Moves material stacks to modules/materials

This commit is contained in:
Atermonera
2021-04-22 15:56:56 -07:00
committed by VirgoBot
parent 89cd974e6a
commit d9fffdd07b
54 changed files with 4180 additions and 1397 deletions
+89
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// Stacked resources. They use a material datum for a lot of inherited values.
// If you're adding something here, make sure to add it to fifty_spawner_mats.dm as well
/obj/item/stack/material
force = 5.0
throwforce = 5
w_class = ITEMSIZE_NORMAL
throw_speed = 3
throw_range = 3
center_of_mass = null
max_amount = 50
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
)
var/default_type = DEFAULT_WALL_MATERIAL
var/datum/material/material
var/perunit = SHEET_MATERIAL_AMOUNT
var/apply_colour //temp pending icon rewrite
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/stack/material/Initialize()
. = ..()
randpixel_xy()
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
material = get_material_by_name("[default_type]")
if(!material)
return INITIALIZE_HINT_QDEL
recipes = material.get_recipes()
stacktype = material.stack_type
if(islist(material.stack_origin_tech))
origin_tech = material.stack_origin_tech.Copy()
if(apply_colour)
color = material.icon_colour
if(!material.conductive)
flags |= NOCONDUCT
matter = material.get_matter()
update_strings()
/obj/item/stack/material/get_material()
return material
/obj/item/stack/material/proc/update_strings()
// Update from material datum.
singular_name = material.sheet_singular_name
if(amount>1)
name = "[material.use_name] [material.sheet_plural_name]"
desc = "A stack of [material.use_name] [material.sheet_plural_name]."
gender = PLURAL
else
name = "[material.use_name] [material.sheet_singular_name]"
desc = "A [material.sheet_singular_name] of [material.use_name]."
gender = NEUTER
/obj/item/stack/material/use(var/used)
. = ..()
update_strings()
return
/obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
var/obj/item/stack/material/M = S
if(!istype(M) || material.name != M.material.name)
return 0
var/transfer = ..(S,tamount,1)
if(src) update_strings()
if(M) M.update_strings()
return transfer
/obj/item/stack/material/attack_self(var/mob/user)
if(!material.build_windows(user, src))
..()
/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
if(istype(W,/obj/item/stack/cable_coil))
material.build_wired_product(user, W, src)
return
else if(istype(W, /obj/item/stack/rods))
material.build_rod_product(user, W, src)
return
return ..()
+66
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/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
default_type = "phoron"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
default_type = "diamond"
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/painite
name = "painite"
icon_state = "sheet-gem"
singular_name = "painite gem"
default_type = "painite"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/void_opal
name = "void opal"
icon_state = "sheet-void_opal"
singular_name = "void opal"
default_type = "void opal"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/quartz
name = "quartz"
icon_state = "sheet-gem"
singular_name = "quartz gem"
default_type = "quartz"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/valhollide
name = MAT_VALHOLLIDE
icon_state = "sheet-gem"
item_state = "diamond"
default_type = MAT_VALHOLLIDE
no_variants = FALSE
apply_colour = TRUE
// Particle Smasher and Exotic material.
/obj/item/stack/material/verdantium
name = MAT_VERDANTIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_VERDANTIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium
name = MAT_MORPHIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_MORPHIUM
no_variants = FALSE
apply_colour = TRUE
+33
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/obj/item/stack/material/glass
name = "glass"
icon_state = "sheet-transparent"
default_type = "glass"
no_variants = FALSE
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
apply_colour = TRUE
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
icon_state = "sheet-rtransparent"
default_type = "rglass"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/glass/phoronglass
name = "borosilicate glass"
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures"
singular_name = "borosilicate glass sheet"
icon_state = "sheet-transparent"
default_type = "borosilicate glass"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/glass/phoronrglass
name = "reinforced borosilicate glass"
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures. It is reinforced with few rods."
