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CHOMPStation2/code/modules/materials/materials.dm
Neerti bcca19bc71 AI Core Update
Changes layout of the AI core, see picture in PR.
Moves APCs for core and upload to the backs of the rooms.
Critical APCs can somewhat resist EMP now.
Gives turrets a ten second timeout until they go underneath the turret covers, unless turned off manually or if they lose power.
Adds a new type of turret specifically for the AI upload/core.  This type has more health, has a 1/3 chance to ignore EMP, and fires xray lasers, to counter ablative armor.
A new material called Durasteel has been added.  It is made from Plasteel and diamonds, and boasts more toughness than Plasteel alone, as well as reflectivity.  The inner walls of the AI core are made out of this new material, which makes emitters less helpful.
Emitters can be damaged by projectiles, and will explode if too much damage is sustained.  Shooting a Durasteel wall will likely cause you to lose the emitter.
New AI core turrets turn green when on lethal, to show that xray is coming.
2016-07-05 17:33:34 -04:00

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/*
MATERIAL DATUMS
This data is used by various parts of the game for basic physical properties and behaviors
of the metals/materials used for constructing many objects. Each var is commented and should be pretty
self-explanatory but the various object types may have their own documentation. ~Z
PATHS THAT USE DATUMS
turf/simulated/wall
obj/item/weapon/material
obj/structure/barricade
obj/item/stack/material
obj/structure/table
VALID ICONS
WALLS
stone
metal
solid
cult
DOORS
stone
metal
resin
wood
*/
// Assoc list containing all material datums indexed by name.
var/list/name_to_material
//Returns the material the object is made of, if applicable.
//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
/obj/proc/get_material()
return null
//mostly for convenience
/obj/proc/get_material_name()
var/material/material = get_material()
if(material)
return material.name
// Builds the datum list above.
/proc/populate_material_list(force_remake=0)
if(name_to_material && !force_remake) return // Already set up!
name_to_material = list()
for(var/type in typesof(/material) - /material)
var/material/new_mineral = new type
if(!new_mineral.name)
continue
name_to_material[lowertext(new_mineral.name)] = new_mineral
return 1
// Safety proc to make sure the material list exists before trying to grab from it.
/proc/get_material_by_name(name)
if(!name_to_material)
populate_material_list()
return name_to_material[name]
/proc/material_display_name(name)
var/material/material = get_material_by_name(name)
if(material)
return material.display_name
return null
// Material definition and procs follow.
/material
var/name // Unique name for use in indexing the list.
var/display_name // Prettier name for display.
var/use_name
var/flags = 0 // Various status modifiers.
var/sheet_singular_name = "sheet"
var/sheet_plural_name = "sheets"
// Shards/tables/structures
var/shard_type = SHARD_SHRAPNEL // Path of debris object.
var/shard_icon // Related to above.
var/shard_can_repair = 1 // Can shards be turned into sheets with a welder?
var/list/recipes // Holder for all recipes usable with a sheet of this material.
var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding.
// Icons
var/icon_colour // Colour applied to products of this material.
var/icon_base = "metal" // Wall and table base icon tag. See header.
var/door_icon_base = "metal" // Door base icon tag. See header.
var/icon_reinf = "reinf_metal" // Overlay used
var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
// Attributes
var/cut_delay = 0 // Delay in ticks when cutting through this wall.
var/radioactivity // Radiation var. Used in wall and object processing to irradiate surroundings.
var/ignition_point // K, point at which the material catches on fire.
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
var/integrity = 150 // General-use HP value for products.
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 defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
var/created_window
var/rod_product
var/wire_product
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
// Noise when someone is faceplanted onto a table made of this material.
var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
// Noise made when a simple door made of this material opens or closes.
var/dooropen_noise = 'sound/effects/stonedoor_openclose.ogg'
// Path to resulting stacktype. Todo remove need for this.
var/stack_type
// Wallrot crumble message.
var/rotting_touch_message = "crumbles under your touch"
// Placeholders for light tiles and rglass.
