Merge remote-tracking branch 'citadel/master' into mobility_flags

This commit is contained in:
kevinz000
2020-02-21 23:29:25 -07:00
279 changed files with 4174 additions and 1928 deletions
@@ -0,0 +1,755 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/turf/closed/mineral/volcanic/lava_land_surface,
/area/lavaland/surface/outdoors)
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+579
View File
@@ -0,0 +1,579 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/turf/template_noop,
/area/template_noop)
"b" = (
/turf/closed/mineral/random/no_caves,
/area/ruin/unpowered/no_grav)
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/area/ruin/unpowered/no_grav)
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d
e
O
d
d
d
e
e
d
d
b
b
c
"}
(13,1,1) = {"
a
b
b
b
b
b
b
b
b
b
b
b
b
b
b
b
c
c
"}
(14,1,1) = {"
a
c
b
b
b
c
b
b
c
b
c
Q
b
b
b
c
S
a
"}
(15,1,1) = {"
a
a
c
c
c
c
c
c
N
c
c
c
c
S
c
c
a
a
"}
(16,1,1) = {"
a
a
k
c
b
b
c
c
b
c
c
b
c
b
b
b
a
a
"}
(17,1,1) = {"
a
b
c
b
c
b
b
b
b
b
b
b
b
b
c
a
a
a
"}
(18,1,1) = {"
b
b
b
a
a
c
c
c
c
c
c
c
c
a
a
a
a
a
"}
(19,1,1) = {"
a
b
a
a
a
a
a
a
a
a
a
a
a
a
a
a
a
a
"}
+2
View File
@@ -234,6 +234,7 @@
// /obj/item signals
#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
#define COMSIG_MOB_APPLY_DAMGE "mob_apply_damage" //from base of /mob/living/proc/apply_damage(): (damage, damagetype, def_zone)
#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
#define COMPONENT_NO_INTERACT 1
#define COMSIG_ITEM_ATTACK_OBJ "item_attack_obj" //from base of obj/item/attack_obj(): (/obj, /mob)
@@ -247,6 +248,7 @@
#define COMSIG_ITEM_ATTACK_ZONE "item_attack_zone" //from base of mob/living/carbon/attacked_by(): (mob/living/carbon/target, mob/living/user, hit_zone)
#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
#define COMSIG_ITEM_HIT_REACT "item_hit_react" //from base of obj/item/hit_reaction(): (list/args)
#define COMSIG_ITEM_WEARERCROSSED "wearer_crossed" //called on item when crossed by something (): (/atom/movable)
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
-13
View File
@@ -59,19 +59,6 @@
//let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
//Material defines, for determining how much of a given material an item contains
#define MAT_METAL "$metal"
#define MAT_GLASS "$glass"
#define MAT_SILVER "$silver"
#define MAT_GOLD "$gold"
#define MAT_DIAMOND "$diamond"
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BLUESPACE "$bluespace"
#define MAT_BANANIUM "$bananium"
#define MAT_TITANIUM "$titanium"
#define MAT_BIOMASS "$biomass"
#define MAT_PLASTIC "$plastic"
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
//The maximum size of a stack object.
+14
View File
@@ -0,0 +1,14 @@
/// Is the material from an ore? currently unused but exists atm for categorizations sake
#define MAT_CATEGORY_ORE "ore capable"
/// Hard materials, such as iron or metal
#define MAT_CATEGORY_RIGID "rigid material"
/// Gets the reference for the material type that was given
#define getmaterialref(A) (SSmaterials.materials[A] || A)
/// Flag for atoms, this flag ensures it isn't re-colored by materials. Useful for snowflake icons such as default toolboxes.
#define MATERIAL_COLOR (1<<0)
#define MATERIAL_ADD_PREFIX (1<<1)
#define MATERIAL_NO_EFFECTS (1<<2)
+21 -20
View File
@@ -47,26 +47,27 @@
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_PROFILER 101
#define INIT_ORDER_FAIL2TOPIC 22
#define INIT_ORDER_TITLE 20
#define INIT_ORDER_GARBAGE 19
#define INIT_ORDER_DBCORE 18
#define INIT_ORDER_BLACKBOX 17
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_INPUT 15
#define INIT_ORDER_VIS 14
#define INIT_ORDER_RESEARCH 13
#define INIT_ORDER_EVENTS 12
#define INIT_ORDER_JOBS 11
#define INIT_ORDER_QUIRKS 10
#define INIT_ORDER_TICKER 9
#define INIT_ORDER_MAPPING 8
#define INIT_ORDER_NETWORKS 7
#define INIT_ORDER_ATOMS 6
#define INIT_ORDER_LANGUAGE 5
#define INIT_ORDER_MACHINES 4
#define INIT_ORDER_CIRCUIT 3
#define INIT_ORDER_PROFILER 100
#define INIT_ORDER_FAIL2TOPIC 99
#define INIT_ORDER_TITLE 98
#define INIT_ORDER_GARBAGE 97
#define INIT_ORDER_DBCORE 95
#define INIT_ORDER_BLACKBOX 94
#define INIT_ORDER_SERVER_MAINT 93
#define INIT_ORDER_INPUT 85
#define INIT_ORDER_VIS 80
#define INIT_ORDER_MATERIALS 76
#define INIT_ORDER_RESEARCH 75
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_QUIRKS 60
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
#define INIT_ORDER_CIRCUIT 15
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_AIR -1
-5
View File
@@ -76,11 +76,6 @@
for(var/path in subtypesof(/datum/surgery))
GLOB.surgeries_list += new path()
//Materials
for(var/path in subtypesof(/datum/material))
var/datum/material/D = new path()
GLOB.materials_list[D.id] = D
//Emotes
for(var/path in subtypesof(/datum/emote))
var/datum/emote/E = new path()
-1
View File
@@ -16,7 +16,6 @@ GLOBAL_LIST_EMPTY(singularities) //list of all singularities on the stati
GLOBAL_LIST(chemical_reactions_list) //list of all /datum/chemical_reaction datums. Used during chemical reactions
GLOBAL_LIST(chemical_reagents_list) //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
GLOBAL_LIST_EMPTY(materials_list) //list of all /datum/material datums indexed by material id.
GLOBAL_LIST_EMPTY(tech_list) //list of all /datum/tech datums indexed by id.
GLOBAL_LIST_EMPTY(surgeries_list) //list of all surgeries by name, associated with their path.
GLOBAL_LIST_EMPTY(uplink_items) //list of all uplink item typepaths, ascendingly sorted by their initial name.
+27
View File
@@ -0,0 +1,27 @@
/*! How material datums work
Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
These materials call on_applied() on whatever item they are applied to, common effects are adding components, changing color and changing description. This allows us to differentiate items based on the material they are made out of.area
*/
SUBSYSTEM_DEF(materials)
name = "Materials"
flags = SS_NO_FIRE
init_order = INIT_ORDER_MATERIALS
///Dictionary of material.type || material ref
var/list/materials = list()
///Dictionary of category || list of material refs
var/list/materials_by_category = list()
///List of stackcrafting recipes for materials using rigid materials
var/list/rigid_stack_recipes = list(new/datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE))
/datum/controller/subsystem/materials/Initialize(timeofday)
InitializeMaterials()
return ..()
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials(timeofday)
for(var/type in subtypesof(/datum/material))
var/datum/material/ref = new type
materials[type] = ref
for(var/c in ref.categories)
materials_by_category[c] += list(ref)
+1
View File
@@ -416,6 +416,7 @@ SUBSYSTEM_DEF(research)
stack_trace("WARNING: Design ID clash with ID [initial(DN.id)] detected! Path: [path]")
errored_datums[DN] = initial(DN.id)
continue
DN.InitializeMaterials() //Initialize the materials in the design
returned[initial(DN.id)] = DN
techweb_designs = returned
verify_techweb_designs()
+105
View File
@@ -0,0 +1,105 @@
///Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
/datum/component/explodable
var/devastation_range = 0
var/heavy_impact_range = 0
var/light_impact_range = 2
var/flash_range = 3
var/equipped_slot //For items, lets us determine where things should be hit.
/datum/component/explodable/Initialize(devastation_range_override, heavy_impact_range_override, light_impact_range_override, flash_range_override)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/explodable_attack)
RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, .proc/explodable_insert_item)
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/detonate)
if(ismovableatom(parent))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/explodable_impact)
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/explodable_bump)
if(isitem(parent))
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/explodable_attack)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
if(devastation_range_override)
devastation_range = devastation_range_override
if(heavy_impact_range_override)
heavy_impact_range = heavy_impact_range_override
if(light_impact_range_override)
light_impact_range = light_impact_range_override
if(flash_range_override)
flash_range = flash_range_override
/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I, mob/M, silent = FALSE, force = FALSE)
check_if_detonate(I)
/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
check_if_detonate(hit_atom)
/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
check_if_detonate(A)
///Called when you use this object to attack sopmething
/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
check_if_detonate(target)
///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone)
if(!def_zone)
return
if(damagetype != BURN) //Don't bother if it's not fire.
return
if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
return
detonate()
/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMGE, .proc/explodable_attack_zone, TRUE)
/datum/component/explodable/proc/on_drop(datum/source, mob/user)
UnregisterSignal(user, COMSIG_MOB_APPLY_DAMGE)
/// Checks if we're hitting the zone this component is covering
/datum/component/explodable/proc/is_hitting_zone(def_zone)
var/obj/item/item = parent
var/mob/living/L = item.loc //Get whoever is equipping the item currently
if(!istype(L))
return
var/obj/item/bodypart/bodypart = L.get_bodypart(check_zone(def_zone))
var/list/equipment_items = list()
if(iscarbon(L))
var/mob/living/carbon/C = L
equipment_items += list(C.head, C.wear_mask, C.back, C.gloves, C.shoes, C.glasses, C.ears)
if(ishuman(C))
var/mob/living/carbon/human/H = C
equipment_items += list(H.wear_suit, H.w_uniform, H.belt, H.s_store, H.wear_id)
for(var/bp in equipment_items)
if(!bp)
continue
var/obj/item/I = bp
if(I.body_parts_covered & bodypart.body_part)
return TRUE
return FALSE
/datum/component/explodable/proc/check_if_detonate(target)
if(!isitem(target))
return
var/obj/item/I = target
if(!I.get_temperature())
return
detonate() //If we're touching a hot item we go boom
/// Expldoe and remove the object
/datum/component/explodable/proc/detonate()
var/atom/A = parent
explosion(A, devastation_range, heavy_impact_range, light_impact_range, flash_range) //epic explosion time
qdel(A)
+150 -226
View File
@@ -1,4 +1,4 @@
/*
/*!
This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
Variables:
@@ -13,7 +13,7 @@
var/total_amount = 0
var/max_amount
var/sheet_type
var/list/materials
var/list/materials //Map of key = material ref | Value = amount
var/show_on_examine
var/disable_attackby
var/list/allowed_typecache
@@ -22,6 +22,7 @@
var/datum/callback/precondition
var/datum/callback/after_insert
/// Sets up the proper signals and fills the list of materials with the appropriate references.