singular_name = "reinforced borosilicate glass sheet"
icon_state = "sheet-rtransparent"
default_type = "reinforced borosilicate glass"
no_variants = FALSE
apply_colour = TRUE
@@ -0,0 +1,18 @@
/obj/item/stack/material/steel/hull
name = MAT_STEELHULL
default_type = MAT_STEELHULL
/obj/item/stack/material/plasteel/hull
name = MAT_PLASTEELHULL
default_type = MAT_PLASTEELHULL
/obj/item/stack/material/durasteel/hull
name = MAT_DURASTEELHULL
/obj/item/stack/material/titanium/hull
name = MAT_TITANIUMHULL
default_type = MAT_TITANIUMHULL
/obj/item/stack/material/morphium/hull
name = MAT_MORPHIUMHULL
default_type = MAT_MORPHIUMHULL
@@ -0,0 +1,140 @@
/obj/item/stack/material/steel
name = DEFAULT_WALL_MATERIAL
icon_state = "sheet-refined"
default_type = DEFAULT_WALL_MATERIAL
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/plasteel
name = "plasteel"
icon_state = "sheet-reinforced"
default_type = "plasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/durasteel
name = "durasteel"
icon_state = "sheet-reinforced"
item_state = "sheet-metal"
default_type = "durasteel"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/titanium
name = MAT_TITANIUM
icon_state = "sheet-refined"
apply_colour = TRUE
item_state = "sheet-silver"
default_type = MAT_TITANIUM
no_variants = FALSE
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-ingot"
default_type = "iron"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/lead
name = "lead"
icon_state = "sheet-ingot"
default_type = "lead"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-ingot"
default_type = "gold"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/silver
name = "silver"
icon_state = "sheet-ingot"
default_type = "silver"
no_variants = FALSE
apply_colour = TRUE
//Valuable resource, cargo can sell it.
/obj/item/stack/material/platinum
name = "platinum"
icon_state = "sheet-adamantine"
default_type = "platinum"
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
default_type = "uranium"
no_variants = FALSE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-mythril"
default_type = "mhydrogen"
no_variants = FALSE
// Fusion fuel.
/obj/item/stack/material/deuterium
name = "deuterium"
icon_state = "sheet-puck"
default_type = "deuterium"
apply_colour = 1
no_variants = FALSE
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-puck"
default_type = "tritium"
apply_colour = TRUE
no_variants = FALSE
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-ingot"
default_type = "osmium"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/graphite
name = "graphite"
icon_state = "sheet-puck"
default_type = MAT_GRAPHITE
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/bronze
name = "bronze"
icon_state = "sheet-ingot"
singular_name = "bronze ingot"
default_type = "bronze"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/tin
name = "tin"
icon_state = "sheet-ingot"
singular_name = "tin ingot"
default_type = "tin"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/copper
name = "copper"
icon_state = "sheet-ingot"
singular_name = "copper ingot"
default_type = "copper"
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/aluminium
name = "aluminium"
icon_state = "sheet-ingot"
singular_name = "aluminium ingot"
default_type = "aluminium"
apply_colour = 1
no_variants = FALSE
@@ -0,0 +1,109 @@
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
w_class = ITEMSIZE_NORMAL
force = 9.0
throwforce = 15.0
throw_speed = 5
throw_range = 20
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")
color = "#666666"
/obj/item/stack/rods/cyborg
name = "metal rod synthesizer"
desc = "A device that makes metal rods."
gender = NEUTER
matter = null
uses_charge = 1
charge_costs = list(500)
stacktype = /obj/item/stack/rods
no_variants = TRUE
/obj/item/stack/rods/Initialize()
. = ..()
recipes = rods_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
var/global/list/datum/stack_recipe/rods_recipes = list( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 0),
new/datum/stack_recipe("catwalk", /obj/structure/catwalk, 2, time = 80, one_per_turf = 1, on_floor = 1))
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
if(WT.remove_fuel(0,user))
var/obj/item/stack/material/steel/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("<span class='notice'>[src] is shaped into metal by [user.name] with the weldingtool.</span>", 3, "<span class='notice'>You hear welding.</span>", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hands(new_item)
return
if (istype(W, /obj/item/weapon/tape_roll))
var/obj/item/stack/medical/splint/ghetto/new_splint = new(get_turf(user))
new_splint.add_fingerprint(user)
user.visible_message("<span class='notice'>\The [user] constructs \a [new_splint] out of a [singular_name].</span>", \
"<span class='notice'>You use make \a [new_splint] out of a [singular_name].</span>")
src.use(1)
return
..()
/*
/obj/item/stack/rods/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(!istype(user.loc,/turf)) return 0
if (locate(/obj/structure/grille, usr.loc))
for(var/obj/structure/grille/G in usr.loc)
if (G.destroyed)
G.health = 10
G.density = 1
G.destroyed = 0
G.icon_state = "grille"
use(1)
else
return 1
else if(!in_use)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
to_chat(usr, "<span class='notice'>Assembling grille...</span>")
in_use = 1
if (!do_after(usr, 10))
in_use = 0
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
to_chat(usr, "<span class='notice'>You assemble a grille</span>")
in_use = 0
F.add_fingerprint(usr)
use(2)
return
*/
@@ -0,0 +1,31 @@
/obj/item/stack/material/chitin
name = "chitin"
desc = "The by-product of mob grinding."
