Base features for Precursotech and Anomalotech Expansion

This commit is contained in:
Neerti
2019-04-13 22:44:21 -04:00
committed by VirgoBot
parent 072e79f78d
commit fc7c6f38b4
43 changed files with 1141 additions and 103 deletions

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@@ -145,7 +145,10 @@
#define DEFAULT_TABLE_MATERIAL "plastic"
#define DEFAULT_WALL_MATERIAL "steel"
#define MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
#define MAT_PLASTIC "plastic"
#define MAT_GLASS "glass"
#define MAT_SILVER "silver"
#define MAT_GOLD "gold"
@@ -164,6 +167,13 @@
#define MAT_DURASTEEL "durasteel"
#define MAT_DURASTEELHULL "durasteel hull"
#define MAT_TITANIUMHULL "titanium hull"
#define MAT_VERDANTIUM "verdantium"
#define MAT_MORPHIUM "morphium"
#define MAT_MORPHIUMHULL "morphium hull"
#define MAT_VALHOLLIDE "valhollide"
#define MAT_LEAD "lead"
#define MAT_SUPERMATTER "supermatter"
#define MAT_METALHYDROGEN "mhydrogen"
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"

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@@ -11,6 +11,7 @@
#define TECH_DATA "programming"
#define TECH_ILLEGAL "syndicate"
#define TECH_ARCANE "arcane"
#define TECH_PRECURSOR "precursor"
#define IMPRINTER 0x0001 //For circuits. Uses glass/chemicals.
#define PROTOLATHE 0x0002 //New stuff. Uses glass/metal/chemicals

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@@ -34,7 +34,9 @@
#define ARCHAEO_REMAINS_XENO 34
#define ARCHAEO_GASMASK 35
#define ARCHAEO_ALIEN_ITEM 36
#define MAX_ARCHAEO 36
#define ARCHAEO_ALIEN_BOAT 37
#define ARCHAEO_IMPERION_CIRCUIT 38
#define MAX_ARCHAEO 38
#define DIGSITE_GARDEN 1
#define DIGSITE_ANIMAL 2

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@@ -555,6 +555,91 @@
rating = 3
matter = list(DEFAULT_WALL_MATERIAL = 80)
// Rating 4 - Anomaly
/obj/item/weapon/stock_parts/capacitor/hyper
name = "hyper capacitor"
desc = "A hyper-capacity capacitor used in the construction of a variety of devices."
icon_state = "capacitor_hyper"
origin_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/scanning_module/hyper
name = "quantum scanning module"
desc = "A compact, near-perfect resolution quantum scanning module used in the construction of certain devices."
icon_state = "scan_module_hyper"
origin_tech = list(TECH_MAGNET = 6, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40)
/obj/item/weapon/stock_parts/manipulator/hyper
name = "planck-manipulator"
desc = "A miniscule manipulator used in the construction of certain devices."
icon_state = "hyper_mani"
origin_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 30)
/obj/item/weapon/stock_parts/micro_laser/hyper
name = "hyper-power micro-laser"
icon_state = "hyper_micro_laser"
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 6, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/matter_bin/hyper
name = "hyper matter bin"
desc = "A container for holding compressed matter awaiting re-construction."
icon_state = "hyper_matter_bin"
origin_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 100)
// Rating 5 - Precursor
/obj/item/weapon/stock_parts/capacitor/omni
name = "omni-capacitor"
desc = "A capacitor of immense capacity used in the construction of a variety of devices."
icon_state = "capacitor_omni"
origin_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/scanning_module/omni
name = "omni-scanning module"
desc = "A compact, perfect resolution temporospatial scanning module used in the construction of certain devices."
icon_state = "scan_module_omni"
origin_tech = list(TECH_MAGNET = 7, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40)
/obj/item/weapon/stock_parts/manipulator/omni
name = "omni-manipulator"
desc = "A strange, infinitesimal manipulator used in the construction of certain devices."
icon_state = "omni_mani"
origin_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 30)
/obj/item/weapon/stock_parts/micro_laser/omni
name = "omni-power micro-laser"
icon_state = "omni_micro_laser"
desc = "A strange laser used in certain devices."
origin_tech = list(TECH_MAGNET = 7, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/matter_bin/omni
name = "omni-matter bin"
desc = "A strange container for holding compressed matter awaiting re-construction."
icon_state = "omni_matter_bin"
origin_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 100)
// Subspace stock parts
/obj/item/weapon/stock_parts/subspace/ansible

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@@ -304,7 +304,7 @@
storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 25000
storage_capacity["glass"] = mb_rating * 12500
build_time = 50 / man_rating
mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.8. Maximum rating of parts is 3
mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.6. Maximum rating of parts is 5
/obj/machinery/autolathe/dismantle()
for(var/mat in stored_material)

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@@ -19,6 +19,7 @@
var/base_print_delay = 100 // For Adminbus reasons
var/printing
var/loaded_dna //Blood sample for DNA hashing.
var/malfunctioning = FALSE // May cause rejection, or the printing of some alien limb instead!
// These should be subtypes of /obj/item/organ
// Costs roughly 20u Phoron (1 sheet) per internal organ, limbs are 60u for limb and extremity
@@ -76,10 +77,19 @@
/obj/machinery/organ_printer/RefreshParts()
// Print Delay updating
print_delay = base_print_delay
var/manip_rating = 0
for(var/obj/item/weapon/stock_parts/manipulator/manip in component_parts)
manip_rating += manip.rating
print_delay -= (manip.rating-1)*10
print_delay = max(0,print_delay)
manip_rating = round(manip_rating / 2)
if(manip_rating >= 5)
malfunctioning = TRUE
else
malfunctioning = initial(malfunctioning)
. = ..()
/obj/machinery/organ_printer/attack_hand(mob/user)
@@ -182,7 +192,17 @@
O.set_dna(C.dna)
O.species = C.species
if(istype(O, /obj/item/organ/external))
var/malfunctioned = FALSE
if(malfunctioning && prob(30)) // Alien Tech is a hell of a drug.
malfunctioned = TRUE
var/possible_species = list(SPECIES_HUMAN, SPECIES_VOX, SPECIES_SKRELL, SPECIES_ZADDAT, SPECIES_UNATHI, SPECIES_GOLEM, SPECIES_SHADOW)
var/new_species = pick(possible_species)
if(!all_species[new_species])
new_species = SPECIES_HUMAN
O.species = all_species[new_species]
if(istype(O, /obj/item/organ/external) && !malfunctioned)
var/obj/item/organ/external/E = O
E.sync_colour_to_human(C)

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@@ -13,7 +13,8 @@
var/speed = 1
var/mat_efficiency = 1
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, "diamond" = 0, "phoron" = 0, "uranium" = 0)
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, MAT_PLASTEEL = 0, "gold" = 0, "silver" = 0, MAT_LEAD = 0, "osmium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, "phoron" = 0, "uranium" = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
var/list/hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
var/res_max_amount = 200000
var/datum/research/files
@@ -75,7 +76,7 @@
var/T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 1) / 4 // 1 -> 0.5
mat_efficiency = max(1 - (T - 1) / 4, 0.2) // 1 -> 0.2
for(var/obj/item/weapon/stock_parts/micro_laser/M in component_parts) // Not resetting T is intended; speed is affected by both
T += M.rating
speed = T / 2 // 1 -> 3
@@ -273,6 +274,12 @@
/obj/machinery/mecha_part_fabricator/proc/get_materials()
. = list()
for(var/T in materials)
var/hidden_mat = FALSE
for(var/HM in hidden_materials) // Direct list contents comparison was failing.
if(T == HM && materials[T] == 0)
hidden_mat = TRUE
continue
if(!hidden_mat)
. += list(list("mat" = capitalize(T), "amt" = materials[T]))
/obj/machinery/mecha_part_fabricator/proc/eject_materials(var/material, var/amount) // 0 amount = 0 means ejecting a full stack; -1 means eject everything