/datum/component/material_container/Initialize(list/mat_list, max_amt = 0, _show_on_examine = FALSE, list/allowed_types, datum/callback/_precondition, datum/callback/_after_insert, _disable_attackby)
materials = list()
max_amount = max(0, max_amt)
@@ -40,23 +41,19 @@
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/OnExamine)
var/list/possible_mats = list()
for(var/mat_type in subtypesof(/datum/material))
var/datum/material/MT = mat_type
possible_mats[initial(MT.id)] = mat_type
for(var/id in mat_list)
if(possible_mats[id])
var/mat_path = possible_mats[id]
materials[id] = new mat_path()
for(var/mat in mat_list) //Make the assoc list ref | amount
var/datum/material/M = getmaterialref(mat) || mat
materials[M] = 0
/datum/component/material_container/proc/OnExamine(datum/source, mob/user, list/examine_list)
if(show_on_examine)
for(var/I in materials)
var/datum/material/M = materials[I]
var/amt = amount(M.id)
var/datum/material/M = I
var/amt = materials[I]
if(amt)
examine_list += "<span class='notice'>It has [amt] units of [lowertext(M.name)] stored.</span>"
/// Proc that allows players to fill the parent with mats
/datum/component/material_container/proc/OnAttackBy(datum/source, obj/item/I, mob/living/user)
var/list/tc = allowed_typecache
if(disable_attackby)
@@ -74,13 +71,14 @@
return
var/material_amount = get_item_material_amount(I)
if(!material_amount)
to_chat(user, "<span class='warning'>[I] does not contain sufficient amounts of metal or glass to be accepted by [parent].</span>")
to_chat(user, "<span class='warning'>[I] does not contain sufficient materials to be accepted by [parent].</span>")
return
if(!has_space(material_amount))
to_chat(user, "<span class='warning'>[parent] is full. Please remove metal or glass from [parent] in order to insert more.</span>")
to_chat(user, "<span class='warning'>[parent] has not enough space. Please remove materials from [parent] in order to insert more.</span>")
return
user_insert(I, user)
/// Proc used for when player inserts materials
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user)
set waitfor = FALSE
var/requested_amount
@@ -98,299 +96,225 @@
return
var/inserted = insert_item(I, stack_amt = requested_amount)
if(inserted)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
to_chat(user, "<span class='notice'>You insert [inserted] [S.singular_name][inserted>1 ? "s" : ""] into [parent].</span>")
if(!QDELETED(I) && I == active_held && !user.put_in_hands(I))
stack_trace("Warning: User could not put object back in hand during material container insertion, line [__LINE__]! This can lead to issues.")
I.forceMove(user.drop_location())
else
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
qdel(I)
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
qdel(I)
if(after_insert)
after_insert.Invoke(I.type, last_inserted_id, inserted)
after_insert.Invoke(I, last_inserted_id, inserted)
else if(I == active_held)
user.put_in_active_hand(I)
//For inserting an amount of material
/datum/component/material_container/proc/insert_amount(amt, id = null)
if(amt > 0 && has_space(amt))
var/total_amount_saved = total_amount
if(id)
var/datum/material/M = materials[id]
if(M)
M.amount += amt
total_amount += amt
else
for(var/i in materials)
var/datum/material/M = materials[i]
M.amount += amt
total_amount += amt
return (total_amount - total_amount_saved)
return FALSE
/datum/component/material_container/proc/insert_stack(obj/item/stack/S, amt, multiplier = 1)
if(isnull(amt))
amt = S.amount
if(amt <= 0)
return FALSE
if(amt > S.amount)
amt = S.amount
var/material_amt = get_item_material_amount(S)
if(!material_amt)
return FALSE
amt = min(amt, round(((max_amount - total_amount) / material_amt)))
if(!amt)
return FALSE
last_inserted_id = insert_materials(S,amt * multiplier)
S.use(amt)
return amt
/datum/component/material_container/proc/insert_item(obj/item/I, multiplier = 1, stack_amt)
/// Proc specifically for inserting items, returns the amount of materials entered.
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1, stack_amt)
if(!I)
return FALSE
if(istype(I, /obj/item/stack))
return insert_stack(I, stack_amt, multiplier)
multiplier = CEILING(multiplier, 0.01)
var/material_amount = get_item_material_amount(I)
if(!material_amount || !has_space(material_amount))
return FALSE
last_inserted_id = insert_materials(I, multiplier)
last_inserted_id = insert_item_materials(I, multiplier)
return material_amount
/datum/component/material_container/proc/insert_materials(obj/item/I, multiplier = 1) //for internal usage only
var/datum/material/M
/datum/component/material_container/proc/insert_item_materials(obj/item/I, multiplier = 1)
var/primary_mat
var/max_mat_value = 0
for(var/MAT in materials)
M = materials[MAT]
M.amount += I.materials[MAT] * multiplier
total_amount += I.materials[MAT] * multiplier
if(I.materials[MAT] > max_mat_value)
materials[MAT] += I.custom_materials[MAT] * multiplier
total_amount += I.custom_materials[MAT] * multiplier
if(I.custom_materials[MAT] > max_mat_value)
primary_mat = MAT
return primary_mat
//For consuming material
//mats is a list of types of material to use and the corresponding amounts, example: list(MAT_METAL=100, MAT_GLASS=200)
/datum/component/material_container/proc/use_amount(list/mats, multiplier=1)
if(!mats || !mats.len)
return FALSE
/// For inserting an amount of material
/datum/component/material_container/proc/insert_amount_mat(amt, var/datum/material/mat)
if(!istype(mat))
mat = getmaterialref(mat)
if(amt > 0 && has_space(amt))
var/total_amount_saved = total_amount
if(mat)
materials[mat] += amt
else
for(var/i in materials)
materials[i] += amt
total_amount += amt
return (total_amount - total_amount_saved)
return FALSE
var/datum/material/M
for(var/MAT in materials)
M = materials[MAT]
if(M.amount < (mats[MAT] * multiplier))
return FALSE
var/total_amount_save = total_amount
for(var/MAT in materials)
M = materials[MAT]
M.amount -= mats[MAT] * multiplier
total_amount -= mats[MAT] * multiplier
return total_amount_save - total_amount
/datum/component/material_container/proc/use_amount_type(amt, id)
var/datum/material/M = materials[id]
if(M)
if(M.amount >= amt)
M.amount -= amt
/// Uses an amount of a specific material, effectively removing it.
/datum/component/material_container/proc/use_amount_mat(amt, var/datum/material/mat)
if(!istype(mat))
mat = getmaterialref(mat)
var/amount = materials[mat]
if(mat)
if(amount >= amt)
materials[mat] -= amt
total_amount -= amt
return amt
return FALSE
/datum/component/material_container/proc/transer_amt_to(var/datum/component/material_container/T, amt, id)
if((amt==0)||(!T)||(!id))
/// Proc for transfering materials to another container.
/datum/component/material_container/proc/transer_amt_to(var/datum/component/material_container/T, amt, var/datum/material/mat)
if(!istype(mat))
mat = getmaterialref(mat)
if((amt==0)||(!T)||(!mat))
return FALSE
if(amt<0)
return T.transer_amt_to(src, -amt, id)
var/datum/material/M = materials[id]
if(M)
var/tr = min(amt, M.amount,T.can_insert_amount(amt, id))
if(tr)
use_amount_type(tr, id)
T.insert_amount(tr, id)
return tr
return T.transer_amt_to(src, -amt, mat)
var/tr = min(amt, materials[mat],T.can_insert_amount_mat(amt, mat))
if(tr)
use_amount_mat(tr, mat)
T.insert_amount_mat(tr, mat)
return tr
return FALSE
/datum/component/material_container/proc/can_insert_amount(amt, id)
if(amt && id)
var/datum/material/M = materials[id]
/// Proc for checking if there is room in the component, returning the amount or else the amount lacking.
/datum/component/material_container/proc/can_insert_amount_mat(amt, mat)
if(amt && mat)
var/datum/material/M = mat
if(M)
if((total_amount + amt) <= max_amount)
return amt
else
return (max_amount-total_amount)
/datum/component/material_container/proc/can_use_amount(amt, id, list/mats)
if(amt && id)
var/datum/material/M = materials[id]
if(M && M.amount >= amt)
return TRUE
else if(istype(mats))
for(var/M in mats)
if(materials[M] && (mats[M] <= materials[M]))
continue
else
return FALSE
return TRUE
return FALSE
//For spawning mineral sheets; internal use only
/datum/component/material_container/proc/retrieve(sheet_amt, datum/material/M, target = null)
/// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=200)
/datum/component/material_container/proc/use_materials(list/mats, multiplier=1)
if(!mats || !length(mats))
return FALSE
var/list/mats_to_remove = list() //Assoc list MAT | AMOUNT
for(var/x in mats) //Loop through all required materials
var/datum/material/req_mat = x
if(!istype(req_mat))
req_mat = getmaterialref(req_mat) //Get the ref if necesary
if(!materials[req_mat]) //Do we have the resource?
return FALSE //Can't afford it
var/amount_required = mats[x] * multiplier
if(!(materials[req_mat] >= amount_required)) // do we have enough of the resource?
return FALSE //Can't afford it
mats_to_remove[req_mat] += amount_required //Add it to the assoc list of things to remove
continue
var/total_amount_save = total_amount
for(var/i in mats_to_remove)
total_amount_save -= use_amount_mat(mats_to_remove[i], i)
return total_amount_save - total_amount
/// For spawning mineral sheets at a specific location. Used by machines to output sheets.
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, var/datum/material/M, target = null)
if(!M.sheet_type)
return 0
return 0 //Add greyscale sheet handling here later
if(sheet_amt <= 0)
return 0
if(!target)
target = get_turf(parent)
if(M.amount < (sheet_amt * MINERAL_MATERIAL_AMOUNT))
sheet_amt = round(M.amount / MINERAL_MATERIAL_AMOUNT)
if(materials[M] < (sheet_amt * MINERAL_MATERIAL_AMOUNT))
sheet_amt = round(materials[M] / MINERAL_MATERIAL_AMOUNT)
var/count = 0
while(sheet_amt > MAX_STACK_SIZE)
new M.sheet_type(target, MAX_STACK_SIZE)
count += MAX_STACK_SIZE
use_amount_type(sheet_amt * MINERAL_MATERIAL_AMOUNT, M.id)
use_amount_mat(sheet_amt * MINERAL_MATERIAL_AMOUNT, M)
sheet_amt -= MAX_STACK_SIZE
if(sheet_amt >= 1)
new M.sheet_type(target, sheet_amt)
count += sheet_amt
use_amount_type(sheet_amt * MINERAL_MATERIAL_AMOUNT, M.id)
use_amount_mat(sheet_amt * MINERAL_MATERIAL_AMOUNT, M)
return count
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, id, target = null)
if(materials[id])
return retrieve(sheet_amt, materials[id], target)
return FALSE
/datum/component/material_container/proc/retrieve_amount(amt, id, target)
return retrieve_sheets(amount2sheet(amt), id, target)
/// Proc to get all the materials and dump them as sheets
/datum/component/material_container/proc/retrieve_all(target = null)
var/result = 0
var/datum/material/M
for(var/MAT in materials)
M = materials[MAT]
result += retrieve_sheets(amount2sheet(M.amount), MAT, target)
var/amount = materials[MAT]
result += retrieve_sheets(amount2sheet(amount), MAT, target)
return result
/// Proc that returns TRUE if the container has space
/datum/component/material_container/proc/has_space(amt = 0)
return (total_amount + amt) <= max_amount
/// Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
/datum/component/material_container/proc/has_materials(list/mats, multiplier=1)
if(!mats || !mats.len)
return FALSE
var/datum/material/M
for(var/MAT in mats)
M = materials[MAT]
if(M.amount < (mats[MAT] * multiplier))
for(var/x in mats) //Loop through all required materials
var/datum/material/req_mat = x
if(!istype(req_mat))
if(ispath(req_mat)) //Is this an actual material, or is it a category?
req_mat = getmaterialref(req_mat) //Get the ref
else // Its a category. (For example MAT_CATEGORY_RIGID)
if(!has_enough_of_category(req_mat, mats[req_mat], multiplier)) //Do we have enough of this category?
return FALSE
else
continue
if(!has_enough_of_material(req_mat, mats[req_mat], multiplier))//Not a category, so just check the normal way
return FALSE
return TRUE
/// Returns all the categories in a recipe.
/datum/component/material_container/proc/get_categories(list/mats)
var/list/categories = list()
for(var/x in mats) //Loop through all required materials
if(!istext(x)) //This means its not a category
continue
categories += x
return categories
/// Returns TRUE if you have enough of the specified material.
