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Changes the rock texture to hopefully be a bit better. It's a recolored version of /tg/'s lavaland rock, and modified slightly to look less repetitive. Ports the lavaland rock tile sprite entirely for future away missions. Adds tree chopping down feature. All trees now have health, and hitting it with things will reduce it. Generally you need something sharp to have a chance of actually felling the tree. Adds log material, which is obtained from chopping trees. Hitting these with a sharp weapon converts them into two planks per log. Can be used to build log walls but otherwise can't be used to craft, at the moment. Ports /tg/ tree sprites. Might have a use for them in away missions, who knows. Makes crystals start anchored and glow. Shoveling snow checks toolspeed now.
885 lines
27 KiB
Plaintext
885 lines
27 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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var/is_fusion_fuel
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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/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
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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 reflection and 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/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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var/luminescence
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// 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. Also used for bullet protection in armor.
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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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conductivity = 1
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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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conductivity = 41
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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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conductivity = 63
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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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//R-UST port
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/material/supermatter
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name = "supermatter"
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icon_colour = "#FFFF00"
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radioactivity = 20
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stack_type = null
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luminescence = 3
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ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
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icon_base = "stone"
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shard_type = SHARD_SHARD
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hardness = 30
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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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is_fusion_fuel = 1
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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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protectiveness = 5 // 20%
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conductivity = 5
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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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conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
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protectiveness = 10 // 33%
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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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protectiveness = 20 // 50%
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conductivity = 13 // For the purposes of balance.
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
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// 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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protectiveness = 60 // 75%
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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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conductivity = 2.38
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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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protectiveness = 0 // 0%
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conductivity = 1 // Glass shards don't conduct.
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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, "Windoor" = 2)
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created_window = /obj/structure/window/basic
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rod_product = /obj/item/stack/material/glass/reinforced
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/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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for (var/obj/structure/windoor_assembly/check_assembly in user.loc)
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window_count++
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possible_directions -= check_assembly.dir
|
|
for (var/obj/machinery/door/window/check_windoor in user.loc)
|
|
window_count++
|
|
possible_directions -= check_windoor.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,270), turn(user.dir,180)))
|
|
if(direction in possible_directions)
|
|
build_dir = direction
|
|
break
|
|
else
|
|
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")
|
|
if(is_reinforced())
|
|
build_path = /obj/structure/windoor_assembly/secure
|
|
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 = list(TECH_MATERIAL = 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" = 2)
|
|
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)
|
|
window_options = list("One Direction" = 1, "Full Window" = 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
|
|
window_options = list("One Direction" = 1, "Full Window" = 4)
|
|
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
|
|
protectiveness = 5 // 20%
|
|
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
|
|
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"
|
|
is_fusion_fuel = 1
|
|
|
|
/material/deuterium
|
|
name = "deuterium"
|
|
stack_type = /obj/item/stack/material/deuterium
|
|
icon_colour = "#999999"
|
|
stack_origin_tech = list(TECH_MATERIAL = 3)
|
|
sheet_singular_name = "ingot"
|
|
sheet_plural_name = "ingots"
|
|
is_fusion_fuel = 1
|
|
|
|
/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)
|
|
conductivity = 100
|
|
is_fusion_fuel = 1
|
|
|
|
/material/platinum
|
|
name = "platinum"
|
|
stack_type = /obj/item/stack/material/platinum
|
|
icon_colour = "#9999FF"
|
|
weight = 27
|
|
conductivity = 9.43
|
|
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
|
|
conductivity = 10
|
|
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
|
|
protectiveness = 80 // 80%
|
|
|
|
// Likewise.
|
|
/material/alienalloy/elevatorium
|
|
name = "elevatorium"
|
|
display_name = "elevator panelling"
|
|
icon_colour = "#666666"
|
|
|
|
/material/resin
|
|
name = "resin"
|
|
icon_colour = "#35343a"
|
|
dooropen_noise = 'sound/effects/attackblob.ogg'
|
|
door_icon_base = "resin"
|
|
melting_point = T0C+300
|
|
sheet_singular_name = "blob"
|
|
sheet_plural_name = "blobs"
|
|
|
|
/material/resin/can_open_material_door(var/mob/living/user)
|
|
var/mob/living/carbon/M = user
|
|
if(istype(M) && locate(/obj/item/organ/internal/xenos/hivenode) in M.internal_organs)
|
|
return 1
|
|
return 0
|
|
|
|
|
|
/material/wood
|
|
name = "wood"
|
|
stack_type = /obj/item/stack/material/wood
|
|
icon_colour = "#824B28"
|
|
integrity = 50
|
|
icon_base = "wood"
|
|
explosion_resistance = 2
|
|
shard_type = SHARD_SPLINTER
|
|
shard_can_repair = 0 // you can't weld splinters back into planks
|
|
hardness = 15
|
|
weight = 18
|
|
protectiveness = 8 // 28%
|
|
conductivity = 1
|
|
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/log
|
|
name = "log"
|
|
icon_base = "log"
|
|
stack_type = /obj/item/stack/material/log
|
|
sheet_singular_name = "log"
|
|
sheet_plural_name = "logs"
|
|
|
|
/material/wood/log/sif
|
|
name = "alien log"
|
|
icon_colour = "#0099cc" // Cyan-ish
|
|
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
|
|
|
|
/material/wood/holographic
|
|
name = "holowood"
|
|
display_name = "wood"
|
|
stack_type = null
|
|
shard_type = SHARD_NONE
|
|
|
|
/material/wood/sif
|
|
name = "alien wood"
|
|
// stack_type = /obj/item/stack/material/wood/sif
|
|
icon_colour = "#0099cc" // Cyan-ish
|
|
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2) // Alien wood would presumably be more interesting to the analyzer.
|
|
|
|
/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
|
|
protectiveness = 0 // 0%
|
|
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/snow
|
|
name = "snow"
|
|
stack_type = /obj/item/stack/material/snow
|
|
flags = MATERIAL_BRITTLE
|
|
icon_base = "solid"
|
|
icon_reinf = "reinf_over"
|
|
icon_colour = "#FFFFFF"
|
|
integrity = 1
|
|
hardness = 1
|
|
weight = 1
|
|
protectiveness = 0 // 0%
|
|
stack_origin_tech = list(TECH_MATERIAL = 1)
|
|
melting_point = T0C+1
|
|
destruction_desc = "crumples"
|
|
sheet_singular_name = "pile"
|
|
sheet_plural_name = "piles"
|
|
|
|
/material/cloth //todo
|
|
name = "cloth"
|
|
stack_origin_tech = list(TECH_MATERIAL = 2)
|
|
door_icon_base = "wood"
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
protectiveness = 1 // 4%
|
|
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
|
|
protectiveness = 3 // 13%
|
|
|
|
/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"
|
|
protectiveness = 1 // 4%
|
|
|
|
/material/cotton
|
|
name = "cotton"
|
|
display_name ="cotton"
|
|
icon_colour = "#FFFFFF"
|
|
flags = MATERIAL_PADDING
|
|
ignition_point = T0C+232
|
|
melting_point = T0C+300
|
|
protectiveness = 1 // 4%
|
|
|
|
// This all needs to be OOP'd and use inheritence if its ever used in the future.
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 1 // 4%
|
|
|
|
/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
|
|
protectiveness = 0 // 0% |