/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!rod_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
user << "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>"
return
used_stack.use(1)
target_stack.use(1)
var/obj/item/stack/S = new rod_product(get_turf(user))
S.add_fingerprint(user)
S.add_to_stacks(user)
/material/proc/build_wired_product(var/mob/living/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!wire_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
user << "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>"
return
used_stack.use(5)
target_stack.use(1)
user << "<span class='notice'>You attach wire to the [name].</span>"
var/obj/item/product = new wire_product(get_turf(user))
user.put_in_hands(product)
// Make sure we have a display name and shard icon even if they aren't explicitly set.
/material/New()
..()
if(!display_name)
display_name = name
if(!use_name)
use_name = display_name
if(!shard_icon)
shard_icon = shard_type
// This is a placeholder for proper integration of windows/windoors into the system.
/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
return 0
// Weapons handle applying a divisor for this value locally.
/material/proc/get_blunt_damage()
return weight //todo
// Return the matter comprising this material.
/material/proc/get_matter()
var/list/temp_matter = list()
if(islist(composite_material))
for(var/material_string in composite_material)
temp_matter[material_string] = composite_material[material_string]
else if(SHEET_MATERIAL_AMOUNT)
temp_matter[name] = SHEET_MATERIAL_AMOUNT
return temp_matter
// As above.
/material/proc/get_edge_damage()
return hardness //todo
// Snowflakey, only checked for alien doors at the moment.
/material/proc/can_open_material_door(var/mob/living/user)
return 1
// Currently used for weapons and objects made of uranium to irradiate things.
/material/proc/products_need_process()
return (radioactivity>0) //todo
// Used by walls when qdel()ing to avoid neighbor merging.
/material/placeholder
name = "placeholder"
// Places a girder object when a wall is dismantled, also applies reinforced material.
/material/proc/place_dismantled_girder(var/turf/target, var/material/reinf_material)
var/obj/structure/girder/G = new(target)
if(reinf_material)
G.reinf_material = reinf_material
G.reinforce_girder()
// General wall debris product placement.
// Not particularly necessary aside from snowflakey cult girders.
/material/proc/place_dismantled_product(var/turf/target)
place_sheet(target)
// Debris product. Used ALL THE TIME.
/material/proc/place_sheet(var/turf/target)
if(stack_type)
return new stack_type(target)
// As above.
/material/proc/place_shard(var/turf/target)
if(shard_type)
return new /obj/item/weapon/material/shard(target, src.name)
// Used by walls and weapons to determine if they break or not.
/material/proc/is_brittle()
return !!(flags & MATERIAL_BRITTLE)
/material/proc/combustion_effect(var/turf/T, var/temperature)
return
// Datum definitions follow.
/material/uranium
name = "uranium"
stack_type = /obj/item/stack/material/uranium
radioactivity = 12
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#007A00"
weight = 22
stack_origin_tech = list(TECH_MATERIAL = 5)
door_icon_base = "stone"
/material/diamond
name = "diamond"
stack_type = /obj/item/stack/material/diamond
flags = MATERIAL_UNMELTABLE
cut_delay = 60
icon_colour = "#00FFE1"
opacity = 0.4
reflectivity = 0.6
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
stack_origin_tech = list(TECH_MATERIAL = 6)
/material/gold
name = "gold"
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 24
hardness = 40
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/gold/bronze //placeholder for ashtrays
name = "bronze"
icon_colour = "#EDD12F"
/material/silver
name = "silver"
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/phoron
name = "phoron"
stack_type = /obj/item/stack/material/phoron
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
icon_base = "stone"
icon_colour = "#FC2BC5"
shard_type = SHARD_SHARD
hardness = 30
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
door_icon_base = "stone"
sheet_singular_name = "crystal"
sheet_plural_name = "crystals"
/*
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
if(isnull(ignition_point))
return 0
if(temperature < ignition_point)
return 0
var/totalPhoron = 0
for(var/turf/simulated/floor/target_tile in range(2,T))
var/phoronToDeduce = (temperature/30) * effect_multiplier
totalPhoron += phoronToDeduce
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
spawn (0)
target_tile.hotspot_expose(temperature, 400)
return round(totalPhoron/100)
*/
/material/stone
name = "sandstone"
stack_type = /obj/item/stack/material/sandstone
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#D9C179"
shard_type = SHARD_STONE_PIECE
weight = 22
hardness = 55
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
/material/stone/marble
name = "marble"
icon_colour = "#AAAAAA"
weight = 26
hardness = 100
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
integrity = 150
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
/material/diona
name = "biomass"
icon_colour = null
stack_type = null
integrity = 600
icon_base = "diona"
icon_reinf = "noreinf"
/material/diona/place_dismantled_product()
return
/material/diona/place_dismantled_girder(var/turf/target)
spawn_diona_nymph(target)
/material/steel/holographic
name = "holo" + DEFAULT_WALL_MATERIAL
display_name = DEFAULT_WALL_MATERIAL
stack_type = null
shard_type = SHARD_NONE
/material/plasteel
name = "plasteel"
stack_type = /obj/item/stack/material/plasteel
integrity = 400
melting_point = 6000
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#777777"
explosion_resistance = 25
hardness = 80
weight = 23
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
// Very rare alloy that is reflective, should be used sparingly.