/datum/component/material_container/proc/has_enough_of_material(var/datum/material/req_mat, amount, multiplier=1)
if(!materials[req_mat]) //Do we have the resource?
return FALSE //Can't afford it
var/amount_required = amount * multiplier
if(materials[req_mat] >= amount_required) // do we have enough of the resource?
return TRUE
return FALSE //Can't afford it
/// Returns TRUE if you have enough of a specified material category (Which could be multiple materials)
/datum/component/material_container/proc/has_enough_of_category(category, amount, multiplier=1)
for(var/i in SSmaterials.materials_by_category[category])
var/datum/material/mat = i
if(materials[mat] >= amount) //we have enough
return TRUE
return FALSE
/// Turns a material amount into the amount of sheets it should output
/datum/component/material_container/proc/amount2sheet(amt)
if(amt >= MINERAL_MATERIAL_AMOUNT)
return round(amt / MINERAL_MATERIAL_AMOUNT)
return FALSE
/// Turns an amount of sheets into the amount of material amount it should output
/datum/component/material_container/proc/sheet2amount(sheet_amt)
if(sheet_amt > 0)
return sheet_amt * MINERAL_MATERIAL_AMOUNT
return FALSE
/datum/component/material_container/proc/amount(id)
var/datum/material/M = materials[id]
return M ? M.amount : 0
//returns the amount of material relevant to this container;
//if this container does not support glass, any glass in 'I' will not be taken into account
///returns the amount of material relevant to this container; if this container does not support glass, any glass in 'I' will not be taken into account
/datum/component/material_container/proc/get_item_material_amount(obj/item/I)
if(!istype(I))
if(!istype(I) || !I.custom_materials)
return FALSE
var/material_amount = 0
for(var/MAT in materials)
material_amount += I.materials[MAT]
material_amount += I.custom_materials[MAT]
return material_amount
/datum/material
var/name
var/amount = 0
var/id = null
var/sheet_type = null
var/coin_type = null
/datum/material/metal
name = "Metal"
id = MAT_METAL
sheet_type = /obj/item/stack/sheet/metal
coin_type = /obj/item/coin/iron
/datum/material/glass
name = "Glass"
id = MAT_GLASS
sheet_type = /obj/item/stack/sheet/glass
/datum/material/silver
name = "Silver"
id = MAT_SILVER
sheet_type = /obj/item/stack/sheet/mineral/silver
coin_type = /obj/item/coin/silver
/datum/material/gold
name = "Gold"
id = MAT_GOLD
sheet_type = /obj/item/stack/sheet/mineral/gold
coin_type = /obj/item/coin/gold
/datum/material/diamond
name = "Diamond"
id = MAT_DIAMOND
sheet_type = /obj/item/stack/sheet/mineral/diamond
coin_type = /obj/item/coin/diamond
/datum/material/uranium
name = "Uranium"
id = MAT_URANIUM
sheet_type = /obj/item/stack/sheet/mineral/uranium
coin_type = /obj/item/coin/uranium
/datum/material/plasma
name = "Solid Plasma"
id = MAT_PLASMA
sheet_type = /obj/item/stack/sheet/mineral/plasma
coin_type = /obj/item/coin/plasma
/datum/material/bluespace
name = "Bluespace Mesh"
id = MAT_BLUESPACE
sheet_type = /obj/item/stack/sheet/bluespace_crystal
/datum/material/bananium
name = "Bananium"
id = MAT_BANANIUM
sheet_type = /obj/item/stack/sheet/mineral/bananium
coin_type = /obj/item/coin/bananium
/datum/material/titanium
name = "Titanium"
id = MAT_TITANIUM
sheet_type = /obj/item/stack/sheet/mineral/titanium
/datum/material/biomass
name = "Biomass"
id = MAT_BIOMASS
/datum/material/plastic
name = "Plastic"
id = MAT_PLASTIC
sheet_type = /obj/item/stack/sheet/plastic
/// Returns the amount of a specific material in this container.
/datum/component/material_container/proc/get_material_amount(var/datum/material/mat)
if(!istype(mat))
mat = getmaterialref(mat)
return(materials[mat])
+2
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@@ -77,6 +77,8 @@
/datum/component/radioactive/proc/rad_attack(datum/source, atom/movable/target, mob/living/user)
radiation_pulse(parent, strength/20)
target.rad_act(strength/2)
if(!hl3_release_date)
return
strength -= strength / hl3_release_date
#undef RAD_AMOUNT_LOW
+1 -1
View File
@@ -54,7 +54,7 @@ handles linking back and forth.
/datum/component/remote_materials/proc/_MakeLocal()
silo = null
mat_container = parent.AddComponent(/datum/component/material_container,
list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE, MAT_PLASTIC),
list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/gold, /datum/material/diamond, /datum/material/plasma, /datum/material/uranium, /datum/material/bananium, /datum/material/titanium, /datum/material/bluespace, /datum/material/plastic),
local_size,
FALSE,
/obj/item/stack)
+1 -1
View File
@@ -7,7 +7,7 @@
intensity = max(_intensity, 0)
lube_flags = _lube_flags
callback = _callback
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ATOM_ENTERED), .proc/Slip)
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ATOM_ENTERED, COMSIG_ITEM_WEARERCROSSED), .proc/Slip)
/datum/component/slippery/proc/Slip(datum/source, atom/movable/AM)
var/mob/victim = AM
+1 -1
View File
@@ -18,7 +18,7 @@
RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
if(ismovableatom(parent))
RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/play_squeak_crossed)
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED), .proc/play_squeak_crossed)
RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
if(isitem(parent))
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
+40
View File
@@ -0,0 +1,40 @@
/**
* Can be applied to /atom/movable subtypes to make them apply fire stacks to things they hit
*/
/datum/element/firestacker
element_flags = ELEMENT_BESPOKE
id_arg_index = 2
/// How many firestacks to apply per hit
var/amount
/datum/element/firestacker/Attach(datum/target, amount)
. = ..()
if(!ismovableatom(target))
return ELEMENT_INCOMPATIBLE
src.amount = amount
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/impact, override = TRUE)
if(isitem(target))
RegisterSignal(target, COMSIG_ITEM_ATTACK, .proc/item_attack, override = TRUE)
RegisterSignal(target, COMSIG_ITEM_ATTACK_SELF, .proc/item_attack_self, override = TRUE)
/datum/element/firestacker/Detach(datum/source, force)
. = ..()
UnregisterSignal(source, list(COMSIG_MOVABLE_IMPACT, COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_SELF))
/datum/element/firestacker/proc/stack_on(datum/owner, mob/living/target)
target.adjust_fire_stacks(amount)
/datum/element/firestacker/proc/impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
if(isliving(hit_atom))
stack_on(source, hit_atom)
/datum/element/firestacker/proc/item_attack(datum/source, atom/movable/target, mob/living/user)
if(isliving(target))
stack_on(source, target)
/datum/element/firestacker/proc/item_attack_self(datum/source, mob/user)
if(isliving(user))
stack_on(source, user)
+1 -1
View File
@@ -216,7 +216,7 @@
desc = "Stores recorder holocalls."
icon_state = "holodisk"
obj_flags = UNIQUE_RENAME
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
custom_materials = list(/datum/material/iron = 100, /datum/material/glass = 100)
var/datum/holorecord/record
//Preset variables
var/preset_image_type
+77
View File
@@ -0,0 +1,77 @@
/*! 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)
+210
View File
@@ -0,0 +1,210 @@
///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))
+7
View File
@@ -224,6 +224,13 @@
allow_duplicates = FALSE
cost = 5
/datum/map_template/ruin/lavaland/dark_wizards
name = "Dark Wizard Altar"
id = "dark_wizards"
description = "A ruin with dark wizards. What secret do they guard?"
suffix = "lavaland_surface_wizard.dmm"
cost = 5
/datum/map_template/ruin/lavaland/puzzle
name = "Ancient Puzzle"
id = "puzzle"
+6
View File
@@ -311,6 +311,12 @@
name = "Space Hermit"
description = "A late awakening cryo pod in a crashed escape pod wakes up to find what befell of his fellow survivors. Contains all the necessary resources to actually make it out alive. Good luck."
/datum/map_template/ruin/space/clericden
id = "clericden"
suffix = "clericden.dmm"
name = "Cleric's Den"
description = "Once part of a larger monastery, this holy order of long dead clerics practiced far less non-violence than they preached. Appears to have been untouched by looters, however. Odd."
/datum/map_template/ruin/space/advancedlab
id = "advancedlab"
suffix = "advancedlab.dmm"
+41
View File
@@ -38,6 +38,13 @@
var/rad_flags = NONE // Will move to flags_1 when i can be arsed to
var/rad_insulation = RAD_NO_INSULATION
///The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.)
var/list/custom_materials
///Bitfield for how the atom handles materials.
var/material_flags = NONE
///Modifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines.
var/material_modifier = 1
var/icon/blood_splatter_icon
var/list/fingerprints
var/list/fingerprintshidden
@@ -89,6 +96,12 @@
if (canSmoothWith)
canSmoothWith = typelist("canSmoothWith", canSmoothWith)
var/temp_list = list()
for(var/i in custom_materials)
temp_list[getmaterialref(i)] = custom_materials[i] //Get the proper instanced version
custom_materials = null //Null the list to prepare for applying the materials properly
set_custom_materials(temp_list)
ComponentInitialize()
return INITIALIZE_HINT_NORMAL
@@ -290,6 +303,11 @@
if(desc)
. += desc
if(custom_materials)
for(var/i in custom_materials)
var/datum/material/M = i
. += "<u>It is made out of [M.name]</u>."
if(reagents)
if(reagents.reagents_holder_flags & TRANSPARENT)
. += "It contains:"
@@ -872,3 +890,26 @@ Proc for attack log creation, because really why not
/atom/proc/intercept_zImpact(atom/movable/AM, levels = 1)
. |= SEND_SIGNAL(src, COMSIG_ATOM_INTERCEPT_Z_FALL, AM, levels)
///Sets the custom materials for an item.