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@@ -13,7 +13,8 @@
var/speed = 1
var/mat_efficiency = 1
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, "diamond" = 0, "phoron" = 0, "uranium" = 0, "plasteel" = 0)
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, MAT_PLASTEEL = 0, "gold" = 0, "silver" = 0, MAT_LEAD = 0, "osmium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, "phoron" = 0, "uranium" = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0)
var/list/hidden_materials = list(MAT_DURASTEEL, MAT_VERDANTIUM, MAT_MORPHIUM)
var/res_max_amount = 200000
var/datum/research/files
@@ -77,7 +78,7 @@
var/T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 1) / 4 // 1 -> 0.5
mat_efficiency = max(0.2, 1 - (T - 1) / 4) // 1 -> 0.2
for(var/obj/item/weapon/stock_parts/micro_laser/M in component_parts) // Not resetting T is intended; speed is affected by both
T += M.rating
speed = T / 2 // 1 -> 3
@@ -299,6 +300,12 @@
/obj/machinery/pros_fabricator/proc/get_materials()
. = list()
for(var/T in materials)
var/hidden_mat = FALSE
for(var/HM in hidden_materials) // Direct list contents comparison was failing.
if(T == HM && materials[T] == 0)
hidden_mat = TRUE
continue
if(!hidden_mat)
. += list(list("mat" = capitalize(T), "amt" = materials[T]))
/obj/machinery/pros_fabricator/proc/eject_materials(var/material, var/amount) // 0 amount = 0 means ejecting a full stack; -1 means eject everything

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@@ -79,5 +79,28 @@
name = T_BOARD_MECHA("Odysseus central control")
icon_state = "mainboard"
/obj/item/weapon/circuitboard/mecha/imperion
name = "Alien Circuit"
origin_tech = list(TECH_DATA = 5, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
icon = 'icons/obj/abductor.dmi'
icon_state = "circuit"
/obj/item/weapon/circuitboard/mecha/imperion/main
desc = "It is marked with a <span class='alien'>strange glyph</span>."
/obj/item/weapon/circuitboard/mecha/imperion/peripherals
desc = "It is marked with a <span class='alien'>pulsing glyph</span>."
/obj/item/weapon/circuitboard/mecha/imperion/targeting
desc = "It is marked with an <span class='alien'>ominous glyph</span>."
/obj/item/weapon/circuitboard/mecha/imperion/phasing
desc = "It is marked with a <span class='alien'>disturbing glyph</span>."
/obj/item/weapon/circuitboard/mecha/imperion/damaged
name = "Damaged Alien Circuit"
desc = "It is marked with a <span class='alien'>constantly shifting glyph</span>."
origin_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 1, TECH_PRECURSOR = 2)
//Undef the macro, shouldn't be needed anywhere else
#undef T_BOARD_MECHA

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@@ -105,6 +105,31 @@ Protectiveness | Armor %
if(!material) // No point checking for reflection.
return ..()
if(material.negation && prob(material.negation)) // Strange and Alien materials, or just really strong materials.
user.visible_message("<span class='danger'>\The [src] completely absorbs [attack_text]!</span>")
return TRUE
if(material.spatial_instability && prob(material.spatial_instability))
user.visible_message("<span class='danger'>\The [src] flashes [user] clear of [attack_text]!</span>")
var/list/turfs = new/list()
for(var/turf/T in orange(round(material.spatial_instability / 10) + 1, user))
if(istype(T,/turf/space)) continue
if(T.density) continue
if(T.x>world.maxx-6 || T.x<6) continue
if(T.y>world.maxy-6 || T.y<6) continue
turfs += T
if(!turfs.len) turfs += pick(/turf in orange(6))
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/effects/teleport.ogg', 50, 1)
user.loc = picked
return PROJECTILE_FORCE_MISS
if(material.reflectivity)
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
var/obj/item/projectile/P = damage_source

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@@ -115,3 +115,11 @@
var/new_tech = pick(techs)
techs -= new_tech
origin_tech[new_tech] = rand(5, 9)
origin_tech[TECH_PRECURSOR] = rand(0,2)
/obj/item/prop/alien/phasecoil
name = "reverberating device"
desc = "A device pulsing with an ominous energy."
icon_state = "circuit_phase"
origin_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_PHORON = 3, TECH_POWER = 5, TECH_MAGNET = 5, TECH_DATA = 5, TECH_PRECURSOR = 2, TECH_ARCANE = 1)

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@@ -190,3 +190,7 @@
recipes += new/datum/stack_recipe("alien wood floor tile", /obj/item/stack/tile/wood/sif, 1, 4, 20)
recipes -= new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20)
recipes -= new/datum/stack_recipe("wooden chair", /obj/structure/bed/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1)
/material/supermatter/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("supermatter shard", /obj/machinery/power/supermatter/shard, 30 , one_per_turf = 1, time = 600, on_floor = 1)

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@@ -214,7 +214,101 @@
no_variants = FALSE
/obj/item/stack/material/durasteel/hull
name = "MAT_DURASTEELHULL"
name = MAT_DURASTEELHULL
/obj/item/stack/material/titanium
name = MAT_TITANIUM
icon_state = "sheet-silver"
item_state = "sheet-silver"
default_type = MAT_TITANIUM
no_variants = FALSE
/obj/item/stack/material/titanium/hull
name = MAT_TITANIUMHULL
default_type = MAT_TITANIUMHULL
// Particle Smasher and Exotic material.
/obj/item/stack/material/verdantium
name = MAT_VERDANTIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_VERDANTIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium
name = MAT_MORPHIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_MORPHIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium/hull
name = MAT_MORPHIUMHULL
default_type = MAT_MORPHIUMHULL
/obj/item/stack/material/valhollide
name = MAT_VALHOLLIDE
icon_state = "sheet-gem"
item_state = "diamond"
default_type = MAT_VALHOLLIDE
no_variants = FALSE
apply_colour = TRUE
// Forged in the equivalent of Hell, one piece at a time.
/obj/item/stack/material/supermatter
name = MAT_SUPERMATTER
icon_state = "sheet-super"
item_state = "diamond"
default_type = MAT_SUPERMATTER
apply_colour = TRUE
/obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack.
slowdown = amount / 10
w_class = min(5, round(amount / 10) + 1)
throw_range = round(amount / 7) + 1
/obj/item/stack/material/supermatter/use(var/used)
. = ..()
update_mass()
return
/obj/item/stack/material/supermatter/attack_hand(mob/user)
update_mass()
radiation_repository.radiate(src, 5 + amount)
var/mob/living/M = user
if(!istype(M))
return
var/burn_user = TRUE
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets)))
burn_user = FALSE
if(burn_user)
H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk")
H.drop_from_inventory(src, get_turf(H))
return
if(istype(user, /mob/living/silicon/robot))
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk")
/obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
if(prob((4 / severity) * 20))
radiation_repository.radiate(get_turf(src), amount * 4)
explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25))
qdel(src)
return
radiation_repository.radiate(get_turf(src), amount * 2)
..()
/obj/item/stack/material/wood
name = "wooden plank"