/material/durasteel
name = "durasteel"
stack_type = /obj/item/stack/material/durasteel
integrity = 600
melting_point = 7000
icon_base = "metal"
icon_reinf = "reinf_metal"
icon_colour = "#6EA7BE"
explosion_resistance = 75
hardness = 100
weight = 28
reflectivity = 0.7 // Not a perfect mirror, but close.
stack_origin_tech = list(TECH_MATERIAL = 8)
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
/material/plasteel/titanium
name = "titanium"
stack_type = null
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#D1E6E3"
icon_reinf = "reinf_metal"
/material/glass
name = "glass"
stack_type = /obj/item/stack/material/glass
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 30
weight = 15
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/basic
rod_product = /obj/item/stack/material/glass/reinforced
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
if(!user || !used_stack || !created_window || !window_options.len)
return 0
if(!user.IsAdvancedToolUser())
user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
return 1
var/turf/T = user.loc
if(!istype(T))
user << "<span class='warning'>You must be standing on open flooring to build a window.</span>"
return 1
var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
var/choice = input(title, "What would you like to construct?") as null|anything in window_options
if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
return 1
// Get data for building windows here.
var/list/possible_directions = cardinal.Copy()
var/window_count = 0
for (var/obj/structure/window/check_window in user.loc)
window_count++
possible_directions -= check_window.dir
// Get the closest available dir to the user's current facing.
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
var/failed_to_build
if(window_count >= 4)
failed_to_build = 1
else
if(choice in list("One Direction","Windoor"))
if(possible_directions.len)
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
if(direction in possible_directions)
build_dir = direction
break
else
failed_to_build = 1
if(!failed_to_build && choice == "Windoor")
if(!is_reinforced())
user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
return
if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
failed_to_build = 1
if(failed_to_build)
user << "<span class='warning'>There is no room in this location.</span>"
return 1
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = window_options[choice]
if(choice == "Windoor")
build_dir = user.dir
else
build_path = created_window
if(used_stack.get_amount() < sheets_needed)
user << "<span class='warning'>You need at least [sheets_needed] sheets to build this.</span>"
return 1
// Build the structure and update sheet count etc.
used_stack.use(sheets_needed)
new build_path(T, build_dir, 1)
return 1
/material/glass/proc/is_reinforced()
return (hardness > 35) //todo
/material/glass/reinforced
name = "rglass"
display_name = "reinforced glass"
stack_type = /obj/item/stack/material/glass/reinforced
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
opacity = 0.3
integrity = 100
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 40
weight = 30
stack_origin_tech = "materials=2"
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
/material/glass/phoron
name = "borosilicate glass"
display_name = "borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
integrity = 100
icon_colour = "#FC2BC5"
stack_origin_tech = list(TECH_MATERIAL = 4)
created_window = /obj/structure/window/phoronbasic
wire_product = null
rod_product = /obj/item/stack/material/glass/phoronrglass
/material/glass/phoron/reinforced
name = "reinforced borosilicate glass"
display_name = "reinforced borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = list(TECH_MATERIAL = 5)
composite_material = list() //todo
created_window = /obj/structure/window/phoronreinforced
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list() //todo
rod_product = null
/material/plastic
name = "plastic"
stack_type = /obj/item/stack/material/plastic
flags = MATERIAL_BRITTLE
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#CCCCCC"
hardness = 10
weight = 12
melting_point = T0C+371 //assuming heat resistant plastic
stack_origin_tech = list(TECH_MATERIAL = 3)
/material/plastic/holographic
name = "holoplastic"
display_name = "plastic"
stack_type = null
shard_type = SHARD_NONE
/material/osmium
name = "osmium"
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/tritium
name = "tritium"
stack_type = /obj/item/stack/material/tritium
icon_colour = "#777777"
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/mhydrogen
name = "mhydrogen"
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
/material/platinum
name = "platinum"
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
stack_origin_tech = list(TECH_MATERIAL = 2)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
/material/iron
name = "iron"
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
// Adminspawn only, do not let anyone get this.
