// Stacked resources. They use a material datum for a lot of inherited values. // If you're adding something here, make sure to add it to fifty_spawner_mats.dm as well /obj/item/stack/material force = 5.0 throwforce = 5 w_class = ITEMSIZE_NORMAL throw_speed = 3 throw_range = 3 max_amount = 50 item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi', slot_r_hand_str = 'icons/mob/items/righthand_material.dmi', ) var/default_type = DEFAULT_WALL_MATERIAL var/material/material var/perunit = SHEET_MATERIAL_AMOUNT var/apply_colour //temp pending icon rewrite /obj/item/stack/material/New() ..() pixel_x = rand(0,4)-4 pixel_y = rand(0,4)-4 if(!default_type) default_type = DEFAULT_WALL_MATERIAL material = get_material_by_name("[default_type]") if(!material) qdel(src) return 0 recipes = material.get_recipes() stacktype = material.stack_type if(islist(material.stack_origin_tech)) origin_tech = material.stack_origin_tech.Copy() if(apply_colour) color = material.icon_colour if(!material.conductive) flags |= NOCONDUCT matter = material.get_matter() update_strings() return 1 /obj/item/stack/material/get_material() return material /obj/item/stack/material/proc/update_strings() // Update from material datum. singular_name = material.sheet_singular_name if(amount>1) name = "[material.use_name] [material.sheet_plural_name]" desc = "A stack of [material.use_name] [material.sheet_plural_name]." gender = PLURAL else name = "[material.use_name] [material.sheet_singular_name]" desc = "A [material.sheet_singular_name] of [material.use_name]." gender = NEUTER /obj/item/stack/material/use(var/used) . = ..() update_strings() return /obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified) var/obj/item/stack/material/M = S if(!istype(M) || material.name != M.material.name) return 0 var/transfer = ..(S,tamount,1) if(src) update_strings() if(M) M.update_strings() return transfer /obj/item/stack/material/attack_self(var/mob/user) if(!material.build_windows(user, src)) ..() /obj/item/stack/material/attackby(var/obj/item/W, var/mob/user) if(istype(W,/obj/item/stack/cable_coil)) material.build_wired_product(user, W, src) return else if(istype(W, /obj/item/stack/rods)) material.build_rod_product(user, W, src) return return ..() /obj/item/stack/material/iron name = "iron" icon_state = "sheet-silver" default_type = "iron" apply_colour = 1 no_variants = FALSE /obj/item/stack/material/lead name = "lead" icon_state = "sheet-adamantine" default_type = "lead" apply_colour = 1 no_variants = FALSE /obj/item/stack/material/sandstone name = "sandstone brick" icon_state = "sheet-sandstone" default_type = "sandstone" no_variants = FALSE /obj/item/stack/material/marble name = "marble brick" icon_state = "sheet-marble" default_type = "marble" no_variants = FALSE /obj/item/stack/material/diamond name = "diamond" icon_state = "sheet-diamond" default_type = "diamond" /obj/item/stack/material/uranium name = "uranium" icon_state = "sheet-uranium" default_type = "uranium" no_variants = FALSE /obj/item/stack/material/phoron name = "solid phoron" icon_state = "sheet-phoron" default_type = "phoron" no_variants = FALSE /obj/item/stack/material/plastic name = "plastic" icon_state = "sheet-plastic" default_type = "plastic" no_variants = FALSE /obj/item/stack/material/gold name = "gold" icon_state = "sheet-gold" default_type = "gold" no_variants = FALSE /obj/item/stack/material/silver name = "silver" icon_state = "sheet-silver" default_type = "silver" no_variants = FALSE //Valuable resource, cargo can sell it. /obj/item/stack/material/platinum name = "platinum" icon_state = "sheet-adamantine" default_type = "platinum" no_variants = FALSE //Extremely valuable to Research. /obj/item/stack/material/mhydrogen name = "metallic hydrogen" icon_state = "sheet-mythril" default_type = "mhydrogen" no_variants = FALSE //Fuel for MRSPACMAN generator. /obj/item/stack/material/tritium name = "tritium" icon_state = "sheet-silver" default_type = "tritium" apply_colour = 1 no_variants = FALSE /obj/item/stack/material/osmium name = "osmium" icon_state = "sheet-silver" default_type = "osmium" apply_colour = 1 no_variants = FALSE //R-UST port // Fusion