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Finished coding makeshift armor.
This commit is contained in:
@@ -1,6 +1,29 @@
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// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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// This class of weapons takes armor and appearance data from a material datum.
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// They are also fragile based on material data and many can break/smash apart when hit.
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#define MATERIAL_ARMOR_COEFFICENT 0.05
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/*
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SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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This class of armor takes armor and appearance data from a material "datum".
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They are also fragile based on material data and many can break/smash apart when hit.
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Materials has a var called protectiveness which plays a major factor in how good it is for armor.
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With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
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For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
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Protectiveness | Armor %
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0 = 0%
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5 = 20%
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10 = 33%
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15 = 42%
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20 = 50%
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25 = 55%
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30 = 60%
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40 = 66%
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50 = 71%
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60 = 75%
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70 = 77%
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80 = 80%
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*/
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// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
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/obj/item/clothing
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@@ -8,6 +31,7 @@
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var/applies_material_color = TRUE
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var/unbreakable = FALSE
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var/default_material = null // Set this to something else if you want material attributes on init.
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var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
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/obj/item/clothing/New(var/newloc, var/material_key)
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..(newloc)
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@@ -23,51 +47,115 @@
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/obj/item/clothing/get_material()
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return material
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// Debating if this should be made an /atom/movable/ proc.
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// Debating if this should be made an /obj/item/ proc.
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/obj/item/clothing/proc/set_material(var/new_material)
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material = get_material_by_name(new_material)
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if(!material)
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qdel(src)
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else
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name = "[material.display_name] [initial(name)]"
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health = round(material.integrity/10)
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if(applies_material_color)
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color = material.icon_colour
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if(material.products_need_process())
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processing_objects |= src
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update_armor()
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//f(x) = (x*a) / (x+b) + c
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// a + c essentially* becomes your maximum possible output,
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// c is your minimum, and b controls how quickly the output values scale and its effectiveness is relative to the value of a.
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// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
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// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
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/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
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if(material && damage)
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material_impact(source, damage)
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// Max is the cap, excluding min.
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// Mid is the midpoint on the curve.
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// Min adds a floor to the answer. Min + Max is the maximum possible output.
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/proc/calculate_curve(var/X, var/max, var/mid, var/min)
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return (X * max) / (X + mid) + min
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/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
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if(!material || unbreakable)
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return
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if(istype(source, /obj/item/projectile))
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var/obj/item/projectile/P = source
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if(P.pass_flags & PASSGLASS)
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if(material.opacity - 0.3 <= 0)
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return // Lasers ignore 'fully' transparent material.
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if(material.is_brittle())
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health = 0
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else if(!prob(material.hardness))
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health--
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if(health <= 0)
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shatter()
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/obj/item/clothing/proc/shatter()
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if(!material)
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return
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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var/mob/living/M = loc
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M.drop_from_inventory(src)
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if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
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var/obj/item/weapon/material/shard/S = material.place_shard(T)
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M.embed(S)
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playsound(src, "shatter", 70, 1)
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qdel(src)
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// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
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/obj/item/clothing/suit/armor/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(!material) // No point checking for reflection.
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return ..()
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if(material.reflectivity)
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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var/obj/item/projectile/P = damage_source
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if(P.reflected) // Can't reflect twice
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return ..()
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var/reflectchance = (40 * material.reflectivity) - round(damage/3)
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reflectchance *= material_armor_modifer
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if(!(def_zone in list(BP_TORSO, BP_GROIN)))
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reflectchance /= 2
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if(P.starting && prob(reflectchance))
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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// Find a turf near or on the original location to bounce to
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(user)
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, user)
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P.reflected = 1
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return PROJECTILE_CONTINUE // complete projectile permutation
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/proc/calculate_material_armor(amount)
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var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
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result = result * 100
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result = abs(result - 100)
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return round(result)
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/client/verb/test_curve(var/X as num, var/A as num, var/B as num, var/C as num)
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src << "Testing values: X:[X], A:[A], B:[B], C:[C]."
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src << calculate_curve(X, A, B, C)
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/obj/item/clothing/proc/update_armor()
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if(material)
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var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
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melee_armor = round(Clamp(material.hardness, 0, 90))
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melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
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bullet_armor = round(Clamp(material.hardness * 0.6, 0, 90))
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bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
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laser_armor = material.hardness * 0.6
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if(material.reflectivity)
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laser_armor *= (material.reflectivity + 1) // Each 0.1th of reflectivity gives 10% more protection.
