Files
VOREStation/code/modules/materials/sheets/supermatter.dm
Cameron Lennox c42610c5ae Have you bingled that (#17407)
* Initial wiki system

* wiki organization and spoilers

* hide belly chems

* move ads to tgui

* add search

* .

* load screen

* error screen

* 8

* center

* .

* .

* make this more realistic

* tgui errro col

* move search to top

* .

* non NT theme

* logo to common

* base custom theme

* .

* wip refactor

* almost halfway

* reworked wiki data

* easy fix

* get data fix

* Material Page in tgui

* catch null supply points

* .

* forward crash

* reset pages

* .

* canvas prep

* fix icon stacking

* .

* colored outlined images

* fix sm datum

* fix material names

* subType prep

* only on crash

* fix null crash

* .

* fix solgov

* clean hiding

* .

* implement catalog page

* .

* particle smasher page

* I'm lazy

* unfuck some sins

* ore page

* botany page

* allergen list

* allergen returns null too

* slime injection var

* slime core data

* fixed warning

* wip

* proper data list for chems

* pass is_slime as null

* chems

* split that

* .

* .

* .

* .

* donation for bingle, some cleanup

* return types

* partially colord icons for chemistry

* .

* more sillies

* donation page

* thaler

* needs some variation

* .

* this will crash until implemented

* handle it

* fix that

* dismiss donation banner button

* .

* fix that

* donating procs

* donation stuff for comp

* -

* drink glass for drinks

* illegal iconstate pass

* fixes

* .

* nuke drink fix

* .

* .

* .

* Drink reagent fix

* more cleanup

* adjust

* .

* simple food

* .

* food list

* sending nulls, removed flavor from recipes

* .

* .

* get_donation_current added

* .

* missing key

* .

* duped recipes fixed

* .

* .

* wiki food reagent recipes

* double list add

* properly forbid remaining bad reagent

* hide this too

* stacky

* enable eslint const

* fix typing

* update that

* use proper donation proc

* printing fixes

* grinding

* .

* beaker fill volume

* plant ore and mat grinding results

* duped recipes fixed, unit test tweak

* yes this is terrible

* .

* .

* .

* chem analyzer tgui mode, some subsystem changes to support it

* redoce

* .

* ,

* .

* small fixes, missing reagent volume

* push

* sort

* catalog entries unlocked by explo

* new chem stuff

* .

* fix byond code

* fix scroll tracking

* comment

* alphabetical

* also this

* .

* fallback icon

* .

* ...

* rel path

* that too

* to defines

* organ to define

* .

* .

* .

---------

Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-03-28 19:00:50 +01:00

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// 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(ishuman(M))
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_danger("\The [src] flashes as it scorches [H]'s hands!"))
H.apply_damage(amount / 2 + 5, BURN, BP_R_HAND, used_weapon=src)
H.apply_damage(amount / 2 + 5, BURN, BP_L_HAND, used_weapon=src)
H.drop_from_inventory(src, get_turf(H))
return
if(isrobot(user))
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon=src)
/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)
..()