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@@ -105,6 +105,8 @@ var/list/name_to_material
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/negation = 0 // Objects that respect this will randomly absorb impacts with this var as the percent chance.
var/spatial_instability = 0 // Objects that have trouble staying in the same physical space by sheer laws of nature have this. Percent for respecting items to cause teleportation.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
@@ -293,6 +295,8 @@ var/list/name_to_material
/material/supermatter
name = "supermatter"
icon_colour = "#FFFF00"
stack_type = /obj/item/stack/material/supermatter
shard_type = SHARD_SHARD
radioactivity = 20
stack_type = null
luminescence = 3
@@ -304,6 +308,7 @@ var/list/name_to_material
sheet_singular_name = "crystal"
sheet_plural_name = "crystals"
is_fusion_fuel = 1
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_PHORON = 5, TECH_BLUESPACE = 4)
/material/phoron
name = "phoron"
@@ -354,11 +359,14 @@ var/list/name_to_material
name = "marble"
icon_colour = "#AAAAAA"
weight = 26
<<<<<<< HEAD
hardness = 30 //VOREStation Edit - Please.
=======
hardness = 70
>>>>>>> 4ff3ee1... Merge pull request #6023 from Mechoid/Precursotech_Baseline
integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
stack_type = /obj/item/stack/material/marble
/material/steel
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
@@ -455,8 +463,8 @@ var/list/name_to_material
reflectivity = 0.9
/material/plasteel/titanium
name = "titanium"
stack_type = null
name = MAT_TITANIUM
stack_type = /obj/item/stack/material/titanium
conductivity = 2.38
icon_base = "metal"
door_icon_base = "metal"
@@ -465,7 +473,7 @@ var/list/name_to_material
/material/plasteel/titanium/hull
name = MAT_TITANIUMHULL
stack_type = null
stack_type = /obj/item/stack/material/titanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
@@ -686,7 +694,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/lead
name = "lead"
name = MAT_LEAD
stack_type = /obj/item/stack/material/lead
icon_colour = "#273956"
weight = 23 // Lead is a bit more dense than silver IRL, and silver has 22 ingame.
@@ -695,6 +703,74 @@ var/list/name_to_material
sheet_plural_name = "ingots"
radiation_resistance = 25 // Lead is Special and so gets to block more radiation than it normally would with just weight, totalling in 48 protection.
// Particle Smasher and other exotic materials.
/material/verdantium
name = MAT_VERDANTIUM
stack_type = /obj/item/stack/material/verdantium
icon_base = "metal"
door_icon_base = "metal"
icon_reinf = "reinf_metal"
icon_colour = "#4FE95A"
integrity = 80
protectiveness = 15
weight = 15
hardness = 30
shard_type = SHARD_SHARD
negation = 15
conductivity = 60
reflectivity = 0.3
radiation_resistance = 5
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 5, TECH_BIO = 4)
sheet_singular_name = "sheet"
sheet_plural_name = "sheets"
/material/morphium
name = MAT_MORPHIUM
stack_type = /obj/item/stack/material/morphium
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#37115A"
icon_reinf = "reinf_metal"
protectiveness = 60
integrity = 300
conductivity = 1.5
hardness = 90
shard_type = SHARD_SHARD
weight = 30
negation = 25
explosion_resistance = 85
reflectivity = 0.2
radiation_resistance = 10
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_ILLEGAL = 1, TECH_PHORON = 4, TECH_BLUESPACE = 4, TECH_ARCANE = 1)
/material/morphium/hull
name = MAT_MORPHIUMHULL
stack_type = /obj/item/stack/material/morphium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
/material/valhollide
name = MAT_VALHOLLIDE
stack_type = /obj/item/stack/material/valhollide
icon_base = "stone"
door_icon_base = "stone"
icon_reinf = "reinf_mesh"
icon_colour = "##FFF3B2"
protectiveness = 30
integrity = 240
weight = 30
hardness = 45
negation = 2
conductivity = 5
reflectivity = 0.5
radiation_resistance = 20
spatial_instability = 30
stack_origin_tech = list(TECH_MATERIAL = 7, TECH_PHORON = 5, TECH_BLUESPACE = 5)
sheet_singular_name = "gem"
sheet_plural_name = "gems"
// Adminspawn only, do not let anyone get this.
/material/alienalloy
name = "alienalloy"

View File

@@ -17,7 +17,7 @@
var/list/resource_field = list()
var/obj/item/device/radio/intercom/faultreporter = new /obj/item/device/radio/intercom{channels=list("Supply")}(null)
var/ore_types = list(
var/list/ore_types = list(
"hematite" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
@@ -34,8 +34,20 @@
var/harvest_speed
var/capacity
var/charge_use
var/exotic_drilling
var/obj/item/weapon/cell/cell = null
// Found with an advanced laser. exotic_drilling >= 1
var/list/ore_types_uncommon = list(
MAT_MARBLE = /obj/item/weapon/ore/marble,
MAT_LEAD = /obj/item/weapon/ore/lead
)
// Found with an ultra laser. exotic_drilling >= 2
var/list/ore_types_rare = list(
MAT_VERDANTIUM = /obj/item/weapon/ore/verdantium
)
//Flags
var/need_update_field = 0
var/need_player_check = 0
@@ -127,7 +139,7 @@
var/oretype = ore_types[metal]
new oretype(src)
if(!found_resource)
if(!found_resource) // If a drill can't see an advanced material, it will destroy it while going through.
harvesting.has_resources = 0
harvesting.resources = null
resource_field -= harvesting
@@ -219,6 +231,14 @@
for(var/obj/item/weapon/stock_parts/P in component_parts)
if(istype(P, /obj/item/weapon/stock_parts/micro_laser))
harvest_speed = P.rating
exotic_drilling = P.rating - 1
if(exotic_drilling >= 1)
ore_types |= ore_types_uncommon
if(exotic_drilling >= 2)
ore_types |= ore_types_rare
else
ore_types -= ore_types_uncommon
ore_types -= ore_types_rare
if(istype(P, /obj/item/weapon/stock_parts/matter_bin))
capacity = 200 * P.rating
if(istype(P, /obj/item/weapon/stock_parts/capacitor))

View File

@@ -18,7 +18,8 @@
"surface minerals" = 0,
"precious metals" = 0,
"nuclear fuel" = 0,
"exotic matter" = 0
"exotic matter" = 0,
"anomalous matter" = 0
)
for(var/turf/simulated/T in range(2, get_turf(user)))
@@ -30,10 +31,11 @@
var/ore_type
switch(metal)
if("silicates", "carbon", "hematite") ore_type = "surface minerals"
if("gold", "silver", "diamond") ore_type = "precious metals"
if("silicates", "carbon", "hematite", "marble") ore_type = "surface minerals"
if("gold", "silver", "diamond", "lead") ore_type = "precious metals"
if("uranium") ore_type = "nuclear fuel"
if("phoron", "osmium", "hydrogen") ore_type = "exotic matter"
if("verdantium") ore_type = "anomalous matter"
if(ore_type) metals[ore_type] += T.resources[metal]

View File

@@ -174,7 +174,8 @@
"uranium" = 30,
"diamond" = 50,
"platinum" = 40,
"mhydrogen" = 40)
"mhydrogen" = 40,
"verdantium" = 60)
/obj/machinery/mineral/processing_unit/New()
..()

View File

@@ -46,7 +46,9 @@ var/list/mining_overlay_cache = list()
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbon" = /obj/item/weapon/ore/coal
"carbon" = /obj/item/weapon/ore/coal,
"verdantium" = /obj/item/weapon/ore/verdantium,
"marble" = /obj/item/weapon/ore/marble
)
has_resources = 1
@@ -608,10 +610,10 @@ var/list/mining_overlay_cache = list()
var/mineral_name
if(rare_ore)
mineral_name = pickweight(list("uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20))
mineral_name = pickweight(list("marble" = 5, "uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 5, "verdantium" = 1))
else
mineral_name = pickweight(list("uranium" = 5, "platinum" = 5, "hematite" = 35, "carbon" = 35, "diamond" = 1, "gold" = 5, "silver" = 5, "phoron" = 10))
mineral_name = pickweight(list("marble" = 3, "uranium" = 10, "platinum" = 10, "hematite" = 70, "carbon" = 70, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 2, "verdantium" = 1))
if(mineral_name && (mineral_name in ore_data))
mineral = ore_data[mineral_name]