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laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
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if(material.opacity != 1)
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laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
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laser_armor = round(Clamp(laser_armor, 0, 90))
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energy_armor = round(Clamp(laser_armor * 0.7, 0, 90))
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energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
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bomb_armor = round(Clamp(material.explosion_resistance * 2, 0, 90))
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bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
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// Makes sure the numbers stay capped.
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for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
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number = between(0, number, 100)
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armor["melee"] = melee_armor
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armor["bullet"] = bullet_armor
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@@ -76,29 +164,100 @@
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armor["bomb"] = bomb_armor
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if(!isnull(material.conductivity))
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siemens_coefficient = Clamp(material.conductivity / 10, 0, 4)
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slowdown = Clamp(round(material.weight / 10, 0.1), 0, 6)
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// armor = list(
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// melee = melee_armor,
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// bullet = bullet_armor,
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// laser = laser_armor,
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// energy = energy_armor,
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// bomb = bomb_armor,
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// bio = 0,
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// rad = 0)
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/*
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/obj/item/weapon/material/proc/update_force()
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if(edge || sharp)
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force = material.get_edge_damage()
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else
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force = material.get_blunt_damage()
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force = round(force*force_divisor)
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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//spawn(1)
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// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
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*/
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siemens_coefficient = between(0, material.conductivity / 10, 10)
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slowdown = between(0, round(material.weight / 10, 0.1), 6)
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/obj/item/clothing/suit/armor/material
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icon_state = "material_armor_makeshift" // placeholder
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name = "armor"
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default_material = DEFAULT_WALL_MATERIAL
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/obj/item/clothing/suit/armor/material/makeshift
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name = "sheet armor"
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desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
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icon_state = "material_armor_makeshift"
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/obj/item/clothing/suit/armor/material/makeshift/durasteel
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default_material = "durasteel"
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/obj/item/clothing/suit/armor/material/makeshift/glass
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default_material = "glass"
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// Used to craft sheet armor, and possibly other things in the Future(tm).
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/obj/item/weapon/material/armor_plating
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name = "armor plating"
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desc = "A sheet designed to protect something."
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icon = 'icons/obj/items.dmi'
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icon_state = "armor_plate"
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unbreakable = TRUE
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force_divisor = 0.05 // Really bad as a weapon.
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thrown_force_divisor = 0.2
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var/wired = FALSE
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/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
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if(istype(O, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/S = O
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if(wired)
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to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
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return
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if(S.use(20))
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to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
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wired = TRUE
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icon_state = "[initial(icon_state)]_wired"
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return
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else
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to_chat(user, "<span class='notice'>You need more wire for that.</span>")
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return
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if(istype(O, /obj/item/weapon/material/armor_plating))
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var/obj/item/weapon/material/armor_plating/second_plate = O
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if(!wired && !second_plate.wired)
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to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
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return
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if(second_plate.material != src.material)
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to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
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return
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user.drop_from_inventory(src)
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user.drop_from_inventory(second_plate)
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var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
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user.put_in_hands(new_armor)
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qdel(second_plate)
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qdel(src)
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else
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..()
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// Used to craft the makeshift helmet
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/obj/item/clothing/head/helmet/bucket
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name = "bucket"
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desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
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flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
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icon_state = "bucket"
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armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
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if(istype(O, /obj/item/stack/material))
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var/obj/item/stack/material/S = O
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if(S.use(2))
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to_chat(user, "<span class='notice'>You apply some [S.material.use_name] to \the [src]. Hopefully it'll make the makeshift helmet stronger.</span>")
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var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
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user.put_in_hands(helmet)
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user.drop_from_inventory(src)
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qdel(src)
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return
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else
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to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
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else
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..()
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/obj/item/clothing/head/helmet/material
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name = "helmet"
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flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
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default_material = DEFAULT_WALL_MATERIAL
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/obj/item/clothing/head/helmet/material/makeshift
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name = "bucket"
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desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
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it was plated with something strong."
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icon_state = "material_armor_makeshift"
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/obj/item/clothing/head/helmet/material/makeshift/durasteel
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default_material = "durasteel"
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@@ -80,6 +80,9 @@
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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var/obj/item/projectile/P = damage_source
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if(P.reflected) // Can't reflect twice
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return ..()
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var/reflectchance = 40 - round(damage/3)
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if(!(def_zone in list(BP_TORSO, BP_GROIN)))
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reflectchance /= 2
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@@ -10,6 +10,7 @@
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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]")
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recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
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if(integrity>=50)
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recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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@@ -90,11 +90,12 @@ var/list/name_to_material
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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 defense.
