Forgot about not versioned files.

This commit is contained in:
Ghommie
2020-02-02 01:28:16 +01:00
parent 95db5084ab
commit 55fa48737e
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/*! Material datum
Simple datum which is instanced once per type and is used for every object of said material. It has a variety of variables that define behavior. Subtyping from this makes it easier to create your own materials.
*/
/datum/material
var/name = "material"
var/desc = "its..stuff."
///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
var/id = "mat"
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
var/color
///Base alpha of the material, is used for greyscale icons.
var/alpha
///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for
var/list/categories = list()
///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets
var/sheet_type
///This is a modifier for force, and resembles the strength of the material
var/strength_modifier = 1
///This is a modifier for integrity, and resembles the strength of the material
var/integrity_modifier = 1
///This is the amount of value per 1 unit of the material
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color) //Do we have a custom color?
source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if(alpha)
source.alpha = alpha
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
o.modify_max_integrity(new_max_integrity)
o.force *= strength_modifier
o.throwforce *= strength_modifier
var/list/temp_armor_list = list() //Time to add armor modifiers!
if(!istype(o.armor))
return
var/list/current_armor = o.armor?.getList()
for(var/i in current_armor)
temp_armor_list[i] = current_armor[i] * armor_modifiers[i]
o.armor = getArmor(arglist(temp_armor_list))
///This proc is called when the material is removed from an object.
/datum/material/proc/on_removed(atom/source, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color)
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
source.alpha = initial(source.alpha)
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = initial(source.name)
if(istype(source, /obj)) //objs
on_removed_obj(source, material_flags)
///This proc is called when the material is removed from an object specifically.
/datum/material/proc/on_removed_obj(var/obj/o, amount, material_flags)
var/new_max_integrity = initial(o.max_integrity)
o.modify_max_integrity(new_max_integrity)
o.force = initial(o.force)
o.throwforce = initial(o.throwforce)
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///Has no special properties.
/datum/material/iron
name = "iron"
id = "iron"
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
color = "#878687"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/metal
value_per_unit = 0.0025
///Breaks extremely easily but is transparent.
/datum/material/glass
name = "glass"
id = "glass"
desc = "Glass forged by melting sand."
color = "#88cdf1"
alpha = 150
categories = list(MAT_CATEGORY_RIGID = TRUE)
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok retard
/*
Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
Unless you know what you're doing, only use the first three numbers. They're in RGB order.
*/
///Has no special properties. Could be good against vampires in the future perhaps.
/datum/material/silver
name = "silver"
id = "silver"
desc = "Silver"
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
///Slight force increase
/datum/material/gold
name = "gold"
id = "gold"
desc = "Gold"
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
strength_modifier = 1.2
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
///Has no special properties
/datum/material/diamond
name = "diamond"
id = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 132
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
value_per_unit = 0.25
///Is slightly radioactive
/datum/material/uranium
name = "uranium"
id = "uranium"
desc = "Uranium"
color = rgb(48, 237, 26)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/radioactive, amount / 20, source, 0) //half-life of 0 because we keep on going.
/datum/material/uranium/on_removed(atom/source, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/radioactive))
///Adds firestacks on hit (Still needs support to turn into gas on destruction)
/datum/material/plasma
name = "plasma"
id = "plasma"
desc = "Isn't plasma a state of matter? Oh whatever."
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
. = ..()
if(ismovableatom(source))
source.AddElement(/datum/element/firestacker)
source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, amount / 1250)
/datum/material/plasma/on_removed(atom/source, material_flags)
. = ..()
source.RemoveElement(/datum/element/firestacker)
qdel(source.GetComponent(/datum/component/explodable))
///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
/datum/material/bluespace
name = "bluespace crystal"
id = "bluespace_crystal"
desc = "Crystals with bluespace properties"
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 200
categories = list(MAT_CATEGORY_ORE = TRUE)
sheet_type = /obj/item/stack/sheet/bluespace_crystal
value_per_unit = 0.15
///Honks and slips
/datum/material/bananium
name = "bananium"
id = "bananium"
desc = "Material with hilarious properties"
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
source.AddComponent(/datum/component/slippery, min(amount / 10, 80))
/datum/material/bananium/on_removed(atom/source, amount, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/slippery))
qdel(source.GetComponent(/datum/component/squeak))
///Mediocre force increase
/datum/material/titanium
name = "titanium"
id = "titanium"
desc = "Titanium"
color = "#b3c0c7"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
/datum/material/runite
name = "runite"
id = "runite"
desc = "Runite"
color = "#3F9995"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
///Force decrease
/datum/material/plastic
name = "plastic"
id = "plastic"
desc = "Plastic"
color = "#caccd9"
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
value_per_unit = 0.0125
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
///Force decrease and mushy sound effect. (Not yet implemented)
/datum/material/biomass
name = "biomass"
id = "biomass"
desc = "Organic matter"
color = "#735b4d"
strength_modifier = 0.8
value_per_unit = 0.025
///Stronk force increase
/datum/material/adamantine
name = "adamantine"
id = "adamantine"
desc = "A powerful material made out of magic, I mean science!"
color = "#6d7e8e"
strength_modifier = 1.5
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
///RPG Magic. (Admin only)
/datum/material/mythril
name = "mythril"
id = "mythril"
desc = "How this even exists is byond me"
color = "#f2d5d7"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
. = ..()
if(istype(source, /obj/item))
source.AddComponent(/datum/component/fantasy)
/datum/material/mythril/on_removed_obj(atom/source, material_flags)
. = ..()
if(istype(source, /obj/item))
qdel(source.GetComponent(/datum/component/fantasy))