fuel. /obj/item/stack/material/deuterium name = "deuterium" icon_state = "sheet-silver" default_type = "deuterium" apply_colour = 1 no_variants = FALSE /obj/item/stack/material/steel name = DEFAULT_WALL_MATERIAL icon_state = "sheet-metal" default_type = DEFAULT_WALL_MATERIAL no_variants = FALSE /obj/item/stack/material/steel/hull name = MAT_STEELHULL default_type = MAT_STEELHULL /obj/item/stack/material/plasteel name = "plasteel" icon_state = "sheet-plasteel" default_type = "plasteel" no_variants = FALSE /obj/item/stack/material/plasteel/hull name = MAT_PLASTEELHULL default_type = MAT_PLASTEELHULL /obj/item/stack/material/durasteel name = "durasteel" icon_state = "sheet-durasteel" item_state = "sheet-metal" default_type = "durasteel" no_variants = FALSE /obj/item/stack/material/durasteel/hull 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() SSradiation.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("\The [src] flashes as it scorches [H]'s hands!") 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)) SSradiation.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 SSradiation.radiate(get_turf(src), amount * 2) ..() /obj/item/stack/material/wood name = "wooden plank" icon_state = "sheet-wood" default_type = MAT_WOOD /obj/item/stack/material/wood/sif name = "alien wooden plank" color = "#0099cc" default_type = MAT_SIFWOOD /obj/item/stack/material/log name = "log" icon_state = "sheet-log" default_type = MAT_LOG no_variants = FALSE color = "#824B28" max_amount = 25 w_class = ITEMSIZE_HUGE description_info = "Use inhand to craft things, or use a sharp and edged object on this to convert it into two wooden planks." var/plank_type = /obj/item/stack/material/wood /obj/item/stack/material/log/sif name = "alien log" default_type = MAT_SIFLOG color = "#0099cc" plank_type = /obj/item/stack/material/wood/sif /obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user) if(!istype(W) || W.force <= 0) return ..() if(W.sharp && W.edge) var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed user.setClickCooldown(time) if(do_after(user, time, src) && use(1)) to_chat(user, "You cut up a log into planks.") playsound(get_turf(src), 'sound/effects/woodcutting.ogg', 50, 1) var/obj/item/stack/material/wood/existing_wood = null for(var/obj/item/stack/material/wood/M in user.loc) if(M.material.name == src.material.name) existing_wood = M break var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc) new_wood.amount = 2 if(existing_wood && new_wood.transfer_to(existing_wood)) to_chat(user, "You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.") else return ..() /obj/item/stack/material/cloth name = "cloth" icon_state = "sheet-cloth" default_type = "cloth" no_variants = FALSE /obj/item/stack/material/cardboard name = "cardboard" icon_state = "sheet-card" default_type = "cardboard" no_variants = FALSE /obj/item/stack/material/snow name = "snow" desc = "The temptation to build a snowman rises." icon_state = "sheet-snow" default_type = "snow" /obj/item/stack/material/snowbrick name = "snow brick" desc = "For all of your igloo building needs." icon_state = "sheet-snowbrick" default_type = "packed snow" /obj/item/stack/material/leather name = "leather" desc = "The by-product of mob grinding." icon_state = "sheet-leather" default_type = "leather" no_variants = FALSE /obj/item/stack/material/glass name = "glass" icon_state = "sheet-glass" default_type = "glass" no_variants = FALSE /obj/item/stack/material/glass/reinforced name = "reinforced glass" icon_state = "sheet-rglass" default_type = "rglass" no_variants = FALSE /obj/item/stack/material/glass/phoronglass name = "borosilicate glass" desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures" singular_name = "borosilicate glass sheet" icon_state = "sheet-phoronglass" default_type = "borosilicate glass" no_variants = FALSE /obj/item/stack/material/glass/phoronrglass name = "reinforced borosilicate glass" desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures. It is reinforced with few rods." singular_name = "reinforced borosilicate glass sheet" icon_state = "sheet-phoronrglass" default_type = "reinforced borosilicate glass" no_variants = FALSE