Files
Bubberstation/code/__DEFINES/construction/material.dm
SkyratBot 9079534cf1 [MIRROR] Use a common list for acceptable silo materials (#26817)
* Use a common list for acceptable silo materials (#81790)

## About The Pull Request
This list containing the same material values was copy pasted all over.
It's already cached in the subsystem so let's just use that.

Renamed ore category into silo category.

## Changelog
🆑
code: Use a common list for acceptable silo materials for some stuff.
Renamed ore category into silo category.
/🆑

* Use a common list for acceptable silo materials

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-03-09 14:26:24 -05:00

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//Defines for amount of material retrived from sheets & other items
/// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units.
#define SHEET_MATERIAL_AMOUNT 100
/// The amount of materials you get from half a sheet. Used in standard object quantities. 50 units.
#define HALF_SHEET_MATERIAL_AMOUNT (SHEET_MATERIAL_AMOUNT / 2)
/// The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.
#define SMALL_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT / 5)
/// The amount of material that goes into a coin, which determines the value of the coin.
#define COIN_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT * 0.4)
//Cable related values
/// The maximum size of a stack object.
#define MAX_STACK_SIZE 50
/// Maximum amount of cable in a coil
#define MAXCOIL 30
//Category of materials
/// Can this material be stored in the ore silo
#define MAT_CATEGORY_SILO "silo capable"
/// Hard materials, such as iron or silver
#define MAT_CATEGORY_RIGID "rigid material"
/// Materials that can be used to craft items
#define MAT_CATEGORY_ITEM_MATERIAL "item material"
/// Use this flag on TRUE if you want the basic recipes
#define MAT_CATEGORY_BASE_RECIPES "basic recipes"
///Flags for map loaded materials
/// Used to make a material initialize at roundstart.
#define MATERIAL_INIT_MAPLOAD (1<<0)
/// Used to make a material type able to be instantiated on demand after roundstart.
#define MATERIAL_INIT_BESPOKE (1<<1)
//Material Container Flags.
///If the container shows the amount of contained materials on examine.
#define MATCONTAINER_EXAMINE (1<<0)
///If the container cannot have materials inserted through attackby().
#define MATCONTAINER_NO_INSERT (1<<1)
///If the user can insert mats into the container despite the intent.
#define MATCONTAINER_ANY_INTENT (1<<2)
///If the user won't receive a warning when attacking the container with an unallowed item.
#define MATCONTAINER_SILENT (1<<3)
/// Whether a material's mechanical effects should apply to the atom. This is necessary for other flags to work.
#define MATERIAL_EFFECTS (1<<0)
/// Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
#define MATERIAL_COLOR (1<<1)
/// Whether a prefix describing the material should be added to the name
#define MATERIAL_ADD_PREFIX (1<<2)
/// Whether a material should affect the stats of the atom
#define MATERIAL_AFFECT_STATISTICS (1<<3)
/// Applies the material greyscale color to the atom's greyscale color.
#define MATERIAL_GREYSCALE (1<<4)
//Special return values of [/datum/component/material_container/insert_item]
/// No material was found inside them item
#define MATERIAL_INSERT_ITEM_NO_MATS -1
/// The container does not have the space for the item
#define MATERIAL_INSERT_ITEM_NO_SPACE -2
/// The item material type was not accepted or other reasons
#define MATERIAL_INSERT_ITEM_FAILURE 0
// Slowdown values.
/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of plasteel.
#define MATERIAL_SLOWDOWN_PLASTEEL (0.05)
/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of alien alloy.
#define MATERIAL_SLOWDOWN_ALIEN_ALLOY (0.1)
//Stock market stock values.
/// How much quantity of a material stock exists for common materials like iron & glass.
#define MATERIAL_QUANTITY_COMMON 5000
/// How much quantity of a material stock exists for uncommon materials like silver & titanium.
#define MATERIAL_QUANTITY_UNCOMMON 1000
/// How much quantity of a material stock exists for rare materials like gold, uranium, & diamond.
#define MATERIAL_QUANTITY_RARE 200
/// How much quantity of a material stock exists for exotic materials like diamond & bluespace crystals.
#define MATERIAL_QUANTITY_EXOTIC 50
// The number of ore vents that will spawn boulders with this material.
/// Is this material going to spawn often in ore vents? (80% of vents on lavaland)
#define MATERIAL_RARITY_COMMON 12
/// Is this material going to spawn often in ore vents? (53% of vents on lavaland)
#define MATERIAL_RARITY_SEMIPRECIOUS 8
/// Is this material going to spawn uncommonly in ore vents? (33% of vents on lavaland)
#define MATERIAL_RARITY_PRECIOUS 5
/// Is this material going to spawn rarely in ore vents? (20% of vents on lavaland)
#define MATERIAL_RARITY_RARE 3
/// Is this material only going to spawn once in ore vents? (6% of vents on lavaland)
#define MATERIAL_RARITY_UNDISCOVERED 1