icon_state = "chitin"
default_type = MAT_CHITIN
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien chitin piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
stacktype = "hide-chitin"
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
@@ -0,0 +1,8 @@
/obj/item/stack/material/resin
name = "resin"
icon_state = "sheet-resin"
default_type = "resin"
no_variants = TRUE
apply_colour = TRUE
pass_color = TRUE
strict_color_stacking = TRUE
@@ -0,0 +1,90 @@
/obj/item/stack/animalhide
name = "hide"
desc = "The hide of some creature."
description_info = "Use something <b><font color='red'>sharp</font></b>, like a knife, to scrape the hairs/feathers/etc off this hide to prepare it for tanning."
icon_state = "sheet-hide"
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
amount = 1
max_amount = 20
stacktype = "hide"
no_variants = TRUE
// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
/obj/item/stack/animalhide/examine(var/mob/user)
. = ..()
. += description_info
//Step one - dehairing.
/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(has_edge(W) || is_sharp(W))
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
var/scraped = 0
while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
//Try locating an exisitng stack on the tile and add to there if possible
var/obj/item/stack/hairlesshide/H = null
for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/hairlesshide(user.loc)
// Increment the amount
src.use(1)
scraped++
if(scraped)
to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
else
..()
/obj/item/stack/animalhide/human
name = "skin"
desc = "The by-product of sapient farming."
singular_name = "skin piece"
icon_state = "sheet-hide"
no_variants = FALSE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
stacktype = "hide-human"
/obj/item/stack/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
stacktype = "hide-corgi"
/obj/item/stack/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
stacktype = "hide-cat"
/obj/item/stack/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
stacktype = "hide-monkey"
/obj/item/stack/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
stacktype = "hide-lizard"
/obj/item/stack/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
stacktype = "hide-xeno"
@@ -0,0 +1,48 @@
//Step two - washing..... it's actually in washing machine code, and ere.
/obj/item/stack/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
no_variants = FALSE
max_amount = 20
stacktype = "hairlesshide"
/obj/item/stack/hairlesshide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/hairlesshide/water_act(var/wateramount)
. = ..()
wateramount = min(amount, round(wateramount))
for(var/i in 1 to wateramount)
var/obj/item/stack/wetleather/H = null
for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/wetleather(get_turf(src))
// Increment the amount
src.use(1)
/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
stacknum = min(stacknum, amount)
while(stacknum)
var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
if(istype(I))
I.dry()
use(1)
stacknum -= 1
@@ -0,0 +1,51 @@
//Step three - drying
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
description_info = "To finish tanning the leather, you need to dry it. \
You could place it under a <b><font color='red'>fire</font></b>, \
put it in a <b><font color='blue'>drying rack</font></b>, \
or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
max_amount = 20
stacktype = "wetleather"
var/dry_type = /obj/item/stack/material/leather
/obj/item/stack/wetleather/examine(var/mob/user)
. = ..()
. += description_info
. += "\The [src] is [get_dryness_text()]."
/obj/item/stack/wetleather/proc/get_dryness_text()
if(wetness > 20)
return "wet"
if(wetness > 10)
return "damp"
if(wetness)
return "almost dry"
return "dry"
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
dry()
/obj/item/stack/wetleather/proc/dry()
var/obj/item/stack/material/leather/L = new(src.loc)
L.amount = amount
use(amount)
return L
/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
. = ..()
if(.) // If it transfers any, do a weighted average of the wetness
var/obj/item/stack/wetleather/W = S
var/oldamt = W.amount - .
W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
@@ -0,0 +1,70 @@
/obj/structure/tanning_rack
name = "tanning rack"
desc = "A rack used to stretch leather out and hold it taut during the tanning process."
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
var/obj/item/stack/wetleather/drying = null
/obj/structure/tanning_rack/Initialize()
. = ..()
START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
/obj/structure/tanning_rack/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/tanning_rack/process()
if(drying && drying.wetness)
drying.wetness = max(drying.wetness - 1, 0)
if(!drying.wetness)
visible_message("The [drying] is dry!")
update_icon()
/obj/structure/tanning_rack/examine(var/mob/user)
. = ..()
if(drying)
. += "\The [drying] is [drying.get_dryness_text()]."