/atom/proc/set_custom_materials(var/list/materials, multiplier = 1)
if(!materials)
materials = custom_materials
if(custom_materials) //Only runs if custom materials existed at first. Should usually be the case but check anyways
for(var/i in custom_materials)
var/datum/material/custom_material = getmaterialref(i)
custom_material.on_removed(src, material_flags) //Remove the current materials
if(!length(materials))
return
custom_materials = list() //Reset the list
for(var/x in materials)
var/datum/material/custom_material = getmaterialref(x)
if(!(material_flags & MATERIAL_NO_EFFECTS))
custom_material.on_applied(src, materials[custom_material] * multiplier * material_modifier, material_flags)
custom_materials[custom_material] += materials[x] * multiplier
@@ -40,14 +40,14 @@
/obj/item/clothing/shoes/clown_shoes/banana_shoes/combat/Initialize()
. = ..()
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
bananium.insert_amount(max_recharge, MAT_BANANIUM)
bananium.insert_amount_mat(max_recharge, /datum/material/bananium)
START_PROCESSING(SSobj, src)
/obj/item/clothing/shoes/clown_shoes/banana_shoes/combat/process()
var/datum/component/material_container/bananium = GetComponent(/datum/component/material_container)
var/bananium_amount = bananium.amount(MAT_BANANIUM)
var/bananium_amount = bananium.get_material_amount(/datum/material/bananium)
if(bananium_amount < max_recharge)
bananium.insert_amount(min(recharge_rate, max_recharge - bananium_amount), MAT_BANANIUM)
bananium.insert_amount_mat(min(recharge_rate, max_recharge - bananium_amount), /datum/material/bananium)
/obj/item/clothing/shoes/clown_shoes/banana_shoes/combat/attack_self(mob/user)
ui_action_click(user)
+1 -1
View File
@@ -13,7 +13,7 @@
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 100
integrity_failure = 0.33
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 70)
var/datum/team/gang/gang
var/operating = FALSE //false=standby or broken, true=takeover
+81 -32
View File
@@ -47,7 +47,23 @@
)
/obj/machinery/autolathe/Initialize()
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS), 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
AddComponent(/datum/component/material_container,
list(/datum/material/iron,
/datum/material/glass,
/datum/material/gold,
/datum/material/silver,
/datum/material/diamond,
/datum/material/uranium,
/datum/material/plasma,
/datum/material/bluespace,
/datum/material/bananium,
/datum/material/titanium,
/datum/material/runite,
/datum/material/plastic,
/datum/material/adamantine,
/datum/material/mythril
),
0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
wires = new /datum/wires/autolathe(src)
@@ -121,15 +137,14 @@
return ..()
/obj/machinery/autolathe/proc/AfterMaterialInsert(type_inserted, id_inserted, amount_inserted)
if(ispath(type_inserted, /obj/item/stack/ore/bluespace_crystal))
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[getmaterialref(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
switch(id_inserted)
if (MAT_METAL)
flick("autolathe_o",src)//plays metal insertion animation
if (MAT_GLASS)
flick("autolathe_r",src)//plays glass insertion animation
flick("autolathe_o",src)//plays metal insertion animation
use_power(min(1000, amount_inserted / 100))
updateUsrDialog()
@@ -160,18 +175,42 @@
/////////////////
var/coeff = (is_stack ? 1 : prod_coeff) //stacks are unaffected by production coefficient
var/metal_cost = being_built.materials[MAT_METAL]
var/glass_cost = being_built.materials[MAT_GLASS]
var/total_amount = 0
var/power = max(2000, (metal_cost+glass_cost)*multiplier/5)
for(var/MAT in being_built.materials)
total_amount += being_built.materials[MAT]
var/power = max(2000, (total_amount)*multiplier/5) //Change this to use all materials
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if((materials.amount(MAT_METAL) >= metal_cost*multiplier*coeff) && (materials.amount(MAT_GLASS) >= glass_cost*multiplier*coeff))
var/list/materials_used = list()
var/list/custom_materials = list() //These will apply their material effect, This should usually only be one.
for(var/MAT in being_built.materials)
var/datum/material/used_material = MAT
var/amount_needed = being_built.materials[MAT] * coeff * multiplier
if(istext(used_material)) //This means its a category
var/list/list_to_show = list()
for(var/i in SSmaterials.materials_by_category[used_material])
if(materials.materials[i] > 0)
list_to_show += i
used_material = input("Choose [used_material]", "Custom Material") as null|anything in list_to_show
if(!used_material)
return //Didn't pick any material, so you can't build shit either.
custom_materials[used_material] += amount_needed
materials_used[used_material] = amount_needed
if(materials.has_materials(materials_used))
busy = TRUE
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 32 : 32*coeff*multiplier
addtimer(CALLBACK(src, .proc/make_item, power, metal_cost, glass_cost, multiplier, coeff, is_stack), time)
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack), time)
else
to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
if(href_list["search"])
matching_designs.Cut()
@@ -188,12 +227,11 @@
return
/obj/machinery/autolathe/proc/make_item(power, metal_cost, glass_cost, multiplier, coeff, is_stack)
/obj/machinery/autolathe/proc/make_item(power, var/list/materials_used, var/list/picked_materials, multiplier, coeff, is_stack)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/atom/A = drop_location()
use_power(power)
var/list/materials_used = list(MAT_METAL=metal_cost*coeff*multiplier, MAT_GLASS=glass_cost*coeff*multiplier)
materials.use_amount(materials_used)
materials.use_materials(materials_used)
if(is_stack)
var/obj/item/stack/N = new being_built.build_path(A, multiplier)
@@ -202,10 +240,11 @@
else
for(var/i=1, i<=multiplier, i++)
var/obj/item/new_item = new being_built.build_path(A)
new_item.materials = new_item.materials.Copy()
for(var/mat in materials_used)
new_item.materials[mat] = materials_used[mat] / multiplier
new_item.autolathe_crafted(src)
if(length(picked_materials))
new_item.set_custom_materials(picked_materials, 1 / multiplier) //Ensure we get the non multiplied amount
icon_state = "autolathe"
busy = FALSE
updateDialog()
@@ -270,7 +309,9 @@
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier = min(D.maxstack, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY)
var/max_multiplier
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(materials.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
@@ -302,7 +343,9 @@
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier = min(D.maxstack, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS]?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY)
var/max_multiplier
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(materials.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
@@ -319,8 +362,10 @@
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/dat = "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
for(var/mat_id in materials.materials)
var/datum/material/M = materials.materials[mat_id]
dat += "<b>[M.name] amount:</b> [M.amount] cm<sup>3</sup><br>"
var/datum/material/M = mat_id
var/mineral_amount = materials.materials[mat_id]
if(mineral_amount > 0)
dat += "<b>[M.name] amount:</b> [mineral_amount] cm<sup>3</sup><br>"
return dat
/obj/machinery/autolathe/proc/can_build(datum/design/D, amount = 1)
@@ -329,20 +374,24 @@
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/list/required_materials = list()
for(var/i in D.materials)
required_materials[i] = D.materials[i] * coeff * amount
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if(D.materials[MAT_METAL] && (materials.amount(MAT_METAL) < (D.materials[MAT_METAL] * coeff * amount)))
return FALSE
if(D.materials[MAT_GLASS] && (materials.amount(MAT_GLASS) < (D.materials[MAT_GLASS] * coeff * amount)))
return FALSE
return TRUE
return materials.has_materials(required_materials)
/obj/machinery/autolathe/proc/get_design_cost(datum/design/D)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/dat
if(D.materials[MAT_METAL])
dat += "[D.materials[MAT_METAL] * coeff] metal "
if(D.materials[MAT_GLASS])
dat += "[D.materials[MAT_GLASS] * coeff] glass"
for(var/i in D.materials)
if(istext(i)) //Category handling
dat += "[D.materials[i] * coeff] [i]"
else
var/datum/material/M = i
dat += "[D.materials[i] * coeff] [M.name] "
return dat
/obj/machinery/autolathe/proc/reset(wire)
+1 -1
View File
@@ -265,4 +265,4 @@
desc = "Used for building buttons."
icon_state = "button"
result_path = /obj/machinery/button
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/iron = MINERAL_MATERIAL_AMOUNT)
+1 -1
View File
@@ -17,7 +17,7 @@
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
max_integrity = 100
integrity_failure = 50
integrity_failure = 0.5
var/list/network = list("ss13")
var/c_tag = null
var/status = TRUE
@@ -3,7 +3,7 @@
desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
icon = 'icons/obj/machines/camera.dmi'
icon_state = "cameracase"
materials = list(MAT_METAL=400, MAT_GLASS=250)
custom_materials = list(/datum/material/iron=400, /datum/material/glass=250)
result_path = /obj/structure/camera_assembly
+1 -1
View File
@@ -7,7 +7,7 @@
idle_power_usage = 300
active_power_usage = 300
max_integrity = 200
integrity_failure = 100
integrity_failure = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
var/brightness_on = 1
var/icon_keyboard = "generic_key"
+1 -1
View File
@@ -145,7 +145,7 @@
desc = "A frame for a defibrillator mount. It can't be removed once it's placed."
icon = 'icons/obj/machines/defib_mount.dmi'
icon_state = "defibrillator_mount"
materials = list(MAT_METAL = 300, MAT_GLASS = 100)
custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 100)
w_class = WEIGHT_CLASS_BULKY
result_path = /obj/machinery/defibrillator_mount
pixel_shift = -28
+4 -4
View File
@@ -15,7 +15,7 @@
density = TRUE
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/material = METAL
var/bar_material = METAL
/obj/structure/barricade/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
@@ -26,7 +26,7 @@
return
/obj/structure/barricade/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weldingtool) && user.a_intent != INTENT_HARM && material == METAL)
if(istype(I, /obj/item/weldingtool) && user.a_intent != INTENT_HARM && bar_material == METAL)
if(obj_integrity < max_integrity)
if(!I.tool_start_check(user, amount=0))
return
@@ -61,7 +61,7 @@
desc = "This space is blocked off by a wooden barricade."
icon = 'icons/obj/structures.dmi'
icon_state = "woodenbarricade"
material = WOOD
bar_material = WOOD
var/drop_amount = 3
/obj/structure/barricade/wooden/attackby(obj/item/I, mob/user)
@@ -106,7 +106,7 @@
max_integrity = 280
proj_pass_rate = 20
pass_flags = LETPASSTHROW
material = SAND
bar_material = SAND
climbable = TRUE
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/barricade/sandbags, /turf/closed/wall, /turf/closed/wall/r_wall, /obj/structure/falsewall, /obj/structure/falsewall/reinforced, /turf/closed/wall/rust, /turf/closed/wall/r_wall/rust, /obj/structure/barricade/security)
+4 -4
View File
@@ -47,7 +47,7 @@
icon_state = "closed"
max_integrity = 300
var/normal_integrity = AIRLOCK_INTEGRITY_N
integrity_failure = 70
integrity_failure = 0.25
damage_deflection = AIRLOCK_DAMAGE_DEFLECTION_N
autoclose = TRUE
secondsElectrified = 0 //How many seconds remain until the door is no longer electrified. -1 if it is permanently electrified until someone fixes it.
@@ -469,7 +469,7 @@
panel_overlay = get_airlock_overlay("panel_closed", overlays_file)
if(welded)
weld_overlay = get_airlock_overlay("welded", overlays_file)
if(obj_integrity <integrity_failure)
if(obj_integrity < integrity_failure * max_integrity)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
else if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
@@ -495,7 +495,7 @@
panel_overlay = get_airlock_overlay("panel_closed_protected", overlays_file)
else
panel_overlay = get_airlock_overlay("panel_closed", overlays_file)
if(obj_integrity <integrity_failure)
if(obj_integrity < integrity_failure * max_integrity)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
else if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
@@ -517,7 +517,7 @@
panel_overlay = get_airlock_overlay("panel_closed_protected", overlays_file)
else
panel_overlay = get_airlock_overlay("panel_closed", overlays_file)
if(obj_integrity <integrity_failure)
if(obj_integrity < integrity_failure * max_integrity)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
else if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
+5 -5
View File
@@ -11,7 +11,7 @@
density = TRUE
max_integrity = 250
integrity_failure = 80
integrity_failure = 0.33
// These allow for different icons when creating custom dispensers
var/icon_off = "off"
@@ -50,10 +50,10 @@
/obj/machinery/droneDispenser/Initialize()
. = ..()
var/datum/component/material_container/materials = AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS), MINERAL_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, TRUE, /obj/item/stack)
materials.insert_amount(starting_amount)
var/datum/component/material_container/materials = AddComponent(/datum/component/material_container, list(/datum/material/iron, /datum/material/glass), MINERAL_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, TRUE, /obj/item/stack)
materials.insert_amount_mat(starting_amount)
materials.precise_insertion = TRUE
using_materials = list(MAT_METAL=metal_cost, MAT_GLASS=glass_cost)
using_materials = list(/datum/material/iron = metal_cost, /datum/material/glass = glass_cost)
/obj/machinery/droneDispenser/preloaded
starting_amount = 5000
@@ -168,7 +168,7 @@
update_icon()
if(DRONE_PRODUCTION)
materials.use_amount(using_materials)
materials.use_materials(using_materials)
if(power_used)
use_power(power_used)
+1 -1
View File
@@ -17,7 +17,7 @@
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
integrity_failure = 0.4
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
+1 -1
View File
@@ -6,7 +6,7 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "mflash1"
max_integrity = 250
integrity_failure = 100
integrity_failure = 0.4
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/obj/item/assembly/flash/handheld/bulb
@@ -26,7 +26,7 @@
var/raising= 0 //if the turret is currently opening or closing its cover
max_integrity = 160 //the turret's health
integrity_failure = 80
integrity_failure = 0.5
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
var/locked = TRUE //if the turret's behaviour control access is locked
@@ -717,7 +717,6 @@
return 10 //Syndicate turrets shoot everything not in their faction
/obj/machinery/porta_turret/syndicate/pod
integrity_failure = 20
max_integrity = 40
stun_projectile = /obj/item/projectile/bullet/syndicate_turret
lethal_projectile = /obj/item/projectile/bullet/syndicate_turret
@@ -799,7 +798,6 @@
/obj/machinery/porta_turret/centcom_shuttle/weak
max_integrity = 120
integrity_failure = 60
name = "Old Laser Turret"
desc = "A turret built with substandard parts and run down further with age. Still capable of delivering lethal lasers to the odd space carp, but not much else."
