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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.
759 lines
23 KiB
Plaintext
759 lines
23 KiB
Plaintext
/*
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MATERIAL DATUMS
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This data is used by various parts of the game for basic physical properties and behaviors
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of the metals/materials used for constructing many objects. Each var is commented and should be pretty
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self-explanatory but the various object types may have their own documentation. ~Z
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PATHS THAT USE DATUMS
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turf/simulated/wall
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obj/item/weapon/material
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obj/structure/barricade
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obj/item/stack/material
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obj/structure/table
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VALID ICONS
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WALLS
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stone
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metal
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solid
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cult
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DOORS
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stone
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metal
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resin
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wood
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*/
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// Assoc list containing all material datums indexed by name.
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var/list/name_to_material
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//Returns the material the object is made of, if applicable.
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//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
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/obj/proc/get_material()
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return null
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//mostly for convenience
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/obj/proc/get_material_name()
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var/material/material = get_material()
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if(material)
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return material.name
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// Builds the datum list above.
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/proc/populate_material_list(force_remake=0)
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if(name_to_material && !force_remake) return // Already set up!
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name_to_material = list()
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for(var/type in typesof(/material) - /material)
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var/material/new_mineral = new type
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if(!new_mineral.name)
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continue
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name_to_material[lowertext(new_mineral.name)] = new_mineral
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return 1
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// Safety proc to make sure the material list exists before trying to grab from it.
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/proc/get_material_by_name(name)
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if(!name_to_material)
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populate_material_list()
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return name_to_material[name]
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/proc/material_display_name(name)
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var/material/material = get_material_by_name(name)
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if(material)
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return material.display_name
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return null
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// Material definition and procs follow.
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/material
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var/name // Unique name for use in indexing the list.
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var/display_name // Prettier name for display.
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var/use_name
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var/flags = 0 // Various status modifiers.
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var/sheet_singular_name = "sheet"
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var/sheet_plural_name = "sheets"
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// Shards/tables/structures
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var/shard_type = SHARD_SHRAPNEL // Path of debris object.
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var/shard_icon // Related to above.
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var/shard_can_repair = 1 // Can shards be turned into sheets with a welder?
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var/list/recipes // Holder for all recipes usable with a sheet of this material.
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var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding.
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// Icons
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var/icon_colour // Colour applied to products of this material.
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var/icon_base = "metal" // Wall and table base icon tag. See header.
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var/door_icon_base = "metal" // Door base icon tag. See header.
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var/icon_reinf = "reinf_metal" // Overlay used
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var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
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// Attributes
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var/cut_delay = 0 // Delay in ticks when cutting through this wall.
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var/radioactivity // Radiation var. Used in wall and object processing to irradiate surroundings.
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var/ignition_point // K, point at which the material catches on fire.
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var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
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var/integrity = 150 // General-use HP value for products.
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var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
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var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
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var/explosion_resistance = 5 // Only used by walls currently.
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var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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var/created_window
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var/rod_product
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var/wire_product
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var/list/window_options = list()
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// Damage values.
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var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
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var/weight = 20 // Determines blunt damage/throwforce for weapons.
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// Noise when someone is faceplanted onto a table made of this material.
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var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
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// Noise made when a simple door made of this material opens or closes.
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var/dooropen_noise = 'sound/effects/stonedoor_openclose.ogg'
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// Path to resulting stacktype. Todo remove need for this.
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var/stack_type
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// Wallrot crumble message.
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var/rotting_touch_message = "crumbles under your touch"
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// Placeholders for light tiles and rglass.
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/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!rod_product)
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user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
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return
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if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
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user << "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>"
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return
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used_stack.use(1)
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target_stack.use(1)
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var/obj/item/stack/S = new rod_product(get_turf(user))
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S.add_fingerprint(user)
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S.add_to_stacks(user)
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/material/proc/build_wired_product(var/mob/living/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
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if(!wire_product)
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user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
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return
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if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
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user << "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>"
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return
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used_stack.use(5)
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target_stack.use(1)
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user << "<span class='notice'>You attach wire to the [name].</span>"
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var/obj/item/product = new wire_product(get_turf(user))
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user.put_in_hands(product)
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// Make sure we have a display name and shard icon even if they aren't explicitly set.