/material/alienalloy
name = "alienalloy"
display_name = "durable alloy"
stack_type = null
icon_colour = "#6C7364"
integrity = 1200
melting_point = 6000 // Hull plating.
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
/material/wood
name = "wood"
stack_type = /obj/item/stack/material/wood
icon_colour = "#824B28"
integrity = 50
icon_base = "solid"
explosion_resistance = 2
shard_type = SHARD_SPLINTER
shard_can_repair = 0 // you can't weld splinters back into planks
hardness = 15
weight = 18
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
ignition_point = T0C+288
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
dooropen_noise = 'sound/effects/doorcreaky.ogg'
door_icon_base = "wood"
destruction_desc = "splinters"
sheet_singular_name = "plank"
sheet_plural_name = "planks"
/material/wood/holographic
name = "holowood"
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE
/material/cardboard
name = "cardboard"
stack_type = /obj/item/stack/material/cardboard
flags = MATERIAL_BRITTLE
integrity = 10
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#AAAAAA"
hardness = 1
weight = 1
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
stack_origin_tech = list(TECH_MATERIAL = 1)
door_icon_base = "wood"
destruction_desc = "crumples"
/material/cloth //todo
name = "cloth"
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
ignition_point = T0C+232
melting_point = T0C+300
flags = MATERIAL_PADDING
/material/cult
name = "cult"
display_name = "disturbing stone"
icon_base = "cult"
icon_colour = "#402821"
icon_reinf = "reinf_cult"
shard_type = SHARD_STONE_PIECE
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
/material/cult/place_dismantled_girder(var/turf/target)
new /obj/structure/girder/cult(target)
/material/cult/place_dismantled_product(var/turf/target)
new /obj/effect/decal/cleanable/blood(target)
/material/cult/reinf
name = "cult2"
display_name = "human remains"
/material/cult/reinf/place_dismantled_product(var/turf/target)
new /obj/effect/decal/remains/human(target)
//TODO PLACEHOLDERS:
/material/leather
name = "leather"
icon_colour = "#5C4831"
stack_origin_tech = list(TECH_MATERIAL = 2)
flags = MATERIAL_PADDING
ignition_point = T0C+300
melting_point = T0C+300
/material/carpet
name = "carpet"
display_name = "comfy"
use_name = "red upholstery"
icon_colour = "#DA020A"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
/material/cotton
name = "cotton"
display_name ="cotton"
icon_colour = "#FFFFFF"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_teal
name = "teal"
display_name ="teal"
use_name = "teal cloth"
icon_colour = "#00EAFA"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_black
name = "black"
display_name = "black"
use_name = "black cloth"
icon_colour = "#505050"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_green
name = "green"
display_name = "green"
use_name = "green cloth"
icon_colour = "#01C608"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_puple
name = "purple"
display_name = "purple"
use_name = "purple cloth"
icon_colour = "#9C56C4"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_blue
name = "blue"
display_name = "blue"
use_name = "blue cloth"
icon_colour = "#6B6FE3"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_beige
name = "beige"
display_name = "beige"
use_name = "beige cloth"
icon_colour = "#E8E7C8"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/cloth_lime
name = "lime"
display_name = "lime"
use_name = "lime cloth"
icon_colour = "#62E36C"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
/material/toy_foam
name = "foam"
display_name = "foam"
use_name = "foam"
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
icon_colour = "#ff9900"
hardness = 1
weight = 1