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