From 5be2bd6a1be3a2aaec30e016bc2926c491d51783 Mon Sep 17 00:00:00 2001 From: Kelenius Date: Sat, 23 May 2015 15:21:11 +0300 Subject: [PATCH] Updates to properly DA materials --- .../objects/items/stacks/sheets/leather.dm | 11 ---- code/modules/materials/material_sheets.dm | 6 +-- code/modules/materials/materials.dm | 51 +++++++++---------- 3 files changed, 27 insertions(+), 41 deletions(-) diff --git a/code/game/objects/items/stacks/sheets/leather.dm b/code/game/objects/items/stacks/sheets/leather.dm index dd48b44d0d..313cc24d7a 100644 --- a/code/game/objects/items/stacks/sheets/leather.dm +++ b/code/game/objects/items/stacks/sheets/leather.dm @@ -3,42 +3,36 @@ desc = "The by-product of human farming." singular_name = "human skin piece" icon_state = "sheet-hide" - origin_tech = list() /obj/item/stack/material/animalhide/corgi name = "corgi hide" desc = "The by-product of corgi farming." singular_name = "corgi hide piece" icon_state = "sheet-corgi" - origin_tech = list() /obj/item/stack/material/animalhide/cat name = "cat hide" desc = "The by-product of cat farming." singular_name = "cat hide piece" icon_state = "sheet-cat" - origin_tech = list() /obj/item/stack/material/animalhide/monkey name = "monkey hide" desc = "The by-product of monkey farming." singular_name = "monkey hide piece" icon_state = "sheet-monkey" - origin_tech = list() /obj/item/stack/material/animalhide/lizard name = "lizard skin" desc = "Sssssss..." singular_name = "lizard skin piece" icon_state = "sheet-lizard" - origin_tech = list() /obj/item/stack/material/animalhide/xeno name = "alien hide" desc = "The skin of a terrible creature." singular_name = "alien hide piece" icon_state = "sheet-xeno" - origin_tech = list() //don't see anywhere else to put these, maybe together they could be used to make the xenos suit? /obj/item/stack/material/xenochitin @@ -47,35 +41,30 @@ singular_name = "alien hide piece" icon = 'icons/mob/alien.dmi' icon_state = "chitin" - origin_tech = list() /obj/item/xenos_claw name = "alien claw" desc = "The claw of a terrible creature." icon = 'icons/mob/alien.dmi' icon_state = "claw" - origin_tech = list() /obj/item/weed_extract name = "weed extract" desc = "A piece of slimy, purplish weed." icon = 'icons/mob/alien.dmi' icon_state = "weed_extract" - origin_tech = list() /obj/item/stack/material/hairlesshide name = "hairless hide" desc = "This hide was stripped of it's hair, but still needs tanning." singular_name = "hairless hide piece" icon_state = "sheet-hairlesshide" - origin_tech = list() /obj/item/stack/material/wetleather name = "wet leather" desc = "This leather has been cleaned but still needs to be dried." singular_name = "wet leather piece" icon_state = "sheet-wetleather" - origin_tech = list() var/wetness = 30 //Reduced when exposed to high temperautres var/drying_threshold_temperature = 500 //Kelvin to start drying diff --git a/code/modules/materials/material_sheets.dm b/code/modules/materials/material_sheets.dm index 2d53c6c29c..cc80c3bed4 100644 --- a/code/modules/materials/material_sheets.dm +++ b/code/modules/materials/material_sheets.dm @@ -27,8 +27,8 @@ desc = "A stack of sheets of [material.display_name]." recipes = material.get_recipes() stacktype = material.stack_type - origin_tech = material.stack_origin_tech - perunit = material.stack_per_sheet + origin_tech = material.stack_origin_tech.Copy() + perunit = SHEET_MATERIAL_AMOUNT if(apply_colour) color = material.icon_colour @@ -42,7 +42,7 @@ for(var/material_string in material.composite_material) matter[material_string] = material.composite_material[material_string] else - matter[material.name] = material.stack_per_sheet + matter[material.name] = SHEET_MATERIAL_AMOUNT return 1 obj/item/stack/material/iron diff --git a/code/modules/materials/materials.dm b/code/modules/materials/materials.dm index a3189d6e0f..112d45e21f 100644 --- a/code/modules/materials/materials.dm +++ b/code/modules/materials/materials.dm @@ -58,12 +58,11 @@ var/list/name_to_material var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding. // Icons - var/icon_colour // Colour applied to products of this material. - var/icon_base = "metal" // Wall and table base icon tag. See header. - var/door_icon_base = "metal" // Door base icon tag. See header. - var/icon_reinf = "reinf_metal" // Overlay used - var/stack_origin_tech = "materials=1" // Research level for stacks. - var/stack_per_sheet = 2000 // perunit value for stacks. + var/icon_colour // Colour applied to products of this material. + var/icon_base = "metal" // Wall and