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/material/New()
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..()
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if(!display_name)
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display_name = name
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if(!use_name)
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use_name = display_name
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if(!shard_icon)
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shard_icon = shard_type
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// This is a placeholder for proper integration of windows/windoors into the system.
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/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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return 0
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// Weapons handle applying a divisor for this value locally.
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/material/proc/get_blunt_damage()
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return weight //todo
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// Return the matter comprising this material.
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/material/proc/get_matter()
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var/list/temp_matter = list()
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if(islist(composite_material))
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for(var/material_string in composite_material)
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temp_matter[material_string] = composite_material[material_string]
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else if(SHEET_MATERIAL_AMOUNT)
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temp_matter[name] = SHEET_MATERIAL_AMOUNT
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return temp_matter
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// As above.
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/material/proc/get_edge_damage()
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return hardness //todo
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// Snowflakey, only checked for alien doors at the moment.
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/material/proc/can_open_material_door(var/mob/living/user)
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return 1
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// Currently used for weapons and objects made of uranium to irradiate things.
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/material/proc/products_need_process()
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return (radioactivity>0) //todo
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// Used by walls when qdel()ing to avoid neighbor merging.
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/material/placeholder
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name = "placeholder"
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// Places a girder object when a wall is dismantled, also applies reinforced material.
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/material/proc/place_dismantled_girder(var/turf/target, var/material/reinf_material)
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var/obj/structure/girder/G = new(target)
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if(reinf_material)
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G.reinf_material = reinf_material
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G.reinforce_girder()
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// General wall debris product placement.
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// Not particularly necessary aside from snowflakey cult girders.
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/material/proc/place_dismantled_product(var/turf/target)
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place_sheet(target)
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// Debris product. Used ALL THE TIME.
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/material/proc/place_sheet(var/turf/target)
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if(stack_type)
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return new stack_type(target)
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// As above.
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/material/proc/place_shard(var/turf/target)
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if(shard_type)
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return new /obj/item/weapon/material/shard(target, src.name)
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// Used by walls and weapons to determine if they break or not.
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/material/proc/is_brittle()
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return !!(flags & MATERIAL_BRITTLE)
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/material/proc/combustion_effect(var/turf/T, var/temperature)
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return
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// Datum definitions follow.
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/material/uranium
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name = "uranium"
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stack_type = /obj/item/stack/material/uranium
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radioactivity = 12
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icon_base = "stone"
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icon_reinf = "reinf_stone"
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icon_colour = "#007A00"
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weight = 22
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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/material/diamond
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name = "diamond"
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stack_type = /obj/item/stack/material/diamond
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flags = MATERIAL_UNMELTABLE
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cut_delay = 60
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icon_colour = "#00FFE1"
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opacity = 0.4
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reflectivity = 0.6
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 100
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stack_origin_tech = list(TECH_MATERIAL = 6)
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/material/gold
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name = "gold"
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stack_type = /obj/item/stack/material/gold
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icon_colour = "#EDD12F"
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weight = 24
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hardness = 40
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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/material/gold/bronze //placeholder for ashtrays
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name = "bronze"
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icon_colour = "#EDD12F"
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/material/silver
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name = "silver"
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stack_type = /obj/item/stack/material/silver
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icon_colour = "#D1E6E3"
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weight = 22
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hardness = 50
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stack_origin_tech = list(TECH_MATERIAL = 3)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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/material/phoron
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name = "phoron"
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stack_type = /obj/item/stack/material/phoron
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ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
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icon_base = "stone"
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icon_colour = "#FC2BC5"
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shard_type = SHARD_SHARD
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hardness = 30
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stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
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door_icon_base = "stone"
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sheet_singular_name = "crystal"
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sheet_plural_name = "crystals"
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/*
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// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
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/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
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if(isnull(ignition_point))
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return 0
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if(temperature < ignition_point)
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return 0
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var/totalPhoron = 0
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for(var/turf/simulated/floor/target_tile in range(2,T))
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var/phoronToDeduce = (temperature/30) * effect_multiplier
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totalPhoron += phoronToDeduce
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target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
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spawn (0)
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target_tile.hotspot_expose(temperature, 400)
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return round(totalPhoron/100)
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*/
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/material/stone
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name = "sandstone"
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stack_type = /obj/item/stack/material/sandstone
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icon_base = "stone"
