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Bubberstation/code/datums/materials/alloys.dm
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Emmett GainesandGitHub 71ed48d944 Datum mat GAGS support and mace migration (#59114)
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.
2021-05-31 03:06:26 -07:00

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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 = GET_MATERIAL_REF(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"
greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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"
greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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"
greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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"
greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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"
greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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"
greyscale_colors = "#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, MAT_CATEGORY_ITEM_MATERIAL=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