Merge branch 'master' of https://github.com/PolarisSS13/Polaris into aro-sync

# Conflicts:
#	code/modules/integrated_electronics/subtypes/reagents.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/organs/organ_external.dm
#	code/modules/ventcrawl/ventcrawl.dm
#	html/changelogs/.all_changelog.yml
This commit is contained in:
Arokha Sieyes
2017-04-25 15:04:54 -04:00
234 changed files with 2523 additions and 1109 deletions
@@ -10,6 +10,7 @@
recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
if(integrity>=50)
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
+41 -3
View File
@@ -90,10 +90,12 @@ var/list/name_to_material
var/ignition_point // K, point at which the material catches on fire.
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
var/integrity = 150 // General-use HP value for products.
var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
@@ -103,7 +105,7 @@ var/list/name_to_material
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
// Noise when someone is faceplanted onto a table made of this material.
@@ -236,6 +238,7 @@ var/list/name_to_material
icon_colour = "#00FFE1"
opacity = 0.4
reflectivity = 0.6
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
@@ -247,6 +250,7 @@ var/list/name_to_material
icon_colour = "#EDD12F"
weight = 24
hardness = 40
conductivity = 41
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -261,6 +265,7 @@ var/list/name_to_material
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
conductivity = 63
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -304,6 +309,8 @@ var/list/name_to_material
shard_type = SHARD_STONE_PIECE
weight = 22
hardness = 55
protectiveness = 5 // 20%
conductivity = 5
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
@@ -320,6 +327,8 @@ var/list/name_to_material
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
integrity = 150
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
protectiveness = 10 // 33%
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
@@ -355,6 +364,8 @@ var/list/name_to_material
explosion_resistance = 25
hardness = 80
weight = 23
protectiveness = 20 // 50%
conductivity = 13 // For the purposes of balance.
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
@@ -370,6 +381,7 @@ var/list/name_to_material
explosion_resistance = 75
hardness = 100
weight = 28
protectiveness = 60 // 75%
reflectivity = 0.7 // Not a perfect mirror, but close.
stack_origin_tech = list(TECH_MATERIAL = 8)
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
@@ -377,6 +389,7 @@ var/list/name_to_material
/material/plasteel/titanium
name = "titanium"
stack_type = null
conductivity = 2.38
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#D1E6E3"
@@ -393,6 +406,8 @@ var/list/name_to_material
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 30
weight = 15
protectiveness = 0 // 0%
conductivity = 1 // Glass shards don't conduct.
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
@@ -526,6 +541,8 @@ var/list/name_to_material
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)
@@ -556,12 +573,14 @@ var/list/name_to_material
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
/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"
@@ -571,6 +590,7 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -585,6 +605,7 @@ var/list/name_to_material
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
protectiveness = 80 // 80%
// Likewise.
/material/alienalloy/elevatorium
@@ -603,6 +624,8 @@ var/list/name_to_material
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)
@@ -634,6 +657,7 @@ var/list/name_to_material
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)
@@ -650,6 +674,7 @@ var/list/name_to_material
integrity = 1
hardness = 1
weight = 1
protectiveness = 0 // 0%
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumples"
@@ -662,6 +687,7 @@ var/list/name_to_material
door_icon_base = "wood"
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
flags = MATERIAL_PADDING
/material/cult
@@ -695,6 +721,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 3 // 13%
/material/carpet
name = "carpet"
@@ -706,6 +733,7 @@ var/list/name_to_material
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
/material/cotton
name = "cotton"
@@ -714,7 +742,9 @@ var/list/name_to_material
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"
@@ -723,6 +753,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_black
name = "black"
@@ -732,6 +763,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_green
name = "green"
@@ -741,6 +773,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_puple
name = "purple"
@@ -750,6 +783,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_blue
name = "blue"
@@ -759,6 +793,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_beige
name = "beige"
@@ -768,6 +803,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_lime
name = "lime"
@@ -777,6 +813,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/toy_foam
name = "foam"
@@ -787,4 +824,5 @@ var/list/name_to_material
melting_point = T0C+300
icon_colour = "#ff9900"
hardness = 1
weight = 1
weight = 1
protectiveness = 0 // 0%