/obj/structure/tanning_rack/update_icon()
overlays.Cut()
if(drying)
var/image/I
if(drying.wetness)
I = image(icon, "leather_wet")
else
I = image(icon, "leather_dry")
add_overlay(I)
/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
if(istype(A, /obj/item/stack/wetleather))
if(!drying) // If not drying anything, start drying the thing
if(user.unEquip(A, target = src))
drying = A
else // Drying something, add if possible
var/obj/item/stack/wetleather/W = A
W.transfer_to(drying, W.amount, TRUE)
update_icon()
return TRUE
return ..()
/obj/structure/tanning_rack/attack_hand(var/mob/user)
if(drying)
var/obj/item/stack/S = drying
if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
var/obj/item/stack/material/leather/L = new(src)
L.amount = drying.amount
drying.use(drying.amount)
S = L
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.put_in_any_hand_if_possible(S))
S.forceMove(get_turf(src))
else
S.forceMove(get_turf(src))
drying = null
update_icon()
/obj/structure/tanning_rack/attack_robot(var/mob/user)
attack_hand(user) // That has checks to
@@ -0,0 +1,23 @@
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
default_type = MAT_LEATHER
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = "cloth"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
/obj/item/stack/material/cloth/diyaab
color = "#c6ccf0"
@@ -0,0 +1,55 @@
/obj/item/stack/material/wood
name = "wooden plank"
icon_state = "sheet-wood"
default_type = MAT_WOOD
strict_color_stacking = TRUE
apply_colour = 1
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
no_variants = FALSE
/obj/item/stack/material/wood/sif
name = "alien wooden plank"
color = "#0099cc"
default_type = MAT_SIFWOOD
/obj/item/stack/material/log
name = "log"
icon_state = "sheet-log"
default_type = MAT_LOG
no_variants = FALSE
color = "#824B28"
max_amount = 25
w_class = ITEMSIZE_HUGE
description_info = "Use inhand to craft things, or use a sharp and edged object on this to convert it into two wooden planks."
var/plank_type = /obj/item/stack/material/wood
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
/obj/item/stack/material/log/sif
name = "alien log"
default_type = MAT_SIFLOG
color = "#0099cc"
plank_type = /obj/item/stack/material/wood/sif
/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
if(!istype(W) || W.force <= 0)
return ..()
if(W.sharp && W.edge)
var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
user.setClickCooldown(time)
if(do_after(user, time, src) && use(1))
to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
playsound(src, 'sound/effects/woodcutting.ogg', 50, 1)
var/obj/item/stack/material/wood/existing_wood = null
for(var/obj/item/stack/material/wood/M in user.loc)
if(M.material.name == src.material.name)
existing_wood = M
break
var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc)
new_wood.amount = 2
if(existing_wood && new_wood.transfer_to(existing_wood))
to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.</span>")
else
return ..()
+15
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@@ -0,0 +1,15 @@
/obj/item/stack/material/plastic
name = "plastic"
icon_state = "sheet-plastic"
default_type = "plastic"
no_variants = FALSE
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
default_type = "cardboard"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/cardboardbox.ogg'
pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
+16
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@@ -0,0 +1,16 @@
// Ok, technically not stones, but the snowbrick's function is similar to sandstone and marble
/obj/item/stack/material/snow
name = "snow"
desc = "The temptation to build a snowman rises."
icon_state = "sheet-snow"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
default_type = "snow"
/obj/item/stack/material/snowbrick
name = "snow brick"
desc = "For all of your igloo building needs."
icon_state = "sheet-snowbrick"
default_type = "packed snow"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
+15
View File
@@ -0,0 +1,15 @@
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
default_type = "sandstone"
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
default_type = "marble"
no_variants = FALSE
drop_sound = 'sound/items/drop/boots.ogg'
pickup_sound = 'sound/items/pickup/boots.ogg'
@@ -0,0 +1,55 @@
// Forged in the equivalent of Hell, one piece at a time.
/obj/item/stack/material/supermatter
name = MAT_SUPERMATTER
icon_state = "sheet-super"
item_state = "diamond"
default_type = MAT_SUPERMATTER
apply_colour = TRUE
/obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack.
slowdown = amount / 10
w_class = min(5, round(amount / 10) + 1)
throw_range = round(amount / 7) + 1
/obj/item/stack/material/supermatter/use(var/used)
. = ..()
update_mass()
return
/obj/item/stack/material/supermatter/attack_hand(mob/user)
. = ..()
update_mass()
SSradiation.radiate(src, 5 + amount)
var/mob/living/M = user
if(!istype(M))
return
var/burn_user = TRUE
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets)))
burn_user = FALSE
if(burn_user)
H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk")
H.drop_from_inventory(src, get_turf(H))
return
if(istype(user, /mob/living/silicon/robot))
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk")
/obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
if(prob((4 / severity) * 20))
SSradiation.radiate(get_turf(src), amount * 4)
explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25))
qdel(src)
return
SSradiation.radiate(get_turf(src), amount * 2)
..()