdown_flags)
if(req_breakdown_flags & !(breakdown_flags & req_breakdown_flags))
return ..()
. = list()
var/list/cached_comp = composition
for(var/comp_mat in cached_comp)
var/datum/material/component_material = SSmaterials.GetMaterialRef(comp_mat)
var/list/component_composition = component_material.return_composition(cached_comp[comp_mat], breakdown_flags)
for(var/comp_comp_mat in component_composition)
.[comp_comp_mat] += component_composition[comp_comp_mat] * amount
/** Plasteel
*
* An alloy of iron and plasma.
* Applies a significant slowdown effect to any and all items that contain it.
*/
/datum/material/alloy/plasteel
name = "plasteel"
desc = "The heavy duty result of infusing iron with plasma."
color = "#706374"
init_flags = MATERIAL_INIT_MAPLOAD
value_per_unit = 0.135
strength_modifier = 1.25
integrity_modifier = 1.5 // Heavy duty.
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.1, ENERGY = 1.1, BOMB = 1.5, BIO = 1, RAD = 1.5, FIRE = 1.1, ACID = 1)
sheet_type = /obj/item/stack/sheet/plasteel
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE)
composition = list(/datum/material/iron=1, /datum/material/plasma=1)
/datum/material/alloy/plasteel/on_applied_obj(obj/item/target_item, amount, material_flags)
. = ..()
if(!istype(target_item))
return
target_item.slowdown += MATERIAL_SLOWDOWN_PLASTEEL * amount / MINERAL_MATERIAL_AMOUNT
/datum/material/alloy/plasteel/on_removed_obj(obj/item/target_item, amount, material_flags)
. = ..()
if(!istype(target_item))
return
target_item.slowdown -= MATERIAL_SLOWDOWN_PLASTEEL * amount / MINERAL_MATERIAL_AMOUNT
/** Plastitanium
*
* An alloy of titanium and plasma.
*/
/datum/material/alloy/plastitanium
name = "plastitanium"
desc = "The extremely heat resistant result of infusing titanium with plasma."
color = "#3a313a"
init_flags = MATERIAL_INIT_MAPLOAD
value_per_unit = 0.225
strength_modifier = 0.9 // It's a lightweight alloy.
integrity_modifier = 1.3
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.4, ENERGY = 1.4, BOMB = 1.1, BIO = 1.2, RAD = 1.1, FIRE = 1.5, ACID = 1)
sheet_type = /obj/item/stack/sheet/mineral/plastitanium
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE)
composition = list(/datum/material/titanium=1, /datum/material/plasma=1)
/** Plasmaglass
*
* An alloy of silicate and plasma.
*/
/datum/material/alloy/plasmaglass
name = "plasmaglass"
desc = "Plasma-infused silicate. It is much more durable and heat resistant than either of its component materials."
color = "#ff80f4"
alpha = 150
init_flags = MATERIAL_INIT_MAPLOAD
integrity_modifier = 0.5
armor_modifiers = list(MELEE = 0.8, BULLET = 0.8, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 1.2, RAD = 1, FIRE = 2, ACID = 2)
sheet_type = /obj/item/stack/sheet/plasmaglass
shard_type = /obj/item/shard/plasma
value_per_unit = 0.075
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE)
composition = list(/datum/material/glass=1, /datum/material/plasma=0.5)
/** Titaniumglass
*
* An alloy of glass and titanium.
*/
/datum/material/alloy/titaniumglass
name = "titanium glass"
desc = "A specialized silicate-titanium alloy that is commonly used in shuttle windows."
color = "#cfbee0"
alpha = 150
init_flags = MATERIAL_INIT_MAPLOAD
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 0.8, ENERGY = 0.8, BOMB = 0.5, BIO = 1.2, RAD = 1, FIRE = 0.8, ACID = 2)
sheet_type = /obj/item/stack/sheet/titaniumglass
shard_type = /obj/item/shard
value_per_unit = 0.04
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE)
composition = list(/datum/material/glass=1, /datum/material/titanium=0.5)
/** Plastitanium Glass
*
* An alloy of plastitanium and glass.
*/
/datum/material/alloy/plastitaniumglass
name = "plastitanium glass"
desc = "A specialized silicate-plastitanium alloy."
color = "#5d3369"
alpha = 150
init_flags = MATERIAL_INIT_MAPLOAD
integrity_modifier = 1.1
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1.2, ENERGY = 1.2, BOMB = 0.5, BIO = 1.2, RAD = 1, FIRE = 2, ACID = 2)
sheet_type = /obj/item/stack/sheet/plastitaniumglass
shard_type = /obj/item/shard/plasma
value_per_unit = 0.125
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE)
composition = list(/datum/material/glass=1, /datum/material/alloy/plastitanium=0.5)
/** Alien Alloy
*
* Densified plasteel.
* Applies a significant slowdown effect to anything that contains it.
* Anything constructed from it can slowly regenerate.
*/
/datum/material/alloy/alien
name = "alien alloy"
desc = "An extremely dense alloy similar to plasteel in composition. It requires exotic metallurgical processes to create."
color = "#6041aa"
init_flags = MATERIAL_INIT_MAPLOAD
strength_modifier = 1.5 // It's twice the density of plasteel and just as durable. Getting hit with it is going to HURT.
integrity_modifier = 1.5
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.2, ENERGY = 1.2, BOMB = 1.5, BIO = 1.2, RAD = 1.5, FIRE = 1.2, ACID = 1.2)
sheet_type = /obj/item/stack/sheet/mineral/abductor
value_per_unit = 0.4
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE)
composition = list(/datum/material/iron=2, /datum/material/plasma=2)
/datum/material/alloy/alien/on_applied_obj(obj/item/target_item, amount, material_flags)
. = ..()
target_item.AddElement(/datum/element/obj_regen, _rate=0.02) // 2% regen per tick.
if(!istype(target_item))
return
target_item.slowdown += MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / MINERAL_MATERIAL_AMOUNT
/datum/material/alloy/alien/on_removed_obj(obj/item/target_item, amount, material_flags)
. = ..()
target_item.RemoveElement(/datum/element/obj_regen, _rate=0.02)
if(!istype(target_item))
return
target_item.slowdown -= MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / MINERAL_MATERIAL_AMOUNT