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icon_reinf = "reinf_stone"
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icon_colour = "#D9C179"
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shard_type = SHARD_STONE_PIECE
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weight = 22
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hardness = 55
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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/material/stone/marble
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name = "marble"
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icon_colour = "#AAAAAA"
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weight = 26
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hardness = 100
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integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
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stack_type = /obj/item/stack/material/marble
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/material/steel
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name = DEFAULT_WALL_MATERIAL
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stack_type = /obj/item/stack/material/steel
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integrity = 150
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#666666"
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/material/diona
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name = "biomass"
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icon_colour = null
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stack_type = null
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integrity = 600
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icon_base = "diona"
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icon_reinf = "noreinf"
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/material/diona/place_dismantled_product()
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return
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/material/diona/place_dismantled_girder(var/turf/target)
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spawn_diona_nymph(target)
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/material/steel/holographic
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name = "holo" + DEFAULT_WALL_MATERIAL
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display_name = DEFAULT_WALL_MATERIAL
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stack_type = null
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shard_type = SHARD_NONE
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/material/plasteel
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name = "plasteel"
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stack_type = /obj/item/stack/material/plasteel
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integrity = 400
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melting_point = 6000
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#777777"
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explosion_resistance = 25
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hardness = 80
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weight = 23
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
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// Very rare alloy that is reflective, should be used sparingly.
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/material/durasteel
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name = "durasteel"
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stack_type = /obj/item/stack/material/durasteel
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integrity = 600
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melting_point = 7000
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icon_base = "metal"
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icon_reinf = "reinf_metal"
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icon_colour = "#6EA7BE"
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explosion_resistance = 75
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hardness = 100
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weight = 28
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reflectivity = 0.7 // Not a perfect mirror, but close.
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stack_origin_tech = list(TECH_MATERIAL = 8)
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composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
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/material/plasteel/titanium
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name = "titanium"
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stack_type = null
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icon_base = "metal"
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door_icon_base = "metal"
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icon_colour = "#D1E6E3"
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icon_reinf = "reinf_metal"
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/material/glass
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name = "glass"
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stack_type = /obj/item/stack/material/glass
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flags = MATERIAL_BRITTLE
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icon_colour = "#00E1FF"
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opacity = 0.3
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integrity = 100
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 30
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weight = 15
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door_icon_base = "stone"
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destruction_desc = "shatters"
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window_options = list("One Direction" = 1, "Full Window" = 4)
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created_window = /obj/structure/window/basic
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rod_product = /obj/item/stack/material/glass/reinforced
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/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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if(!user || !used_stack || !created_window || !window_options.len)
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return 0
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if(!user.IsAdvancedToolUser())
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user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
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return 1
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var/turf/T = user.loc
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if(!istype(T))
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user << "<span class='warning'>You must be standing on open flooring to build a window.</span>"
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return 1
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var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
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var/choice = input(title, "What would you like to construct?") as null|anything in window_options
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if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
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return 1
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// Get data for building windows here.
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var/list/possible_directions = cardinal.Copy()
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var/window_count = 0
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for (var/obj/structure/window/check_window in user.loc)
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window_count++
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possible_directions -= check_window.dir
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// Get the closest available dir to the user's current facing.
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var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
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var/failed_to_build
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if(window_count >= 4)
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failed_to_build = 1
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else
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if(choice in list("One Direction","Windoor"))
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if(possible_directions.len)
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for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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if(direction in possible_directions)
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build_dir = direction
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break
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else
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failed_to_build = 1
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if(!failed_to_build && choice == "Windoor")
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if(!is_reinforced())
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user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
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return
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if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
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failed_to_build = 1
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if(failed_to_build)
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user << "<span class='warning'>There is no room in this location.</span>"
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return 1
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var/build_path = /obj/structure/windoor_assembly
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var/sheets_needed = window_options[choice]
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if(choice == "Windoor")
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build_dir = user.dir
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else
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build_path = created_window
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|
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 |