View File

@@ -24,6 +24,12 @@
origin_tech = list(TECH_MATERIAL = 1)
material = "carbon"
/obj/item/weapon/ore/marble
name = "recrystallized carbonate"
icon_state = "ore_marble"
origin_tech = list(TECH_MATERIAL = 1)
material = "carbon"
/obj/item/weapon/ore/glass
name = "sand"
icon_state = "ore_glass"
@@ -77,6 +83,29 @@
icon_state = "ore_hydrogen"
material = "mhydrogen"
/obj/item/weapon/ore/verdantium
name = "verdantite dust"
icon_state = "ore_verdantium"
material = MAT_VERDANTIUM
origin_tech = list(TECH_MATERIAL = 7)
// POCKET ... Crystal dust.
/obj/item/weapon/ore/verdantium/throw_impact(atom/hit_atom)
..()
var/mob/living/carbon/human/H = hit_atom
if(istype(H) && H.has_eyes() && prob(85))
H << "<span class='danger'>Some of \the [src] gets in your eyes!</span>"
H.Blind(10)
H.eye_blurry += 15
spawn(1)
if(istype(loc, /turf/)) qdel(src)
/obj/item/weapon/ore/lead
name = "lead glance"
icon_state = "ore_lead"
material = MAT_LEAD
origin_tech = list(TECH_MATERIAL = 3)
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Someone screwed up..."

View File

@@ -133,3 +133,33 @@ var/global/list/ore_data = list()
smelts_to = "tritium"
compresses_to = "mhydrogen"
scan_icon = "mineral_rare"
/ore/verdantium
name = MAT_VERDANTIUM
display_name = "crystalline verdantite"
compresses_to = MAT_VERDANTIUM
result_amount = 2
spread_chance = 5
scan_icon = "mineral_rare"
xarch_ages = list(
"billion" = 13,
"billion_lower" = 10
)
/ore/marble
name = MAT_MARBLE
display_name = "recrystallized carbonate"
compresses_to = "marble"
result_amount = 1
spread_chance = 10
ore = /obj/item/weapon/ore/marble
scan_icon = "mineral_common"
/ore/lead
name = MAT_LEAD
display_name = "lead glance"
compresses_to = "marble"
result_amount = 1
spread_chance = 10
ore = /obj/item/weapon/ore/marble
scan_icon = "mineral_rare"

View File

@@ -29,4 +29,25 @@
"You unsecure the [src.name] from the floor.", \
"You hear a ratchet.")
return
if(W.is_screwdriver())
panel_open = !panel_open
playsound(loc, W.usesound, 50, 1)
visible_message("<span class='notice'>\The [user] adjusts \the [src]'s mechanisms.</span>")
if(panel_open && do_after(user, 30))
to_chat(user, "<span class='notice'>\The [src] looks like it could be modified.</span>")
if(panel_open && do_after(user, 80 * W.toolspeed)) // We don't have skills, so a delayed hint for engineers will have to do for now. (Panel open check for sanity)
playsound(loc, W.usesound, 50, 1)
to_chat(user, "<span class='cult'>\The [src] looks like it could be adapted to forge advanced materials via particle acceleration, somehow..</span>")
else
to_chat(user, "<span class='notice'>\The [src]'s mechanisms look secure.</span>")
if(istype(W, /obj/item/weapon/smes_coil/super_io) && panel_open)
visible_message("<span class='notice'>\The [user] begins to modify \the [src] with \the [W].</span>")
if(do_after(user, 300))
user.drop_from_inventory(W)
visible_message("<span class='notice'>\The [user] installs \the [W] onto \the [src].</span>")
qdel(W)
var/turf/T = get_turf(src)
var/new_machine = /obj/machinery/particle_smasher
new new_machine(T)
qdel(src)
return ..()

View File

@@ -44,7 +44,7 @@
if (A)
if(ismob(A))
toxmob(A)
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/)))
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/))||(istype(A, /obj/machinery/particle_smasher)))
A:energy += energy
//R-UST port
else if(istype(A,/obj/machinery/power/fusion_core))