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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. Based somewhat on megasiemens / metre at 20c
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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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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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@@ -104,7 +105,7 @@ var/list/name_to_material
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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/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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@@ -237,6 +238,7 @@ var/list/name_to_material
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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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@@ -307,6 +309,8 @@ var/list/name_to_material
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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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@@ -323,7 +327,8 @@ var/list/name_to_material
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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 = 6.99 // Assuming this is carbon steel
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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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||||
@@ -359,6 +364,8 @@ var/list/name_to_material
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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%
|
||||
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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||||
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||||
@@ -374,6 +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
|
||||
@@ -398,6 +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)
|
||||
@@ -531,6 +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)
|
||||
|
||||
@@ -561,6 +573,7 @@ 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"
|
||||
@@ -592,6 +605,7 @@ var/list/name_to_material
|
||||
explosion_resistance = 200 // Hull plating.
|
||||
hardness = 500
|
||||
weight = 500
|
||||
protectiveness = 80 // 80%
|
||||
|
||||
// Likewise.
|
||||
/material/alienalloy/elevatorium
|
||||
@@ -610,6 +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)
|
||||
@@ -641,6 +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)
|
||||
@@ -657,6 +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"
|
||||
@@ -669,6 +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
|
||||
@@ -702,6 +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"
|
||||
@@ -713,6 +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"
|
||||
@@ -721,7 +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"
|
||||
@@ -730,6 +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"
|
||||
@@ -739,6 +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"
|
||||
@@ -748,6 +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"
|
||||
@@ -757,6 +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"
|
||||
@@ -766,6 +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"
|
||||
@@ -775,6 +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"
|
||||
@@ -784,6 +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"
|
||||
@@ -794,4 +824,5 @@ var/list/name_to_material
|
||||
melting_point = T0C+300
|
||||
icon_colour = "#ff9900"
|
||||
hardness = 1
|
||||
weight = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
@@ -27,6 +27,11 @@ emp_act
|
||||
if(!P.nodamage)
|
||||
organ.add_autopsy_data("[P.name]", P.damage)
|
||||
|
||||
// Tell clothing we're wearing that it got hit by a bullet/laser/etc
|
||||
var/list/clothing = get_clothing_list_organ(organ)
|
||||
for(var/obj/item/clothing/C in clothing)
|
||||
C.clothing_impact(P, P.damage)
|
||||
|
||||
//Shrapnel
|
||||
if(P.can_embed())
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
@@ -130,6 +135,15 @@ emp_act
|
||||
|
||||
return siemens_coefficient
|
||||
|
||||
// Returns a list of clothing that is currently covering def_zone.
|
||||
/mob/living/carbon/human/proc/get_clothing_list_organ(var/obj/item/organ/external/def_zone, var/type)
|
||||
var/list/results = list()
|
||||
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
|
||||
for(var/obj/item/clothing/C in clothing_items)
|
||||
if(istype(C) && (C.body_parts_covered & def_zone.body_part))
|
||||
results.Add(C)
|
||||
return results
|
||||
|
||||
//this proc returns the armour value for a particular external organ.
|
||||
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
|
||||
if(!type || !def_zone) return 0
|
||||
@@ -246,6 +260,12 @@ emp_act
|
||||
if(!affecting)
|
||||
return 0
|
||||
|
||||
// Allow clothing to respond to being hit.
|
||||
// This is done up here so that clothing damage occurs even if fully blocked.
|
||||
var/list/clothing = get_clothing_list_organ(affecting)
|
||||
for(var/obj/item/clothing/C in clothing)
|
||||
C.clothing_impact(I, effective_force)
|
||||
|
||||
if(soaked >= effective_force)
|
||||
return 0
|
||||
|
||||
|
||||
@@ -243,6 +243,12 @@
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else if(istype(D, /obj/item/weapon/wirecutters))
|
||||
to_chat(user, "<span class='notice'>You cut a big hole in \the [src] with \the [D]. It's kinda useless as a bucket now.</span>")
|
||||
user.put_in_hands(new /obj/item/clothing/head/helmet/bucket)
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else if(istype(D, /obj/item/weapon/mop))
|
||||
if(reagents.total_volume < 1)
|
||||
user << "<span class='warning'>\The [src] is empty!</span>"
|
||||
|
||||
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Reference in New Issue
Block a user