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Makes datum materials support GAGS icons without too much configuration needed. You just need to specify a base config and subtype configurations can be for specific materials. I used the cleric mace as a testing item due to it having 2 distinct regions to color, so it got migrated to this system. Moving forward we should not be using the regular color system for datum mat items as you can get conflicts with other code adding colors whereas with this the sprite has the base colors baked in. Also I made the gold mace shimmer, for fun.
170 lines
6.6 KiB
Plaintext
170 lines
6.6 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 = GET_MATERIAL_REF(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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greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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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greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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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greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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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greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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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greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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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greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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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