View File

@@ -0,0 +1,365 @@
/*
* Contains the particle smasher and its recipes.
*/
/obj/machinery/particle_smasher
name = "Particle Focus"
desc = "A strange device used to create exotic matter."
icon = 'icons/obj/machines/particle_smasher.dmi'
icon_state = "smasher"
anchored = 0
density = 1
use_power = 0
var/successful_craft = FALSE // Are we waiting to be emptied?
var/image/material_layer // Holds the image used for the filled overlay.
var/image/material_glow // Holds the image used for the glow overlay.
var/image/reagent_layer // Holds the image used for showing a contained beaker.
var/energy = 0 // How many 'energy' units does this have? Acquired by a Particle Accelerator like a Singularity.
var/max_energy = 600
var/obj/item/stack/material/target // The material being bombarded.
var/obj/item/weapon/reagent_containers/reagent_container // Holds the beaker. The process will consume ALL reagents inside it.
var/beaker_type = /obj/item/weapon/reagent_containers/glass/beaker
var/list/storage // Holds references to items allowed to be used in the fabrication phase.
var/max_storage = 3 // How many items can be jammed into it?
var/list/recipes // The list containing the Particle Smasher's recipes.
/obj/machinery/particle_smasher/Initialize()
..()
storage = list()
update_icon()
prepare_recipes()
/obj/machinery/particle_smasher/Destroy()
for(var/datum/recipe/particle_smasher/D in recipes)
qdel(D)
recipes.Cut()
..()
/obj/machinery/particle_smasher/examine(mob/user)
..()
if(user in view(1))
to_chat(user, "<span class='notice'>\The [src] contains:</span>")
for(var/obj/item/I in contents)
to_chat(user, "<span class='notice'>\the [I]</span>")
/obj/machinery/particle_smasher/attackby(obj/item/W as obj, mob/user as mob)
if(W.type == /obj/item/device/analyzer)
to_chat(user, "<span class='notice'>\The [src] reads an energy level of [energy].</span>")
else if(istype(W, /obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.uses_charge)
to_chat(user, "<span class='notice'>You cannot fill \the [src] with a synthesizer!</span>")
return
target = M.split(1)
target.forceMove(src)
update_icon()
else if(istype(W, beaker_type))
if(reagent_container)
to_chat(user, "<span class='notice'>\The [src] already has a container attached.</span>")
return
if(isrobot(user) && istype(W.loc, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = W.loc
G.drop_item()
else
user.drop_from_inventory(W)
reagent_container = W
reagent_container.forceMove(src)
to_chat(user, "<span class='notice'>You add \the [reagent_container] to \the [src].</span>")
update_icon()
return
else if(W.is_wrench())
anchored = !anchored
playsound(src, W.usesound, 75, 1)
if(anchored)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the [src.name] to the floor.", \
"You hear a ratchet.")
else
user.visible_message("[user.name] unsecures [src.name] from the floor.", \
"You unsecure the [src.name] from the floor.", \
"You hear a ratchet.")
update_icon()
return
else if(istype(W, /obj/item/weapon/card/id))
to_chat(user, "<span class='notice'>Swiping \the [W] on \the [src] doesn't seem to do anything...</span>")
return ..()
else if(((isrobot(user) && istype(W.loc, /obj/item/weapon/gripper)) || (!isrobot(user) && W.canremove)) && storage.len < max_storage)
if(isrobot(user) && istype(W.loc, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = W.loc
G.drop_item()
else
user.drop_from_inventory(W)
W.forceMove(src)
storage += W
else
return ..()
/obj/machinery/particle_smasher/update_icon()
cut_overlays()
if(!material_layer)
material_layer = image(icon, "[initial(icon_state)]-material")
if(!material_glow)
material_glow = image(icon, "[initial(icon_state)]-material-glow")
material_glow.plane = PLANE_LIGHTING_ABOVE
if(!reagent_layer)
reagent_layer = image(icon, "[initial(icon_state)]-reagent")
if(anchored)
icon_state = "[initial(icon_state)]-o"
if(target)
material_layer.color = target.material.icon_colour
add_overlay(material_layer)
if(successful_craft)
material_glow.color = target.material.icon_colour
add_overlay(material_glow)
if(reagent_container)
add_overlay(reagent_layer)
else
icon_state = initial(icon_state)
if(target && energy)
var/power_percent = round((energy / max_energy) * 100)
light_color = target.material.icon_colour
switch(power_percent)
if(0 to 25)
light_range = 1
if(26 to 50)
light_range = 2
if(51 to 75)
light_range = 3
if(76 to INFINITY)
light_range = 4
set_light(light_range, 2, light_color)
else
set_light(0, 0, "#FFFFFF")
/obj/machinery/particle_smasher/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, /obj/item/projectile/beam))
if(Proj.damage >= 50)
TryCraft()
return 0
/obj/machinery/particle_smasher/process()
if(!src.anchored) // Rapidly loses focus.
if(energy)
radiation_repository.radiate(src, round(((src.energy-150)/50)*5,1))
energy = max(0, energy - 30)
update_icon()
return
if(energy)
radiation_repository.radiate(src, round(((src.energy-150)/50)*5,1))
energy = CLAMP(energy - 5, 0, max_energy)
return
/obj/machinery/particle_smasher/proc/prepare_recipes()
if(!recipes)
recipes = list()
for(var/D in subtypesof(/datum/recipe/particle_smasher))
recipes += new D
else
for(var/datum/recipe/particle_smasher/D in recipes)
qdel(D)
recipes.Cut()
for(var/D in subtypesof(/datum/recipe/particle_smasher))
recipes += new D
/obj/machinery/particle_smasher/proc/TryCraft()
if(!recipes || !recipes.len)
recipes = typesof(/datum/recipe/particle_smasher)
if(!target) // You are just blasting an empty machine.
visible_message("<span class='notice'>\The [src] shudders.</span>")
update_icon()
return
if(successful_craft)
visible_message("<span class='warning'>\The [src] fizzles.</span>")
if(prob(33)) // Why are you blasting it after it's already done!
radiation_repository.radiate(src, 10 + round(src.energy / 60, 1))
energy = max(0, energy - 30)
update_icon()
return
var/list/possible_recipes = list()
var/max_prob = 0
for(var/datum/recipe/particle_smasher/R in recipes) // Only things for the smasher. Don't get things like the chef's cake recipes.
if(R.probability) // It's actually a recipe you're supposed to be able to make.
if(istype(target, R.required_material))
if(energy >= R.required_energy_min && energy <= R.required_energy_max) // The machine has enough Vaguely Defined 'Energy'.
var/turf/T = get_turf(src)
var/datum/gas_mixture/environment = T.return_air()
if(environment.temperature >= R.required_atmos_temp_min && environment.temperature <= R.required_atmos_temp_max) // Too hot, or too cold.
if(R.reagents && R.reagents.len)
if(!reagent_container || R.check_reagents(reagent_container.reagents) == -1) // It doesn't have a reagent storage when it needs it, or it's lacking what is needed.
continue
if(R.items && R.items.len)
if(!(storage && storage.len) || R.check_items(src) == -1) // It's empty, or it doesn't contain what is needed.
continue
possible_recipes += R
max_prob += R.probability
if(possible_recipes.len)
var/local_prob = rand(0, max_prob - 1)%max_prob
var/cumulative = 0
for(var/datum/recipe/particle_smasher/R in possible_recipes)
cumulative += R.probability
if(local_prob < cumulative)
successful_craft = TRUE
DoCraft(R)
break
update_icon()
/obj/machinery/particle_smasher/proc/DoCraft(var/datum/recipe/particle_smasher/recipe)
if(!successful_craft || !recipe)
return
qdel(target)
target = null
if(reagent_container)
reagent_container.reagents.clear_reagents()
if(recipe.items && recipe.items.len)
for(var/obj/item/I in storage)
for(var/item_type in recipe.items)
if(istype(I, item_type))
storage -= I
qdel(I)
break
var/result = recipe.result
var/obj/item/stack/material/M = new result(src)
target = M
update_icon()
/obj/machinery/particle_smasher/verb/eject_contents()
set src in view(1)
set category = "Object"
set name = "Eject Particle Focus Contents"
if(usr.incapacitated())
return
DumpContents()
/obj/machinery/particle_smasher/proc/DumpContents()
target = null
reagent_container = null
successful_craft = FALSE
var/turf/T = get_turf(src)
for(var/obj/item/I in contents)
if(I in storage)
storage -= I
I.forceMove(T)
update_icon()
/*
* The special recipe datums used for the particle smasher.
*/
/datum/recipe/particle_smasher
//reagents //Commented out due to inheritance. Still a list, used as ex: // example: = list("pacid" = 5)
//items //Commented out due to inheritance. Still a list, used as ex: // example: = list(/obj/item/weapon/tool/crowbar, /obj/item/weapon/welder) Place /foo/bar before /foo. Do not include fruit. Maximum of 3 items.
result = /obj/item/stack/material/iron // The sheet this will produce.
var/required_material = /obj/item/stack/material/iron // The required material sheet.
var/required_energy_min = 0 // The minimum energy this recipe can process at.
var/required_energy_max = 600 // The maximum energy this recipe can process at.
var/required_atmos_temp_min = 0 // The minimum ambient atmospheric temperature required, in kelvin.
var/required_atmos_temp_max = 600 // The maximum ambient atmospheric temperature required, in kelvin.
var/probability = 0 // The probability for the recipe to be produced. 0 will make it impossible.
/datum/recipe/particle_smasher/check_items(var/obj/container as obj)
. = 1
if (items && items.len)
var/list/checklist = list()
checklist = items.Copy() // You should really trust Copy
if(istype(container, /obj/machinery/particle_smasher))
var/obj/machinery/particle_smasher/machine = container
for(var/obj/O in machine.storage)
if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/grown))
continue // Fruit is handled in check_fruit().
var/found = 0
for(var/i = 1; i < checklist.len+1; i++)
var/item_type = checklist[i]
if (istype(O,item_type))
checklist.Cut(i, i+1)
found = 1
break
if (!found)
. = 0
if (checklist.len)
. = -1
return .
/datum/recipe/particle_smasher/deuterium_tritium
reagents = list("hydrogen" = 15)
result = /obj/item/stack/material/tritium
required_material = /obj/item/stack/material/deuterium
required_energy_min = 200
required_energy_max = 400
required_atmos_temp_max = 200
probability = 30
/datum/recipe/particle_smasher/verdantium_morphium
result = /obj/item/stack/material/morphium
required_material = /obj/item/stack/material/verdantium
required_energy_min = 400
required_energy_max = 500
probability = 20
/datum/recipe/particle_smasher/plasteel_morphium
items = list(/obj/item/prop/alien/junk)
result = /obj/item/stack/material/morphium
required_material = /obj/item/stack/material/plasteel
required_energy_min = 100
required_energy_max = 300
probability = 10
/datum/recipe/particle_smasher/osmium_lead
reagents = list("tungsten" = 10)
result = /obj/item/stack/material/lead
required_material = /obj/item/stack/material/osmium
required_energy_min = 200
required_energy_max = 400
required_atmos_temp_min = 1000
required_atmos_temp_max = 8000
probability = 50
/datum/recipe/particle_smasher/phoron_valhollide
reagents = list("phoron" = 10, "pacid" = 10)
result = /obj/item/stack/material/valhollide
required_material = /obj/item/stack/material/phoron
required_energy_min = 300
required_energy_max = 500
required_atmos_temp_min = 1
required_atmos_temp_max = 100
probability = 10
/datum/recipe/particle_smasher/valhollide_supermatter
reagents = list("phoron" = 300)
result = /obj/item/stack/material/supermatter
required_material = /obj/item/stack/material/valhollide
required_energy_min = 575
required_energy_max = 600
required_atmos_temp_min = 3000
required_atmos_temp_max = 10000
probability = 1