stun_projectile = /obj/item/projectile/beam/weak/penetrator
@@ -989,7 +987,7 @@
desc = "Used for building turret control panels."
icon_state = "apc"
result_path = /obj/machinery/turretid
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT)
/obj/item/gun/proc/get_turret_properties()
. = list()
+1 -1
View File
@@ -19,7 +19,7 @@
/obj/machinery/recycler/Initialize()
AddComponent(/datum/component/butchering/recycler, 1, amount_produced,amount_produced/5)
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE, MAT_PLASTIC), INFINITY, FALSE, null, null, null, TRUE)
AddComponent(/datum/component/material_container, list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/plasma, /datum/material/gold, /datum/material/diamond, /datum/material/plastic, /datum/material/uranium, /datum/material/bananium, /datum/material/titanium, /datum/material/bluespace), INFINITY, FALSE, null, null, null, TRUE)
. = ..()
update_icon()
req_one_access = get_all_accesses() + get_all_centcom_access()
+1 -1
View File
@@ -92,7 +92,7 @@
else
if(!user.temporarilyRemoveItemFromInventory(C))
return
to_chat(user, "<span class='notice'>You insert a [C.cmineral] coin into [src]'s slot!</span>")
to_chat(user, "<span class='notice'>You insert [C] into [src]'s slot!</span>")
balance += C.value
qdel(C)
else
+62 -41
View File
@@ -46,7 +46,7 @@
)
/obj/machinery/autoylathe/Initialize()
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_PLASTIC), 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
AddComponent(/datum/component/material_container, list(/datum/material/iron, /datum/material/glass, /datum/material/plastic), 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
wires = new /datum/wires/autoylathe(src)
@@ -120,18 +120,13 @@
return ..()
/obj/machinery/autoylathe/proc/AfterMaterialInsert(type_inserted, id_inserted, amount_inserted)
if(ispath(type_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(amount_inserted / 10)
/obj/machinery/autoylathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(item_inserted.custom_materials?.len && item_inserted.custom_materials[getmaterialref(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
switch(id_inserted)
if (MAT_METAL)
flick("autolathe_o",src)//plays metal insertion animation
if (MAT_GLASS)
flick("autolathe_r",src)//plays glass insertion animation
if (MAT_PLASTIC)
flick("autolathe_o",src)//plays metal insertion animation
use_power(amount_inserted / 10)
flick("autolathe_o",src)//plays metal insertion animation
use_power(min(1000, amount_inserted / 100))
updateUsrDialog()
/obj/machinery/autoylathe/Topic(href, href_list)
@@ -161,18 +156,40 @@
/////////////////
var/coeff = (is_stack ? 1 : prod_coeff) //stacks are unaffected by production coefficient
var/metal_cost = being_built.materials[MAT_METAL]
var/glass_cost = being_built.materials[MAT_GLASS]
var/plastic_cost = being_built.materials[MAT_PLASTIC]
var/power = max(2000, (metal_cost+glass_cost+plastic_cost)*multiplier/5)
var/total_amount = 0
for(var/MAT in being_built.materials)
total_amount += being_built.materials[MAT]
var/power = max(2000, (total_amount)*multiplier/5) //Change this to use all materials
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if((materials.amount(MAT_METAL) >= metal_cost*multiplier*coeff) && (materials.amount(MAT_GLASS) >= glass_cost*multiplier*coeff) && (materials.amount(MAT_PLASTIC) >= plastic_cost*multiplier*coeff))
var/list/materials_used = list()
var/list/custom_materials = list() //These will apply their material effect, This should usually only be one.
for(var/MAT in being_built.materials)
var/datum/material/used_material = MAT
var/amount_needed = being_built.materials[MAT] * coeff * multiplier
if(istext(used_material)) //This means its a category
var/list/list_to_show = list()
for(var/i in SSmaterials.materials_by_category[used_material])
if(materials.materials[i] > 0)
list_to_show += i
used_material = input("Choose [used_material]", "Custom Material") as null|anything in list_to_show
if(!used_material)
return //Didn't pick any material, so you can't build shit either.
custom_materials[used_material] += amount_needed
materials_used[used_material] = amount_needed
if(materials.has_materials(materials_used))
busy = TRUE
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 32 : 32*coeff*multiplier
addtimer(CALLBACK(src, .proc/make_item, power, metal_cost, glass_cost, plastic_cost, multiplier, coeff, is_stack), time)
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack), time)
else
to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
if(href_list["search"])
matching_designs.Cut()
@@ -189,12 +206,11 @@
return
/obj/machinery/autoylathe/proc/make_item(power, metal_cost, glass_cost, plastic_cost, multiplier, coeff, is_stack)
/obj/machinery/autoylathe/proc/make_item(power, list/materials_used, list/picked_materials, multiplier, coeff, is_stack)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/atom/A = drop_location()
use_power(power)
var/list/materials_used = list(MAT_METAL=metal_cost*coeff*multiplier, MAT_GLASS=glass_cost*coeff*multiplier, MAT_PLASTIC=plastic_cost*coeff*multiplier)
materials.use_amount(materials_used)
materials.use_materials(materials_used)
if(is_stack)
var/obj/item/stack/N = new being_built.build_path(A, multiplier)
@@ -203,10 +219,9 @@
else
for(var/i=1, i<=multiplier, i++)
var/obj/item/new_item = new being_built.build_path(A)
new_item.materials = new_item.materials.Copy()
for(var/mat in materials_used)
new_item.materials[mat] = materials_used[mat] / multiplier
new_item.autoylathe_crafted(src)
if(length(picked_materials))
new_item.set_custom_materials(picked_materials, 1 / multiplier) //Ensure we get the non multiplied amount
icon_state = "autolathe"
busy = FALSE
updateDialog()
@@ -265,7 +280,9 @@
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier = min(D.maxstack, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS] ?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY,D.materials[MAT_PLASTIC] ?round(materials.amount(MAT_PLASTIC)/D.materials[MAT_PLASTIC]):INFINITY)
var/max_multiplier
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(materials.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
@@ -297,7 +314,9 @@
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier = min(D.maxstack, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS] ?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY,D.materials[MAT_PLASTIC] ?round(materials.amount(MAT_PLASTIC)/D.materials[MAT_PLASTIC]):INFINITY)
var/max_multiplier
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(materials.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
@@ -314,8 +333,10 @@
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/dat = "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
for(var/mat_id in materials.materials)
var/datum/material/M = materials.materials[mat_id]
dat += "<b>[M.name] amount:</b> [M.amount] cm<sup>3</sup><br>"
var/datum/material/M = mat_id
var/mineral_amount = materials.materials[mat_id]
if(mineral_amount > 0)
dat += "<b>[M.name] amount:</b> [mineral_amount] cm<sup>3</sup><br>"
return dat
/obj/machinery/autoylathe/proc/can_build(datum/design/D, amount = 1)
@@ -324,24 +345,24 @@
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/list/required_materials = list()
for(var/i in D.materials)
required_materials[i] = D.materials[i] * coeff * amount
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if(D.materials[MAT_METAL] && (materials.amount(MAT_METAL) < (D.materials[MAT_METAL] * coeff * amount)))
return FALSE
if(D.materials[MAT_GLASS] && (materials.amount(MAT_GLASS) < (D.materials[MAT_GLASS] * coeff * amount)))
return FALSE
if(D.materials[MAT_PLASTIC] && (materials.amount(MAT_PLASTIC) < (D.materials[MAT_PLASTIC] * coeff * amount)))
return FALSE
return TRUE
return materials.has_materials(required_materials)
/obj/machinery/autoylathe/proc/get_design_cost(datum/design/D)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/dat
if(D.materials[MAT_METAL])
dat += "[D.materials[MAT_METAL] * coeff] metal "
if(D.materials[MAT_GLASS])
dat += "[D.materials[MAT_GLASS] * coeff] glass "
if(D.materials[MAT_PLASTIC])
dat += "[D.materials[MAT_PLASTIC] * coeff] plastic"
for(var/i in D.materials)
if(istext(i)) //Category handling
dat += "[D.materials[i] * coeff] [i]"
else
var/datum/material/M = i
dat += "[D.materials[i] * coeff] [M.name] "
return dat
/obj/machinery/autoylathe/proc/reset(wire)
@@ -526,7 +526,8 @@
range = MELEE|RANGED
equip_cooldown = 0
var/obj/item/gun/medbeam/mech/medigun
materials = list(MAT_METAL = 15000, MAT_GLASS = 8000, MAT_PLASMA = 3000, MAT_GOLD = 8000, MAT_DIAMOND = 2000)
custom_materials = list(/datum/material/iron = 15000, /datum/material/glass = 8000, /datum/material/plasma = 3000, /datum/material/gold = 8000, /datum/material/diamond = 2000)
material_flags = MATERIAL_NO_EFFECTS
/obj/item/mecha_parts/mecha_equipment/medical/mechmedbeam/Initialize()
. = ..()
@@ -388,7 +388,7 @@
/obj/item/mecha_parts/mecha_equipment/generator/get_equip_info()
var/output = ..()
if(output)
return "[output] \[[fuel]: [round(fuel.amount*fuel.perunit,0.1)] cm<sup>3</sup>\] - <a href='?src=[REF(src)];toggle=1'>[equip_ready?"A":"Dea"]ctivate</a>"
return "[output] \[[fuel]: [round(fuel.amount*fuel.mats_per_stack,0.1)] cm<sup>3</sup>\] - <a href='?src=[REF(src)];toggle=1'>[equip_ready?"A":"Dea"]ctivate</a>"
/obj/item/mecha_parts/mecha_equipment/generator/action(target)
if(chassis)
@@ -398,9 +398,9 @@
/obj/item/mecha_parts/mecha_equipment/generator/proc/load_fuel(var/obj/item/stack/sheet/P)
if(P.type == fuel.type && P.amount > 0)
var/to_load = max(max_fuel - fuel.amount*fuel.perunit,0)
var/to_load = max(max_fuel - fuel.amount*fuel.mats_per_stack,0)
if(to_load)
var/units = min(max(round(to_load / P.perunit),1),P.amount)
var/units = min(max(round(to_load / P.mats_per_stack),1),P.amount)
fuel.amount += units
P.use(units)
occupant_message("[units] unit\s of [fuel] successfully loaded.")
