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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-29 16:19:36 +01:00
Converts bat to use the material system.
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@@ -13,7 +13,6 @@ var/list/name_to_material
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/proc/get_material_by_name(name)
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if(!name_to_material)
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populate_material_list()
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return name_to_material[name]
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/*
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@@ -28,23 +27,30 @@ var/list/name_to_material
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var/name // Tag for use in overlay generation/list population .
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var/display_name
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var/flags = 0
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var/icon_base = "metal"
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var/rotting_touch_message = "crumbles under your touch"
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// Shards/tables/structures
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var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
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var/shard_type = SHARD_SHRAPNEL
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var/shard_icon
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var/shard_can_repair = 1
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// Icons
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var/icon_colour
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var/icon_base = "metal"
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var/icon_reinf = "reinf_metal"
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var/stack_type
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// Attributes
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var/cut_delay = 0
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var/radioactivity
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var/ignition_point
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var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
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var/integrity = 150 // Damage before wall falls apart, essentially.
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var/hardness = 60 // Used to determine if a hulk can punch through this wall.
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var/rotting_touch_message = "crumbles under your touch"
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var/opacity = 1
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var/explosion_resistance = 5
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var/shard_type = SHARD_SHRAPNEL
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var/shard_icon
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var/shard_can_repair = 1
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var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
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var/weight = 20
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/material/New()
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..()
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@@ -53,6 +59,15 @@ var/list/name_to_material
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if(!shard_icon)
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shard_icon = shard_type
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/material/proc/get_blunt_damage()
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return weight //todo
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/material/proc/get_edge_damage()
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return round(hardness/4) //todo
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/material/proc/products_need_process()
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return (radioactivity>0) //todo
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/material/placeholder
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name = "placeholder"
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@@ -84,6 +99,7 @@ var/list/name_to_material
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icon_base = "stone"
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icon_reinf = "reinf_stone"
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icon_colour = "#007A00"
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weight = 22
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/material/diamond
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name = "diamond"
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@@ -94,16 +110,21 @@ var/list/name_to_material
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opacity = 0.4
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 100
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/material/gold
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name = "gold"
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stack_type = /obj/item/stack/sheet/mineral/gold
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icon_colour = "#EDD12F"
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weight = 24
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hardness = 40
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/material/silver
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name = "silver"
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stack_type = /obj/item/stack/sheet/mineral/silver
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icon_colour = "#D1E6E3"
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weight = 22
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hardness = 50
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/material/phoron
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name = "phoron"
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@@ -112,6 +133,7 @@ var/list/name_to_material
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icon_base = "stone"
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icon_colour = "#FC2BC5"
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shard_type = SHARD_SHARD
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hardness = 30
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/material/sandstone
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name = "sandstone"
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@@ -120,6 +142,8 @@ var/list/name_to_material
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icon_reinf = "reinf_stone"
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icon_colour = "#D9C179"
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shard_type = SHARD_STONE_PIECE
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weight = 22
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hardness = 55
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/material/steel
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name = DEFAULT_WALL_MATERIAL
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@@ -143,6 +167,8 @@ var/list/name_to_material
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icon_reinf = "reinf_over"
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icon_colour = "#777777"
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explosion_resistance = 25
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hardness = 80
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weight = 23
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/material/glass
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name = "glass"
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@@ -153,6 +179,8 @@ var/list/name_to_material
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integrity = 100
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 15
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weight = 15
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/material/glass/phoron
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name = "phoron glass"
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@@ -161,6 +189,8 @@ var/list/name_to_material
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ignition_point = 300
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integrity = 200 // idk why but phoron windows are strong, so.
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icon_colour = "#FC2BC5"
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hardness = 10
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weight = 10
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/material/plastic
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name = "plastic"
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@@ -169,6 +199,8 @@ var/list/name_to_material
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#CCCCCC"
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hardness = 10
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weight = 12
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/material/osmium
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name = "osmium"
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@@ -189,11 +221,13 @@ var/list/name_to_material
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name = "platinum"
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stack_type = /obj/item/stack/sheet/mineral/platinum
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icon_colour = "#9999FF"
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weight = 27
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/material/iron
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name = "iron"
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stack_type = /obj/item/stack/sheet/mineral/iron
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icon_colour = "#5C5454"
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weight = 22
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/material/wood
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name = "wood"
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@@ -204,6 +238,8 @@ var/list/name_to_material
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explosion_resistance = 2
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shard_type = SHARD_SPLINTER
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shard_can_repair = 0 // you can't weld splinters back into planks
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hardness = 15
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weight = 18
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/material/wood/holographic
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name = "holographic wood"
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