View File

@@ -57,25 +57,34 @@
T.resources["gold"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["silver"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["marble"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["diamond"] = 0
T.resources["phoron"] = 0
T.resources["osmium"] = 0
T.resources["hydrogen"] = 0
T.resources["verdantium"] = 0
T.resources["lead"] = 0
else if(current_cell < deep_val) // Rare metals.
T.resources["gold"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["silver"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["uranium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["phoron"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["osmium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["verdantium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["lead"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["hydrogen"] = 0
T.resources["diamond"] = 0
T.resources["hematite"] = 0
T.resources["marble"] = 0
else // Deep metals.
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["verdantium"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["phoron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["osmium"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["hydrogen"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["marble"] = rand(RESOURCE_MID_MIN, RESOURCE_HIGH_MAX)
T.resources["lead"] = rand(RESOURCE_LOW_MIN, RESOURCE_HIGH_MAX)
T.resources["hematite"] = 0
T.resources["gold"] = 0
T.resources["silver"] = 0

View File

@@ -16,7 +16,9 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
var/mat_efficiency = 1
var/speed = 1
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
use_power = 1
idle_power_usage = 30
@@ -68,7 +70,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 1) / 4
mat_efficiency = max(1 - (T - 1) / 4, 0.2)
speed = T
/obj/machinery/r_n_d/circuit_imprinter/update_icon()

View File

@@ -0,0 +1,25 @@
/*
* Contains Precursor and Anomalous designs for the Protolathe.
*/
/datum/design/item/precursor/AssembleDesignName()
..()
name = "Alien prototype ([item_name])"
/datum/design/item/precursor/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
/datum/design/item/anomaly/AssembleDesignName()
..()
name = "Anomalous prototype ([item_name])"
/datum/design/item/anomaly/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()

View File

@@ -34,6 +34,20 @@
build_path = /obj/item/weapon/stock_parts/capacitor/super
sort_string = "CAAAC"
/datum/design/item/stock_part/hyper_capacitor
id = "hyper_capacitor"
req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25)
build_path = /obj/item/weapon/stock_parts/capacitor/hyper
sort_string = "CAAAD"
/datum/design/item/stock_part/omni_capacitor
id = "omni_capacitor"
req_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/capacitor/omni
sort_string = "CAAAE"
/datum/design/item/stock_part/micro_mani
id = "micro_mani"
req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1)
@@ -55,6 +69,20 @@
build_path = /obj/item/weapon/stock_parts/manipulator/pico
sort_string = "CAABC"
/datum/design/item/stock_part/hyper_mani
id = "hyper_mani"
req_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50)
build_path = /obj/item/weapon/stock_parts/manipulator/hyper
sort_string = "CAABD"
/datum/design/item/stock_part/omni_mani
id = "omni_mani"
req_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 2)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/manipulator/omni
sort_string = "CAABE"
/datum/design/item/stock_part/basic_matter_bin
id = "basic_matter_bin"
req_tech = list(TECH_MATERIAL = 1)
@@ -76,6 +104,20 @@
build_path = /obj/item/weapon/stock_parts/matter_bin/super
sort_string = "CAACC"
/datum/design/item/stock_part/hyper_matter_bin
id = "hyper_matter_bin"
req_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75)
build_path = /obj/item/weapon/stock_parts/matter_bin/hyper
sort_string = "CAACD"
/datum/design/item/stock_part/omni_matter_bin
id = "omni_matter_bin"
req_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 2)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/matter_bin/omni
sort_string = "CAACE"
/datum/design/item/stock_part/basic_micro_laser
id = "basic_micro_laser"
req_tech = list(TECH_MAGNET = 1)
@@ -97,6 +139,20 @@
build_path = /obj/item/weapon/stock_parts/micro_laser/ultra
sort_string = "CAADC"
/datum/design/item/stock_part/hyper_micro_laser
id = "hyper_micro_laser"
req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 6, TECH_ARCANE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/micro_laser/hyper
sort_string = "CAADD"
/datum/design/item/stock_part/omni_micro_laser
id = "omni_micro_laser"
req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 7, TECH_PRECURSOR = 2)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/micro_laser/omni
sort_string = "CAADE"
/datum/design/item/stock_part/basic_sensor
id = "basic_sensor"
req_tech = list(TECH_MAGNET = 1)
@@ -118,6 +174,20 @@
build_path = /obj/item/weapon/stock_parts/scanning_module/phasic
sort_string = "CAAEC"
/datum/design/item/stock_part/hyper_sensor
id = "hyper_sensor"
req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 4, TECH_ARCANE = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50)
build_path = /obj/item/weapon/stock_parts/scanning_module/hyper
sort_string = "CAAED"
/datum/design/item/stock_part/omni_sensor
id = "omni_sensor"
req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 5, TECH_PRECURSOR = 1)
materials = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/scanning_module/omni
sort_string = "CAAEE"
/datum/design/item/stock_part/subspace_ansible
id = "s-ansible"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)

View File

@@ -15,7 +15,9 @@
var/mat_efficiency = 1
var/speed = 1
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
/obj/machinery/r_n_d/protolathe/Initialize()
. = ..()
@@ -71,7 +73,7 @@
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 2) / 8
mat_efficiency = max(1 - (T - 2) / 8, 0.2)
speed = T / 2
/obj/machinery/r_n_d/protolathe/dismantle()
@@ -207,28 +209,17 @@
/obj/machinery/r_n_d/protolathe/proc/eject_materials(var/material, var/amount) // 0 amount = 0 means ejecting a full stack; -1 means eject everything
var/recursive = amount == -1 ? 1 : 0
material = lowertext(material)
var/mattype
switch(material)
if(DEFAULT_WALL_MATERIAL)
mattype = /obj/item/stack/material/steel
if("glass")
mattype = /obj/item/stack/material/glass
if("plastic")
mattype = /obj/item/stack/material/plastic
if("gold")
mattype = /obj/item/stack/material/gold
if("silver")
mattype = /obj/item/stack/material/silver
if("osmium")
mattype = /obj/item/stack/material/osmium
if("diamond")
mattype = /obj/item/stack/material/diamond
if("phoron")
mattype = /obj/item/stack/material/phoron
if("uranium")
mattype = /obj/item/stack/material/uranium
else
var/obj/item/stack/material/mattype
var/material/MAT = get_material_by_name(material)
if(!MAT)
return
mattype = MAT.stack_type
if(!mattype)
return
var/obj/item/stack/material/S = new mattype(loc)
if(amount <= 0)
amount = S.max_amount