@@ -454,7 +454,7 @@
if(cur_charge < chassis.cell.maxcharge)
use_fuel = fuel_per_cycle_active
chassis.give_power(power_per_cycle)
fuel.amount -= min(use_fuel/fuel.perunit,fuel.amount)
fuel.amount -= min(use_fuel/fuel.mats_per_stack,fuel.amount)
update_equip_info()
return 1
+23 -21
View File
@@ -36,7 +36,7 @@
/obj/machinery/mecha_part_fabricator/Initialize()
var/datum/component/material_container/materials = AddComponent(/datum/component/material_container,
list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE), 0,
list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/gold, /datum/material/diamond, /datum/material/plasma, /datum/material/uranium, /datum/material/bananium, /datum/material/titanium, /datum/material/bluespace), 0,
TRUE, /obj/item/stack, CALLBACK(src, .proc/is_insertion_ready), CALLBACK(src, .proc/AfterMaterialInsert))
materials.precise_insertion = TRUE
stored_research = new
@@ -109,7 +109,8 @@
var/i = 0
var/output
for(var/c in D.materials)
output += "[i?" | ":null][get_resource_cost_w_coeff(D, c)] [material2name(c)]"
var/datum/material/M = c
output += "[i?" | ":null][get_resource_cost_w_coeff(D, M)] [M.name]"
i++
return output
@@ -117,20 +118,22 @@
var/output
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
for(var/mat_id in materials.materials)
var/datum/material/M = materials.materials[mat_id]
output += "<span class=\"res_name\">[M.name]: </span>[M.amount] cm&sup3;"
if(M.amount >= MINERAL_MATERIAL_AMOUNT)
output += "<span style='font-size:80%;'>- Remove \[<a href='?src=[REF(src)];remove_mat=1;material=[mat_id]'>1</a>\]"
if(M.amount >= (MINERAL_MATERIAL_AMOUNT * 10))
output += " | \[<a href='?src=[REF(src)];remove_mat=10;material=[mat_id]'>10</a>\]"
output += " | \[<a href='?src=[REF(src)];remove_mat=50;material=[mat_id]'>All</a>\]</span>"
var/datum/material/M = mat_id
var/amount = materials.materials[mat_id]
output += "<span class=\"res_name\">[M.name]: </span>[amount] cm&sup3;"
if(amount >= MINERAL_MATERIAL_AMOUNT)
output += "<span style='font-size:80%;'>- Remove \[<a href='?src=[REF(src)];remove_mat=1;material=[REF(mat_id)]'>1</a>\]"
if(amount >= (MINERAL_MATERIAL_AMOUNT * 10))
output += " | \[<a href='?src=[REF(src)];remove_mat=10;material=[REF(M)]'>10</a>\]"
output += " | \[<a href='?src=[REF(src)];remove_mat=50;material=[REF(M)]'>All</a>\]</span>"
output += "<br/>"
return output
/obj/machinery/mecha_part_fabricator/proc/get_resources_w_coeff(datum/design/D)
var/list/resources = list()
for(var/R in D.materials)
resources[R] = get_resource_cost_w_coeff(D, R)
var/datum/material/M = R
resources[M] = get_resource_cost_w_coeff(D, M)
return resources
/obj/machinery/mecha_part_fabricator/proc/check_resources(datum/design/D)
@@ -147,7 +150,7 @@
var/list/res_coef = get_resources_w_coeff(D)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.use_amount(res_coef)
materials.use_materials(res_coef)
add_overlay("fab-active")
use_power = ACTIVE_POWER_USE
updateUsrDialog()
@@ -158,7 +161,8 @@
var/location = get_step(src,(dir))
var/obj/item/I = new D.build_path(location)
I.materials = res_coef
I.material_flags |= MATERIAL_NO_EFFECTS //Find a better way to do this.
I.set_custom_materials(res_coef)
say("\The [I] is complete.")
being_built = null
@@ -251,7 +255,7 @@
updateUsrDialog()
return
/obj/machinery/mecha_part_fabricator/proc/get_resource_cost_w_coeff(datum/design/D, resource, roundto = 1)
/obj/machinery/mecha_part_fabricator/proc/get_resource_cost_w_coeff(datum/design/D, var/datum/material/resource, roundto = 1)
return round(D.materials[resource]*component_coeff, roundto)
/obj/machinery/mecha_part_fabricator/proc/get_construction_time_w_coeff(datum/design/D, roundto = 1) //aran
@@ -390,7 +394,8 @@
if(href_list["remove_mat"] && href_list["material"])
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.retrieve_sheets(text2num(href_list["remove_mat"]), href_list["material"])
var/datum/material/Mat = locate(href_list["material"])
materials.retrieve_sheets(text2num(href_list["remove_mat"]), Mat)
updateUsrDialog()
return
@@ -400,10 +405,10 @@
materials.retrieve_all()
..()
/obj/machinery/mecha_part_fabricator/proc/AfterMaterialInsert(type_inserted, id_inserted, amount_inserted)
var/stack_name = material2name(id_inserted)
add_overlay("fab-load-[stack_name]")
addtimer(CALLBACK(src, /atom/proc/cut_overlay, "fab-load-[stack_name]"), 10)
/obj/machinery/mecha_part_fabricator/proc/AfterMaterialInsert(item_inserted, id_inserted, amount_inserted)
var/datum/material/M = id_inserted
add_overlay("fab-load-[M.name]")
addtimer(CALLBACK(src, /atom/proc/cut_overlay, "fab-load-[M.name]"), 10)
updateUsrDialog()
/obj/machinery/mecha_part_fabricator/attackby(obj/item/W, mob/user, params)
@@ -415,9 +420,6 @@
return ..()
/obj/machinery/mecha_part_fabricator/proc/material2name(ID)
return copytext_char(ID,2)
/obj/machinery/mecha_part_fabricator/proc/is_insertion_ready(mob/user)
if(panel_open)
to_chat(user, "<span class='warning'>You can't load [src] while it's opened!</span>")
+2 -5
View File
@@ -68,7 +68,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/equip_delay_other = 20 //In deciseconds, how long an item takes to put on another person
var/strip_delay = 40 //In deciseconds, how long an item takes to remove from another person
var/breakouttime = 0
var/list/materials
var/reskinned = FALSE
var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
@@ -112,8 +111,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
/obj/item/Initialize()
materials = typelist("materials", materials)
if (attack_verb)
attack_verb = typelist("attack_verb", attack_verb)
@@ -232,9 +229,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// Extractable materials. Only shows the names, not the amounts.
research_msg += ".<br><font color='purple'>Extractable materials:</font> "
if (materials.len)
if (length(custom_materials))
sep = ""
for(var/mat in materials)
for(var/mat in custom_materials)
research_msg += sep
research_msg += CallMaterialName(mat)
sep = ", "
+1 -1
View File
@@ -22,7 +22,7 @@ AI MODULES
throw_range = 7
var/list/laws = list()
var/bypass_law_amt_check = 0
materials = list(MAT_GOLD=50)
custom_materials = list(/datum/material/gold=50)
/obj/item/aiModule/examine(var/mob/user as mob)
. = ..()
+4 -4
View File
@@ -22,7 +22,7 @@ RLD
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=100000)
custom_materials = list(/datum/material/iron=100000)
req_access_txt = "11"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
@@ -603,7 +603,7 @@ RLD
energyfactor = 66
/obj/item/construction/rcd/loaded
materials = list(MAT_METAL=48000, MAT_GLASS=32000)
custom_materials = list(/datum/material/iron = 48000, /datum/material/glass = 32000)
matter = 160
/obj/item/construction/rcd/loaded/upgraded
@@ -635,13 +635,13 @@ RLD
item_state = "rcdammo"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=12000, MAT_GLASS=8000)
custom_materials = list(/datum/material/iron=12000, /datum/material/glass=8000)
var/ammoamt = 40
/obj/item/rcd_ammo/large
name = "large compressed matter cartridge"
desc = "Highly compressed matter for the RCD. Has four times the matter packed into the same space as a normal cartridge."
materials = list(MAT_METAL=48000, MAT_GLASS=32000)
custom_materials = list(/datum/material/iron=48000, /datum/material/glass=32000)
ammoamt = 160
+1 -1
View File
@@ -188,7 +188,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=75000, MAT_GLASS=37500)
custom_materials = list(/datum/material/iron=75000, /datum/material/glass=37500)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
+1 -1
View File
@@ -7,7 +7,7 @@
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
+4 -4
View File
@@ -1,6 +1,6 @@
/obj/item/wallframe
icon = 'icons/obj/wallframe.dmi'
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT*2)
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT*2)
flags_1 = CONDUCT_1
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
@@ -66,8 +66,8 @@
if(iswallturf(T))
T.attackby(src, user, params)
var/metal_amt = round(materials[MAT_METAL]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(materials[MAT_GLASS]/MINERAL_MATERIAL_AMOUNT)
var/metal_amt = round(custom_materials[getmaterialref(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(custom_materials[getmaterialref(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
if(istype(W, /obj/item/wrench) && (metal_amt || glass_amt))
to_chat(user, "<span class='notice'>You dismantle [src].</span>")
@@ -119,5 +119,5 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
grind_results = list(/datum/reagent/iron = 10, /datum/reagent/silicon = 10)
@@ -10,7 +10,7 @@
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_GLASS=1000)
custom_materials = list(/datum/material/glass=1000)
w_class = WEIGHT_CLASS_SMALL
grind_results = list(/datum/reagent/silicon = 20)
var/build_path = null
+4 -4
View File
@@ -730,22 +730,22 @@
name = "Defibrillator Healing Disk"
desc = "An upgrade which increases the healing power of the defibrillator"
icon_state = "heal_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 18000, MAT_GOLD = 6000, MAT_SILVER = 6000)
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 18000, /datum/material/gold = 6000, /datum/material/silver = 6000)
/obj/item/disk/medical/defib_shock
name = "Defibrillator Anti-Shock Disk"
desc = "A safety upgrade that guarantees only the patient will get shocked"
icon_state = "zap_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 18000, MAT_GOLD = 6000, MAT_SILVER = 6000)
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 18000, /datum/material/gold = 6000, /datum/material/silver = 6000)
/obj/item/disk/medical/defib_decay
name = "Defibrillator Body-Decay Extender Disk"
desc = "An upgrade allowing the defibrillator to work on more decayed bodies"
icon_state = "body_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 18000, MAT_GOLD = 16000, MAT_SILVER = 6000, MAT_TITANIUM = 2000)
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 18000, /datum/material/gold = 16000, /datum/material/silver = 6000, /datum/material/titanium = 2000)
/obj/item/disk/medical/defib_speed
name = "Defibrillator Fast Charge Disk"
desc = "An upgrade to the defibrillator capacitors, which let it charge faster"
icon_state = "fast_disk"
materials = list(MAT_METAL=16000, MAT_GLASS = 8000, MAT_GOLD = 26000, MAT_SILVER = 26000)
custom_materials = list(/datum/material/iron=16000, /datum/material/glass = 8000, /datum/material/gold = 26000, /datum/material/silver = 26000)
@@ -8,7 +8,7 @@
item_flags = NOBLUDGEON
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_METAL = 250, MAT_GLASS = 500)
custom_materials = list(/datum/material/iron = 250, /datum/material/glass = 500)
var/max_duration = 3000
var/duration = 300
var/last_use = 0
@@ -12,7 +12,7 @@
item_flags = NOBLUDGEON
force = 3
attack_verb = list("blown up", "exploded", "detonated")
materials = list(MAT_METAL=50, MAT_GLASS=30)
custom_materials = list(/datum/material/iron=50, /datum/material/glass=30)
/obj/item/doorCharge/ex_act(severity, target)
switch(severity)
@@ -5,7 +5,7 @@
icon = 'icons/obj/module.dmi'
icon_state = "boris"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 50, MAT_GLASS = 300)
custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 300)
var/recharging = FALSE
var/circuits = 5 //How many circuits the pseudocircuit has left
var/static/recycleable_circuits = typecacheof(list(/obj/item/electronics/firelock, /obj/item/electronics/airalarm, /obj/item/electronics/firealarm, \
@@ -9,7 +9,7 @@
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
custom_materials = list(/datum/material/iron=50, /datum/material/glass=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = FALSE
