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Merge pull request #4807 from Neerti/2/12/2018_lead_tweaks
Tweaks Lead & Radiation Resistance
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@@ -116,7 +116,7 @@ var/global/repository/radiation/radiation_repository = new()
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else if(O.density) //So open doors don't get counted
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var/material/M = O.get_material()
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if(!M) continue
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cached_rad_resistance += M.radiation_resistance
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cached_rad_resistance += M.weight + M.radiation_resistance
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// Looks like storing the contents length is meant to be a basic check if the cache is stale due to items enter/exiting. Better than nothing so I'm leaving it as is. ~Leshana
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radiation_repository.resistance_cache[src] = (length(contents) + 1)
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@@ -23,6 +23,10 @@
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..(newloc,"gold")
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/turf/simulated/wall/silver/New(var/newloc)
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..(newloc,"silver")
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/turf/simulated/wall/lead/New(var/newloc)
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..(newloc,"lead")
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/turf/simulated/wall/r_lead/New(var/newloc)
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..(newloc,"lead", "lead")
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/turf/simulated/wall/phoron/New(var/newloc)
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..(newloc,"phoron")
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/turf/simulated/wall/sandstone/New(var/newloc)
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@@ -99,7 +99,7 @@ var/list/name_to_material
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var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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var/luminescence
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var/radiation_resistance = 20 // Radiation resistance, used in calculating how much radiation a material absorbs. Equivlent to weight, but does not affect weaponry.
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var/radiation_resistance = 0 // Radiation resistance, which is added on top of a material's weight for blocking radiation. Needed to make lead special without superrobust weapons.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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var/created_window
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@@ -237,7 +237,6 @@ var/list/name_to_material
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weight = 22
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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radiation_resistance = 80 //dense, so it's okay-ish as rad shielding.
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/material/diamond
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name = "diamond"
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@@ -263,7 +262,6 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 120 //gold is dense.
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/material/gold/bronze //placeholder for ashtrays
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name = "bronze"
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@@ -279,7 +277,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 3)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 22
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//R-UST port
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/material/supermatter
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name = "supermatter"
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@@ -340,7 +338,6 @@ var/list/name_to_material
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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radiation_resistance = 22
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/material/stone/marble
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name = "marble"
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@@ -349,7 +346,7 @@ var/list/name_to_material
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hardness = 100
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integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
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stack_type = /obj/item/stack/material/marble
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radiation_resistance = 26
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/material/steel
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name = DEFAULT_WALL_MATERIAL
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@@ -396,7 +393,7 @@ var/list/name_to_material
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conductivity = 13 // For the purposes of balance.
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
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radiation_resistance = 60 //Plasteel is presumably dense and is the dominant material used in the engine. Still not great.
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// Very rare alloy that is reflective, should be used sparingly.
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/material/durasteel
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@@ -414,7 +411,6 @@ var/list/name_to_material
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reflectivity = 0.7 // Not a perfect mirror, but close.
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stack_origin_tech = list(TECH_MATERIAL = 8)
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composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
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radiation_resistance = 120 //it reflects XRAY LASERS.
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/material/plasteel/titanium
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name = "titanium"
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@@ -443,7 +439,6 @@ var/list/name_to_material
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window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
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created_window = /obj/structure/window/basic
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rod_product = /obj/item/stack/material/glass/reinforced
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radiation_resistance = 15
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/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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@@ -535,7 +530,6 @@ var/list/name_to_material
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created_window = /obj/structure/window/reinforced
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wire_product = null
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rod_product = null
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radiation_resistance = 30
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/material/glass/phoron
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name = "borosilicate glass"
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@@ -563,7 +557,6 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list() //todo
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rod_product = null
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radiation_resistance = 30
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/material/plastic
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name = "plastic"
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@@ -578,7 +571,6 @@ var/list/name_to_material
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conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
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melting_point = T0C+371 //assuming heat resistant plastic
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stack_origin_tech = list(TECH_MATERIAL = 3)
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radiation_resistance = 12
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/material/plastic/holographic
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name = "holoplastic"
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@@ -629,7 +621,6 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 2)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 27
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/material/iron
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name = "iron"
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@@ -639,17 +630,16 @@ var/list/name_to_material
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 22
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/material/lead
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name = "lead"
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stack_type = /obj/item/stack/material/lead
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icon_colour = "#273956"
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weight = 35
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weight = 23 // Lead is a bit more dense than silver IRL, and silver has 22 ingame.
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 350 //actual radiation shielding, yay...
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radiation_resistance = 25 // Lead is Special and so gets to block more radiation than it normally would with just weight, totalling in 48 protection.
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// Adminspawn only, do not let anyone get this.
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/material/alienalloy
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@@ -663,7 +653,6 @@ var/list/name_to_material
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hardness = 500
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weight = 500
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protectiveness = 80 // 80%
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radiation_resistance = 500
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// Likewise.
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/material/alienalloy/elevatorium
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@@ -721,7 +710,6 @@ var/list/name_to_material
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destruction_desc = "splinters"
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sheet_singular_name = "plank"
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sheet_plural_name = "planks"
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radiation_resistance = 18
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/material/wood/log
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name = MAT_LOG
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@@ -764,7 +752,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 1)
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door_icon_base = "wood"
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destruction_desc = "crumples"
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radiation_resistance = 1
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/material/snow
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name = MAT_SNOW
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stack_type = /obj/item/stack/material/snow
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@@ -781,7 +769,7 @@ var/list/name_to_material
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destruction_desc = "crumples"
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sheet_singular_name = "pile"
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sheet_plural_name = "pile" //Just a bigger pile
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radiation_resistance = 1
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/material/cloth //todo
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name = "cloth"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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