View File

@@ -660,6 +660,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<UL>"
for(var/M in linked_lathe.materials)
var/amount = linked_lathe.materials[M]
var/hidden_mat = FALSE
for(var/HM in linked_lathe.hidden_materials)
if(M == HM && amount == 0)
hidden_mat = TRUE
break
if(hidden_mat)
continue
dat += "<LI><B>[capitalize(M)]</B>: [amount] cm<sup>3</sup>"
if(amount >= SHEET_MATERIAL_AMOUNT)
dat += " || Eject "
@@ -745,6 +752,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<UL>"
for(var/M in linked_imprinter.materials)
var/amount = linked_imprinter.materials[M]
var/hidden_mat = FALSE
for(var/HM in linked_imprinter.hidden_materials)
if(M == HM && amount == 0)
hidden_mat = TRUE
break
if(hidden_mat)
continue
dat += "<LI><B>[capitalize(M)]</B>: [amount] cm<sup>3</sup>"
if(amount >= SHEET_MATERIAL_AMOUNT)
dat += " || Eject: "

View File

@@ -11,53 +11,23 @@
var/busy = 0
var/obj/machinery/computer/rdconsole/linked_console
var/list/materials = list()
var/list/materials = list() // Materials this machine can accept.
var/list/hidden_materials = list() // Materials this machine will not display, unless it contains them. Must be in the materials list as well.
/obj/machinery/r_n_d/attack_hand(mob/user as mob)
return
/obj/machinery/r_n_d/proc/getMaterialType(var/name)
switch(name)
if(DEFAULT_WALL_MATERIAL)
return /obj/item/stack/material/steel
if("glass")
return /obj/item/stack/material/glass
if("plastic")
return /obj/item/stack/material/plastic
if("gold")
return /obj/item/stack/material/gold
if("silver")
return /obj/item/stack/material/silver
if("osmium")
return /obj/item/stack/material/osmium
if("phoron")
return /obj/item/stack/material/phoron
if("uranium")
return /obj/item/stack/material/uranium
if("diamond")
return /obj/item/stack/material/diamond
var/material/M = get_material_by_name(name)
if(M && M.stack_type)
return M.stack_type
return null
/obj/machinery/r_n_d/proc/getMaterialName(var/type)
switch(type)
if(/obj/item/stack/material/steel)
return DEFAULT_WALL_MATERIAL
if(/obj/item/stack/material/glass)
return "glass"
if(/obj/item/stack/material/plastic)
return "plastic"
if(/obj/item/stack/material/gold)
return "gold"
if(/obj/item/stack/material/silver)
return "silver"
if(/obj/item/stack/material/osmium)
return "osmium"
if(/obj/item/stack/material/phoron)
return "phoron"
if(/obj/item/stack/material/uranium)
return "uranium"
if(/obj/item/stack/material/diamond)
return "diamond"
if(istype(type, /obj/item/stack/material))
var/obj/item/stack/material/M = type
return M.material.name
return null
/obj/machinery/r_n_d/proc/eject(var/material, var/amount)
if(!(material in materials))

View File

@@ -208,11 +208,17 @@ research holder datum.
level = 0
/datum/tech/arcane
name = "Arcane Research"
desc = "Research into the occult and arcane field for use in practical science"
name = "Anomalous Research"
desc = "Study of phenomena that disobey the fundamental laws of this universe."
id = TECH_ARCANE
level = 0
/datum/tech/precursor
name = "Precursor Research"
desc = "The applied study of Precursor Technology, for modern applications."
id = TECH_PRECURSOR
level = 0
/obj/item/weapon/disk/tech_disk
name = "technology disk"
desc = "A disk for storing technology data for further research."

View File

@@ -21,7 +21,7 @@
if(prob(75))
secondary_effect.ToggleActivate(0)
icon_num = rand(0, 11)
icon_num = rand(0, 14)
icon_state = "ano[icon_num]0"
if(icon_num == 7 || icon_num == 8)
@@ -47,6 +47,11 @@
desc = "A strange alien device."
if(prob(25))
my_effect.trigger = pick(TRIGGER_WATER, TRIGGER_ACID, TRIGGER_VOLATILE, TRIGGER_TOXIN)
else if(icon_num == 12 || icon_num == 14)
name = "intricately carved statue"
desc = "A strange statue."
if(prob(60))
my_effect.trigger = pick(TRIGGER_TOUCH, TRIGGER_HEAT, TRIGGER_COLD, TRIGGER_PHORON, TRIGGER_OXY, TRIGGER_CO2, TRIGGER_NITRO)
/obj/machinery/artifact/proc/choose_effect()
var/effect_type = input(usr, "What type do you want?", "Effect Type") as null|anything in typesof(/datum/artifact_effect) - /datum/artifact_effect

View File

@@ -1,25 +1,30 @@
//snowflake guns for xenoarch because you can't override the update_icon() proc inside the giant mess that is find creation
/obj/item/weapon/gun/energy/laser/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/laser/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/laser/practice/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/laser/practice/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/laser/practice/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/laser/practice/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/xray/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/xray/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/captain/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/captain/xenoarch/update_icon()
return