var/brightness_on = 4 //range of light when on
@@ -224,7 +224,7 @@
light_color = "#FFDDBB"
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
materials = list()
custom_materials = null
on = TRUE
@@ -362,7 +362,7 @@
item_state = "slime"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
materials = list()
custom_materials = null
brightness_on = 6 //luminosity when on
light_color = "#FFEEAA"
flashlight_power = 0.6
@@ -9,7 +9,7 @@
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_METAL=250, MAT_GLASS=500)
custom_materials = list(/datum/material/iron=250, /datum/material/glass=500)
var/max_shield_integrity = 100
var/shield_integrity = 250
var/max_fields = 3
@@ -18,7 +18,7 @@
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
custom_materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
var/grace = RAD_GRACE_PERIOD
var/datum/looping_sound/geiger/soundloop
@@ -8,7 +8,7 @@
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=500, MAT_GLASS=500)
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
w_class = WEIGHT_CLASS_SMALL
var/turf/pointer_loc
var/energy = 5
+1 -1
View File
@@ -24,7 +24,7 @@
throwforce = 0
throw_range = 7
throw_speed = 3
materials = list(MAT_METAL=50, MAT_GLASS=20)
custom_materials = list(/datum/material/iron=50, /datum/material/glass=20)
var/obj/machinery/buffer // simple machine buffer for device linkage
toolspeed = 1
tool_behaviour = TOOL_MULTITOOL
@@ -6,7 +6,7 @@
item_flags = NOBLUDGEON
var/paint_color = "grey"
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2000)
/obj/item/pipe_painter/afterattack(atom/A, mob/user, proximity_flag)
. = ..()
+1 -1
View File
@@ -13,7 +13,7 @@
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
custom_materials = list(/datum/material/iron=750)
var/drain_rate = 1600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e10 // maximum power that can be drained before exploding
@@ -9,7 +9,7 @@
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
materials = list(MAT_METAL=10000, MAT_GLASS=2500)
custom_materials = list(/datum/material/iron=10000, /datum/material/glass=2500)
var/code = 2
var/frequency = FREQ_ELECTROPACK
@@ -157,7 +157,7 @@ Code:
w_class = WEIGHT_CLASS_SMALL
strip_delay = 60
equip_delay_other = 60
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
custom_materials = list(/datum/material/iron = 5000, /datum/material/glass = 2000)
var/tagname = null
@@ -166,7 +166,7 @@ Code:
id = "shockcollar"
build_type = AUTOLATHE
build_path = /obj/item/electropack/shockcollar
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
materials = list(/datum/material/iron = 5000, /datum/material/glass =2000)
category = list("hacked", "Misc")
/obj/item/electropack/shockcollar/attack_hand(mob/user)
@@ -19,7 +19,7 @@ GLOBAL_LIST_INIT(channel_tokens, list(
desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
custom_materials = list(/datum/material/iron=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
@@ -147,4 +147,4 @@
result_path = /obj/item/radio/intercom/unscrewed
pixel_shift = 29
inverse = TRUE
materials = list(MAT_METAL = 75, MAT_GLASS = 25)
custom_materials = list(/datum/material/iron = 75, /datum/material/glass = 25)
@@ -11,7 +11,7 @@
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=75, MAT_GLASS=25)
custom_materials = list(/datum/material/iron=75, /datum/material/glass=25)
obj_flags = USES_TGUI
var/on = TRUE
+5 -5
View File
@@ -19,7 +19,7 @@ SLIME SCANNER
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_METAL=150)
custom_materials = list(/datum/material/iron=150)
/obj/item/t_scanner/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to emit terahertz-rays into [user.p_their()] brain with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -75,7 +75,7 @@ SLIME SCANNER
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=200)
custom_materials = list(/datum/material/iron=200)
var/mode = 1
var/scanmode = 0
var/advanced = FALSE
@@ -517,7 +517,7 @@ SLIME SCANNER
throw_speed = 3
throw_range = 7
tool_behaviour = TOOL_ANALYZER
materials = list(MAT_METAL=30, MAT_GLASS=20)
custom_materials = list(/datum/material/iron=30, /datum/material/glass=20)
grind_results = list(/datum/reagent/mercury = 5, /datum/reagent/iron = 5, /datum/reagent/silicon = 5)
var/cooldown = FALSE
var/cooldown_time = 250
@@ -707,7 +707,7 @@ SLIME SCANNER
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
custom_materials = list(/datum/material/iron=30, /datum/material/glass=20)
/obj/item/slime_scanner/attack(mob/living/M, mob/living/user)
if(user.stat || user.eye_blind)
@@ -766,7 +766,7 @@ SLIME SCANNER
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=200)
custom_materials = list(/datum/material/iron=200)
/obj/item/nanite_scanner/attack(mob/living/M, mob/living/carbon/human/user)
user.visible_message("<span class='notice'>[user] has analyzed [M]'s nanites.</span>")
@@ -9,7 +9,7 @@
w_class = WEIGHT_CLASS_SMALL
flags_1 = HEAR_1
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=60, MAT_GLASS=30)
custom_materials = list(/datum/material/iron=60, /datum/material/glass=30)
force = 2
throwforce = 0
var/recording = 0
@@ -243,7 +243,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=20, MAT_GLASS=5)
custom_materials = list(/datum/material/iron=20, /datum/material/glass=5)
force = 1
throwforce = 0
var/max_capacity = 600
@@ -69,7 +69,7 @@ effective or pretty fucking useless.
*/
/obj/item/healthanalyzer/rad_laser
materials = list(MAT_METAL=400)
custom_materials = list(/datum/material/iron=400)
var/irradiate = 1
var/intensity = 10 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
+2 -2
View File
@@ -11,7 +11,7 @@
throw_speed = 2
throw_range = 7
force = 10
materials = list(MAT_METAL = 90)
custom_materials = list(/datum/material/iron = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
dog_fashion = /datum/dog_fashion/back
resistance_flags = FIRE_PROOF
@@ -36,7 +36,7 @@
throwforce = 2
w_class = WEIGHT_CLASS_SMALL
force = 3
materials = list(MAT_METAL = 50, MAT_GLASS = 40)
custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 40)
max_water = 30
sprite_name = "miniFE"
dog_fashion = null
+1 -1
View File
@@ -12,7 +12,7 @@
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=500)
custom_materials = list(/datum/material/iron=500)
resistance_flags = FIRE_PROOF
var/status = FALSE
var/lit = FALSE //on or off
+3 -3
View File
@@ -36,7 +36,7 @@
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=500)
custom_materials = list(/datum/material/iron=500)
breakouttime = 600 //Deciseconds = 60s = 1 minute
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
@@ -117,7 +117,7 @@
color = "#ff0000"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150, MAT_GLASS=75)
custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
breakouttime = 300 //Deciseconds = 30s
cuffsound = 'sound/weapons/cablecuff.ogg'
@@ -202,7 +202,7 @@
item_state = "zipties"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
materials = list()
custom_materials = null
breakouttime = 450 //Deciseconds = 45s
trashtype = /obj/item/restraints/handcuffs/cable/zipties/used
item_color = "white"
@@ -9,7 +9,7 @@
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_GLASS=500)
custom_materials = list(/datum/material/glass=500)
var/obj/item/implant/imp = null
var/imp_type
@@ -9,7 +9,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=600, MAT_GLASS=200)
custom_materials = list(/datum/material/iron=600, /datum/material/glass=200)
var/obj/item/implant/imp = null
var/imp_type = null
+5 -5
View File
@@ -22,7 +22,7 @@
throwforce = 0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=80)
custom_materials = list(/datum/material/iron=80)
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -65,7 +65,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=12000)
custom_materials = list(/datum/material/iron=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
@@ -104,7 +104,7 @@
flags_1 = CONDUCT_1
force = 15
throwforce = 10
materials = list(MAT_METAL=18000)
custom_materials = list(/datum/material/iron=18000)
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_NORMAL
@@ -136,7 +136,7 @@
desc = "A sharpened bone. The bare minimum in survival."
force = 15
throwforce = 15
materials = list()
custom_materials = null
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
@@ -153,7 +153,7 @@
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
force = 8
throwforce = 12//fuck git
materials = list()
custom_materials = null
attack_verb = list("shanked", "shivved")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+28 -2
View File
@@ -24,7 +24,7 @@
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
materials = list(MAT_METAL = 1000)
custom_materials = list(/datum/material/iron = 1000)
/obj/item/melee/chainofcommand/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -67,7 +67,7 @@
sharpness = IS_SHARP
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(MAT_METAL = 1000)
custom_materials = list(/datum/material/iron = 1000)
total_mass = 3.4
/obj/item/melee/sabre/Initialize()
@@ -507,3 +507,29 @@
held_sausage.name = "[target.name]-roasted [held_sausage.name]"
held_sausage.desc = "[held_sausage.desc] It has been cooked to perfection on \a [target]."
update_icon()
/obj/item/melee/cleric_mace
name = "cleric mace"
desc = "The grandson of the club, yet the grandfather of the baseball bat. Most notably used by holy orders in days past."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "mace_greyscale"
item_state = "mace_greyscale"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR //Material type changes the prefix as well as the color.
custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace.
slot_flags = ITEM_SLOT_BELT
force = 14
w_class = WEIGHT_CLASS_BULKY
throwforce = 8
block_chance = 10
armour_penetration = 50
attack_verb = list("smacked", "struck", "cracked", "beaten")
var/overlay_state = "mace_handle"
var/mutable_appearance/overlay
/obj/item/melee/cleric_mace/Initialize()
. = ..()
overlay = mutable_appearance(icon, overlay_state)
overlay.appearance_flags = RESET_COLOR
add_overlay(overlay)
+1 -1
View File
@@ -15,7 +15,7 @@
w_class = WEIGHT_CLASS_BULKY
throw_speed = 2
throw_range = 3
materials = list(MAT_METAL = 7500, MAT_GLASS = 100)
custom_materials = list(/datum/material/iron = 7500, /datum/material/glass = 100)
var/open = TRUE
var/locked = FALSE
var/list/occupants = list()
+1 -1
View File
@@ -12,7 +12,7 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL = 500, MAT_GLASS = 250)
custom_materials = list(/datum/material/iron = 500, /datum/material/glass = 250)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/active = FALSE
var/atom/movable/target //The thing we're searching for
+3 -3
View File
@@ -20,7 +20,7 @@
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
transparent = TRUE
@@ -106,7 +106,7 @@
item_state = "buckler"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
materials = list()
custom_materials = null
resistance_flags = FLAMMABLE
block_chance = 30
transparent = FALSE
@@ -217,7 +217,7 @@
icon = 'icons/obj/items_and_weapons.dmi'
item_state = "metal"
icon_state = "makeshift_shield"
materials = list(MAT_METAL = 18000)
custom_materials = list(/datum/material/iron = 18000)
slot_flags = null
block_chance = 35
force = 10
+3 -3
View File
@@ -6,7 +6,7 @@
icon_state = "bluespace_crystal"
singular_name = "bluespace crystal"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT)
points = 50
var/blink_range = 8 // The teleport range when crushed/thrown at someone.
refined_type = /obj/item/stack/sheet/bluespace_crystal
@@ -49,7 +49,7 @@
/obj/item/stack/ore/bluespace_crystal/artificial
name = "artificial bluespace crystal"
desc = "An artificially made bluespace crystal, it looks delicate."