table base icon tag. See header. + var/door_icon_base = "metal" // Door base icon tag. See header. + var/icon_reinf = "reinf_metal" // Overlay used + var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks. // Attributes var/cut_delay = 0 // Delay in ticks when cutting through this wall. @@ -153,7 +152,7 @@ var/list/name_to_material icon_reinf = "reinf_stone" icon_colour = "#007A00" weight = 22 - stack_origin_tech = "materials=5" + stack_origin_tech = list(TECH_MATERIAL = 5) door_icon_base = "stone" /material/diamond @@ -166,8 +165,7 @@ var/list/name_to_material shard_type = SHARD_SHARD tableslam_noise = 'sound/effects/Glasshit.ogg' hardness = 100 - stack_origin_tech = "materials=6" - stack_per_sheet = 3750 + stack_origin_tech = list(TECH_MATERIAL = 6) /material/gold name = "gold" @@ -175,7 +173,7 @@ var/list/name_to_material icon_colour = "#EDD12F" weight = 24 hardness = 40 - stack_origin_tech = "materials=4" + stack_origin_tech = list(TECH_MATERIAL = 4) /material/silver name = "silver" @@ -183,8 +181,8 @@ var/list/name_to_material icon_colour = "#D1E6E3" weight = 22 hardness = 50 - stack_origin_tech = "materials=3" - + stack_origin_tech = list(TECH_MATERIAL = 3) + /material/phoron name = "phoron" stack_type = /obj/item/stack/material/phoron @@ -193,7 +191,7 @@ var/list/name_to_material icon_colour = "#FC2BC5" shard_type = SHARD_SHARD hardness = 30 - stack_origin_tech = "phorontech=2;materials=2" + stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2) door_icon_base = "stone" /material/stone @@ -238,7 +236,7 @@ var/list/name_to_material explosion_resistance = 25 hardness = 80 weight = 23 - stack_origin_tech = "materials=2" + stack_origin_tech = list(TECH_MATERIAL = 2) composite_material = list() //todo /material/glass @@ -262,12 +260,12 @@ var/list/name_to_material ignition_point = 300 integrity = 200 // idk why but phoron windows are strong, so. icon_colour = "#FC2BC5" - stack_origin_tech = "materials=3;phorontech=2" + stack_origin_tech = list(TECH_MATERIAL = 3, TECH_PHORON = 2) /material/glass/phoron/reinforced name = "reinforced phoron glass" stack_type = /obj/item/stack/material/glass/phoronrglass - stack_origin_tech = "materials=4;phorontech=2" + stack_origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 2) composite_material = list() //todo /material/glass/reinforced @@ -281,7 +279,7 @@ var/list/name_to_material tableslam_noise = 'sound/effects/Glasshit.ogg' hardness = 40 weight = 30 - stack_origin_tech = "materials=2" + stack_origin_tech = list(TECH_MATERIAL = 2) composite_material = list() //todo /material/plastic @@ -293,39 +291,38 @@ var/list/name_to_material icon_colour = "#CCCCCC" hardness = 10 weight = 12 - stack_origin_tech = "materials=3" + stack_origin_tech = list(TECH_MATERIAL = 3) /material/osmium name = "osmium" stack_type = /obj/item/stack/material/osmium icon_colour = "#9999FF" - stack_origin_tech = "materials=5" + stack_origin_tech = list(TECH_MATERIAL = 5) /material/tritium name = "tritium" stack_type = /obj/item/stack/material/tritium icon_colour = "#777777" - stack_origin_tech = "materials=5" + stack_origin_tech = list(TECH_MATERIAL = 5) /material/mhydrogen name = "mhydrogen" stack_type = /obj/item/stack/material/mhydrogen icon_colour = "#E6C5DE" - stack_origin_tech = "materials=6;powerstorage=5;magnets=5" + 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 = "materials=2" + stack_origin_tech = list(TECH_MATERIAL = 2) /material/iron name = "iron" stack_type = /obj/item/stack/material/iron icon_colour = "#5C5454" weight = 22 - stack_per_sheet = 3750 /material/wood name = "wood" @@ -338,7 +335,7 @@ var/list/name_to_material shard_can_repair = 0 // you can't weld splinters back into planks hardness = 15 weight = 18 - stack_origin_tech = "materials=1;biotech=1" + stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) dooropen_noise = 'sound/effects/doorcreaky.ogg' door_icon_base = "wood" destruction_desc = "splinters" @@ -358,13 +355,13 @@ var/list/name_to_material icon_colour = "#AAAAAA" hardness = 1 weight = 1 - stack_origin_tech = "materials=1" + stack_origin_tech = list(TECH_MATERIAL = 1) door_icon_base = "wood" destruction_desc = "crumples" /material/cloth //todo name = "cloth" - stack_origin_tech = "materials=2" + stack_origin_tech = list(TECH_MATERIAL = 2) door_icon_base = "wood" /material/cult @@ -403,7 +400,7 @@ var/list/name_to_material /material/leather //todo name = "leather" icon_colour = "#5C4831" - stack_origin_tech = "materials=2" + stack_origin_tech = list(TECH_MATERIAL = 2) /material/carpet name = "carpet"