View File

@@ -36,21 +36,25 @@
item_type = "bowl"
if(prob(33))
new_item = new /obj/item/weapon/reagent_containers/glass/replenishing(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
else
new_item = new /obj/item/weapon/reagent_containers/glass/beaker(src.loc)
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = "bowl"
apply_image_decorations = 1
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
if(prob(20))
additional_desc = "There appear to be [pick("dark","faintly glowing","pungent","bright")] [pick("red","purple","green","blue")] stains inside."
if(2)
item_type = "urn"
if(prob(33))
new_item = new /obj/item/weapon/reagent_containers/glass/replenishing(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
else
new_item = new /obj/item/weapon/reagent_containers/glass/beaker(src.loc)
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = "urn"
new_item.icon_state = "urn[rand(1,2)]"
apply_image_decorations = 1
if(prob(20))
additional_desc = "It [pick("whispers faintly","makes a quiet roaring sound","whistles softly","thrums quietly","throbs")] if you put it to your ear."
@@ -62,6 +66,8 @@
new_item = new /obj/item/weapon/material/knife(src.loc)
else
new_item = new /obj/item/weapon/material/kitchen/utensil/spoon(src.loc)
if(prob(60))
new_item.origin_tech[TECH_ARCANE] = 1
additional_desc = "[pick("It's like no [item_type] you've ever seen before",\
"It's a mystery how anyone is supposed to eat with this",\
"You wonder what the creator's mouth was shaped like")]."
@@ -69,12 +75,13 @@
name = "statuette"
icon = 'icons/obj/xenoarchaeology.dmi'
item_type = "statuette"
icon_state = "statuette"
icon_state = "statuette[rand(1,3)]"
additional_desc = "It depicts a [pick("small","ferocious","wild","pleasing","hulking")] \
[pick("alien figure","rodent-like creature","reptilian alien","primate","unidentifiable object")] \
[pick("performing unspeakable acts","posing heroically","in a fetal position","cheering","sobbing","making a plaintive gesture","making a rude gesture")]."
if(prob(25))
new_item = new /obj/item/weapon/vampiric(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
if(5)
name = "instrument"
icon = 'icons/obj/xenoarchaeology.dmi'
@@ -93,8 +100,8 @@
"It looks wickedly jagged",\
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along the edges")]."
if(7)
//assuming there are 10 types of coins
var/chance = 10
//assuming there are 12 types of coins
var/chance = 8
for(var/type in typesof(/obj/item/weapon/coin))
if(prob(chance))
new_item = new type(src.loc)
@@ -113,6 +120,8 @@
item_type = "[pick("wicked","evil","byzantine","dangerous")] looking [pick("device","contraption","thing","trap")]"
apply_prefix = 0
new_item = new /obj/item/weapon/beartrap(src.loc)
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
additional_desc = "[pick("It looks like it could take a limb off",\
"Could be some kind of animal trap",\
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along part of it")]."
@@ -132,6 +141,7 @@
var/storage_amount = 2**(new_box.max_w_class-1)
new_box.max_storage_space = rand(storage_amount, storage_amount * 10)
if(prob(30))
new_item.origin_tech[TECH_ARCANE] = 1
apply_image_decorations = 1
if(12)
item_type = "[pick("cylinder","tank","chamber")]"
@@ -151,6 +161,9 @@
new_item = new /obj/item/weapon/tool/crowbar(src.loc)
else
new_item = new /obj/item/weapon/tool/screwdriver(src.loc)
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
apply_image_decorations = 1
additional_desc = "[pick("It doesn't look safe.",\
"You wonder what it was used for",\
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains on it")]."
@@ -177,6 +190,9 @@
else
new_item = new /obj/item/weapon/pen/reagent/sleepy(src.loc)
if(prob(30))
icon = 'icons/obj/xenoarchaeology.dmi'
icon_state = "pen1"
new_item.origin_tech[TECH_ARCANE] = 1
apply_image_decorations = 1
if(16)
apply_prefix = 0
@@ -201,6 +217,7 @@
new_item = new /obj/item/device/soulstone(src.loc)
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = icon_state
new_item.origin_tech[TECH_ARCANE] = 2
if(17)
//cultblade
apply_prefix = 0
@@ -218,6 +235,9 @@
new_item = new /obj/item/weapon/material/sword(src.loc)
new_item.force = 10
item_type = new_item.name
if(prob(30))
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = "blade1"
if(20)
//arcane clothing
apply_prefix = 0
@@ -228,12 +248,14 @@
var/new_type = pick(possible_spawns)
new_item = new new_type(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
if(21)
//soulstone
apply_prefix = 0
new_item = new /obj/item/device/soulstone(src.loc)
item_type = new_item.name
apply_material_decorations = 0
new_item.origin_tech[TECH_ARCANE] = 2
if(22)
if(prob(50))
new_item = new /obj/item/weapon/material/shard(src.loc)
@@ -281,8 +303,10 @@
new_gun.power_supply.rigged = 1
if(prob(10))
new_gun.power_supply.maxcharge = 0
new_gun.origin_tech[TECH_ARCANE] = rand(0, 1)
if(prob(15))
new_gun.power_supply.charge = rand(0, new_gun.power_supply.maxcharge)
new_gun.origin_tech[TECH_ARCANE] = 1
else
new_gun.power_supply.charge = 0
@@ -407,8 +431,11 @@
//gas mask
if(prob(25))
new_item = new /obj/item/clothing/mask/gas/poltergeist(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
else
new_item = new /obj/item/clothing/mask/gas(src.loc)
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
if(36)
// Alien stuff.
apply_prefix = FALSE
@@ -438,11 +465,87 @@
var/new_type = pick(alien_stuff)
new_item = new new_type(src.loc)
new_item.origin_tech[TECH_ARCANE] = 2
new_item.origin_tech[TECH_PRECURSOR] = 1
item_type = new_item.name
if(37)
// Alien boats.
apply_prefix = FALSE
var/new_boat_mat = pickweight(
MAT_WOOD = 100,
MAT_SIFWOOD = 200,
DEFAULT_WALL_MATERIAL = 60,
MAT_URANIUM = 14,
MAT_MARBLE = 16,
MAT_GOLD = 20,
MAT_SILVER = 24,
MAT_PLASTEEL = 10,
MAT_TITANIUM = 6,
MAT_IRON = 30,
MAT_PHORON = 4,
MAT_VERDANTIUM = 2,
MAT_DIAMOND = 4,
MAT_DURASTEEL = 2,
MAT_MORPHIUM = 2,
MAT_SUPERMATTER = 1
)
var/list/alien_stuff = list(
/obj/vehicle/boat,
/obj/vehicle/boat/dragon
)
if(prob(30))
new /obj/item/weapon/oar(src.loc, new_boat_mat)
var/new_type = pick(alien_stuff)
new_item = new new_type(src.loc, new_boat_mat)
item_type = new_item.name
if(38)
// Imperion circuit.
apply_prefix = FALSE
apply_image_decorations = FALSE
var/possible_circuits = subtypesof(/obj/item/weapon/circuitboard/mecha/imperion)
var/new_type = pick(possible_circuits)
new_item = new new_type(src.loc)
name = new_item.name
desc = new_item.desc
item_type = new_item.name
if(istype(new_item, /obj/item/weapon/material))
var/new_item_mat = pickweight(
DEFAULT_WALL_MATERIAL = 80,
MAT_WOOD = 20,
MAT_SIFWOOD = 40,
MAT_URANIUM = 14,
MAT_MARBLE = 16,
MAT_GOLD = 20,
MAT_SILVER = 24,
MAT_PLASTEEL = 10,
MAT_TITANIUM = 6,
MAT_IRON = 30,
MAT_PHORON = 4,
MAT_VERDANTIUM = 2,
MAT_DIAMOND = 4,
MAT_DURASTEEL = 2,
MAT_MORPHIUM = 2,
MAT_SUPERMATTER = 1
)
var/obj/item/weapon/material/MW = new_item
MW.applies_material_colour = TRUE
MW.set_material(new_item_mat)
if(istype(MW, /obj/item/weapon/material/twohanded))
var/obj/item/weapon/material/twohanded/TH = MW
TH.force_unwielded *= 0.7
TH.force_wielded *= 0.5
else
MW.force *= 0.3
var/decorations = ""
if(apply_material_decorations)
source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
if(istype(new_item, /obj/item/weapon/material))
var/obj/item/weapon/material/MW = new_item
source_material = MW.material.display_name
desc = "A [material_descriptor ? "[material_descriptor] " : ""][item_type] made of [source_material], all craftsmanship is of [pick("the lowest","low","average","high","the highest")] quality."
var/list/descriptors = list()
@@ -499,8 +602,12 @@
if(talkative)
new_item.talking_atom = new(new_item)
new_item.origin_tech[TECH_ARCANE] = 1
new_item.origin_tech[TECH_PRECURSOR] = 1
qdel(src)
else if(talkative)
src.talking_atom = new(src)
new_item.origin_tech[TECH_ARCANE] = 1
new_item.origin_tech[TECH_PRECURSOR] = 1

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@@ -2617,6 +2617,7 @@
#include "code\modules\power\singularity\particle_accelerator\particle_control.dm"
#include "code\modules\power\singularity\particle_accelerator\particle_emitter.dm"
#include "code\modules\power\singularity\particle_accelerator\particle_power.dm"
#include "code\modules\power\singularity\particle_accelerator\particle_smasher.dm"
#include "code\modules\power\supermatter\setup_supermatter.dm"
#include "code\modules\power\supermatter\supermatter.dm"
#include "code\modules\power\tesla\coil.dm"
@@ -2784,6 +2785,7 @@
#include "code\modules\research\designs\misc.dm"
#include "code\modules\research\designs\pdas.dm"
#include "code\modules\research\designs\powercells.dm"
#include "code\modules\research\designs\precursor.dm"
#include "code\modules\research\designs\stock_parts.dm"
#include "code\modules\research\designs\weapons.dm"
#include "code\modules\resleeving\circuitboards.dm"