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT*0.5)
custom_materials = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT*0.5)
blink_range = 4 // Not as good as the organic stuff!
points = 0 //nice try
refined_type = null
@@ -63,7 +63,7 @@
item_state = "sheet-polycrystal"
singular_name = "bluespace polycrystal"
desc = "A stable polycrystal, made of fused-together bluespace crystals. You could probably break one off."
materials = list(MAT_BLUESPACE=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("bluespace polybashed", "bluespace polybattered", "bluespace polybludgeoned", "bluespace polythrashed", "bluespace polysmashed")
novariants = TRUE
grind_results = list(/datum/reagent/bluespace = 20)
+1 -1
View File
@@ -126,7 +126,7 @@
heal_brute = 0
/obj/item/stack/medical/gauze/cyborg
materials = list()
custom_materials = null
is_cyborg = 1
cost = 250
+8 -5
View File
@@ -16,7 +16,8 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
throwforce = 10
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=1000)
custom_materials = list(/datum/material/iron=1000)
mats_per_stack = 1000
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
@@ -25,13 +26,15 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
/obj/item/stack/rods/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to stuff \the [src] down [user.p_their()] throat! It looks like [user.p_theyre()] trying to commit suicide!</span>")//it looks like theyre ur mum
return BRUTELOSS
/obj/item/stack/rods/Initialize(mapload, new_amount, merge = TRUE)
. = ..()
recipes = GLOB.rod_recipes
update_icon()
/obj/item/stack/rods/get_main_recipes()
. = ..()
. += GLOB.rod_recipes
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
@@ -70,7 +73,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
return ..()
/obj/item/stack/rods/cyborg
materials = list()
custom_materials = null
is_cyborg = 1
cost = 250
+34 -30
View File
@@ -31,11 +31,12 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
singular_name = "glass sheet"
icon_state = "sheet-glass"
item_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list(/datum/reagent/silicon = 20)
material_type = /datum/material/glass
point_value = 1
tableVariant = /obj/structure/table/glass
shard_type = /obj/item/shard
@@ -45,7 +46,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
return BRUTELOSS
/obj/item/stack/sheet/glass/cyborg
materials = list()
custom_materials = null
is_cyborg = 1
cost = 500
@@ -55,9 +56,9 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
/obj/item/stack/sheet/glass/five
amount = 5
/obj/item/stack/sheet/glass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.glass_recipes
return ..()
/obj/item/stack/sheet/glass/get_main_recipes()
. = ..()
. += GLOB.glass_recipes
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -100,20 +101,21 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
singular_name = "plasma glass sheet"
icon_state = "sheet-pglass"
item_state = "sheet-pglass"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
tableVariant = /obj/structure/table/plasmaglass
material_flags = MATERIAL_NO_EFFECTS
shard_type = /obj/item/shard/plasma
/obj/item/stack/sheet/plasmaglass/fifty
amount = 50
/obj/item/stack/sheet/plasmaglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.pglass_recipes
return ..()
/obj/item/stack/sheet/plasmaglass/get_main_recipes()
. = ..()
. += GLOB.pglass_recipes
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -155,7 +157,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
item_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
@@ -171,7 +173,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
S.obj_integrity *= 2
/obj/item/stack/sheet/rglass/cyborg
materials = list()
custom_materials = null
var/datum/robot_energy_storage/glasource
var/metcost = 250
var/glacost = 500
@@ -187,9 +189,9 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
source.add_charge(amount * metcost)
glasource.add_charge(amount * glacost)
/obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.reinforced_glass_recipes
return ..()
/obj/item/stack/sheet/rglass/get_main_recipes()
. = ..()
. += GLOB.reinforced_glass_recipes
GLOBAL_LIST_INIT(prglass_recipes, list ( \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/plasma/reinforced/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
@@ -202,22 +204,23 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-prglass"
item_state = "sheet-prglass"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT, MAT_METAL=MINERAL_MATERIAL_AMOUNT * 0.5,)
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5,)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
material_flags = MATERIAL_NO_EFFECTS
merge_type = /obj/item/stack/sheet/plasmarglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
point_value = 23
shard_type = /obj/item/shard/plasma
/obj/item/stack/sheet/plasmarglass/get_main_recipes()
. = ..()
. += GLOB.prglass_recipes
/obj/item/stack/sheet/plasmarglass/on_solar_construction(obj/machinery/power/solar/S)
S.obj_integrity *= 2.2
S.efficiency *= 1.2
/obj/item/stack/sheet/plasmarglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.prglass_recipes
return ..()
GLOBAL_LIST_INIT(titaniumglass_recipes, list(
new/datum/stack_recipe("shuttle window", /obj/structure/window/shuttle/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
))
@@ -228,20 +231,20 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
singular_name = "titanium glass sheet"
icon_state = "sheet-titaniumglass"
item_state = "sheet-titaniumglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
shard_type = /obj/item/shard
/obj/item/stack/sheet/titaniumglass/get_main_recipes()
. = ..()
. += GLOB.titaniumglass_recipes
/obj/item/stack/sheet/titaniumglass/on_solar_construction(obj/machinery/power/solar/S)
S.obj_integrity *= 2.5
S.efficiency *= 1.5
/obj/item/stack/sheet/titaniumglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.titaniumglass_recipes
return ..()
GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
new/datum/stack_recipe("plastitanium window", /obj/structure/window/plastitanium/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
))
@@ -252,8 +255,9 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
singular_name = "plastitanium glass sheet"
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-plastitaniumglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
material_flags = MATERIAL_NO_EFFECTS
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
shard_type = /obj/item/shard
@@ -261,9 +265,9 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
/obj/item/stack/sheet/plastitaniumglass/fifty
amount = 50
/obj/item/stack/sheet/plastitaniumglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.plastitaniumglass_recipes
return ..()
/obj/item/stack/sheet/plastitaniumglass/get_main_recipes()
. = ..()
. += GLOB.plastitaniumglass_recipes
/obj/item/stack/sheet/titaniumglass/on_solar_construction(obj/machinery/power/solar/S)
S.obj_integrity *= 2
@@ -280,7 +284,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
item_state = "shard-glass"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
@@ -379,7 +383,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
force = 6
throwforce = 11
icon_state = "plasmalarge"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plasma"
/obj/item/shard/plasma/alien
@@ -15,9 +15,9 @@ GLOBAL_LIST_INIT(human_recipes, list( \
new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/hooded/bloated_human, 5), \
))
/obj/item/stack/sheet/animalhide/human/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.human_recipes
return ..()
/obj/item/stack/sheet/animalhide/human/get_main_recipes()
. = ..()
. += GLOB.human_recipes
/obj/item/stack/sheet/animalhide/generic
name = "skin"
@@ -46,17 +46,17 @@ GLOBAL_LIST_INIT(gondola_recipes, list ( \
icon_state = "sheet-gondola"
item_state = "sheet-gondola"
/obj/item/stack/sheet/animalhide/gondola/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.gondola_recipes
return ..()
/obj/item/stack/sheet/animalhide/gondola/get_main_recipes()
. = ..()
. += GLOB.gondola_recipes
GLOBAL_LIST_INIT(corgi_recipes, list ( \
new/datum/stack_recipe("corgi costume", /obj/item/clothing/suit/hooded/ian_costume, 3), \
))
/obj/item/stack/sheet/animalhide/corgi/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.corgi_recipes
return ..()
/obj/item/stack/sheet/animalhide/corgi/get_main_recipes()
. = ..()
. += GLOB.corgi_recipes
/obj/item/stack/sheet/animalhide/cat
name = "cat hide"
@@ -77,9 +77,9 @@ GLOBAL_LIST_INIT(monkey_recipes, list ( \
new/datum/stack_recipe("monkey suit", /obj/item/clothing/suit/monkeysuit, 2), \
))
/obj/item/stack/sheet/animalhide/monkey/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.monkey_recipes
return ..()
/obj/item/stack/sheet/animalhide/monkey/get_main_recipes()
. = ..()
. += GLOB.monkey_recipes
/obj/item/stack/sheet/animalhide/lizard
name = "lizard skin"
@@ -100,9 +100,9 @@ GLOBAL_LIST_INIT(xeno_recipes, list ( \
new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/xenos, 2), \
))
/obj/item/stack/sheet/animalhide/xeno/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.xeno_recipes
return ..()
/obj/item/stack/sheet/animalhide/xeno/get_main_recipes()
. = ..()
. += GLOB.xeno_recipes
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
@@ -163,9 +163,9 @@ GLOBAL_LIST_INIT(leather_recipes, list ( \
new/datum/stack_recipe("leather overcoat", /obj/item/clothing/suit/jacket/leather/overcoat, 10), \
))
/obj/item/stack/sheet/leather/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.leather_recipes
return ..()
/obj/item/stack/sheet/leather/get_main_recipes()
. = ..()
. += GLOB.leather_recipes
/*
* Sinew
@@ -183,9 +183,9 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/sinew, 1), \
))
/obj/item/stack/sheet/sinew/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.sinew_recipes
return ..()
/obj/item/stack/sheet/sinew/get_main_recipes()
. = ..()
. += GLOB.sinew_recipes
/*
* Plates
@@ -19,11 +19,6 @@ Mineral Sheets
- Coal
*/
/obj/item/stack/sheet/mineral/Initialize(mapload)
pixel_x = rand(-4, 4)
pixel_y = rand(-4, 4)
. = ..()
/*
* Sandstone
*/
@@ -44,13 +39,13 @@ GLOBAL_LIST_INIT(sandstone_recipes, list ( \
item_state = "sheet-sandstone"
throw_speed = 3
throw_range = 5
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
sheettype = "sandstone"
merge_type = /obj/item/stack/sheet/mineral/sandstone
/obj/item/stack/sheet/mineral/sandstone/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.sandstone_recipes
/obj/item/stack/sheet/mineral/sandstone/get_main_recipes()
. = ..()
. += GLOB.sandstone_recipes
/obj/item/stack/sheet/mineral/sandstone/thirty
amount = 30
@@ -74,9 +69,9 @@ GLOBAL_LIST_INIT(sandbag_recipes, list ( \
new/datum/stack_recipe("sandbags", /obj/structure/barricade/sandbags, 1, time = 25, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/sandbags/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.sandbag_recipes
/obj/item/stack/sheet/mineral/sandbags/get_main_recipes()
. = ..()
. += GLOB.sandbag_recipes
/obj/item/emptysandbag
name = "empty sandbag"
@@ -106,11 +101,12 @@ GLOBAL_LIST_INIT(sandbag_recipes, list ( \
item_state = "sheet-diamond"
singular_name = "diamond"
sheettype = "diamond"
materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT)
novariants = TRUE
grind_results = list(/datum/reagent/carbon = 20)
point_value = 25
merge_type = /obj/item/stack/sheet/mineral/diamond
material_type = /datum/material/diamond
GLOBAL_LIST_INIT(diamond_recipes, list ( \
new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \
@@ -120,9 +116,9 @@ GLOBAL_LIST_INIT(diamond_recipes, list ( \
new/datum/stack_recipe("AI Core Statue", /obj/structure/statue/diamond/ai2, 5, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/diamond/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.diamond_recipes
/obj/item/stack/sheet/mineral/diamond/get_main_recipes()
. = ..()
. += GLOB.diamond_recipes
/*
* Uranium
@@ -133,11 +129,12 @@ GLOBAL_LIST_INIT(diamond_recipes, list ( \
item_state = "sheet-uranium"
singular_name = "uranium sheet"
sheettype = "uranium"
materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT)
novariants = TRUE
grind_results = list(/datum/reagent/uranium = 20)
point_value = 20
merge_type = /obj/item/stack/sheet/mineral/uranium
material_type = /datum/material/uranium
GLOBAL_LIST_INIT(uranium_recipes, list ( \
new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \
@@ -146,9 +143,9 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \
new/datum/stack_recipe("Engineer Statue", /obj/structure/statue/uranium/eng, 5, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/uranium/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.uranium_recipes
/obj/item/stack/sheet/mineral/uranium/get_main_recipes()
. = ..()
. += GLOB.uranium_recipes
/*
* Plasma
@@ -161,10 +158,11 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \
sheettype = "plasma"
resistance_flags = FLAMMABLE
max_integrity = 100
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
grind_results = list(/datum/reagent/toxin/plasma = 20)
point_value = 20
merge_type = /obj/item/stack/sheet/mineral/plasma
material_type = /datum/material/plasma
/obj/item/stack/sheet/mineral/plasma/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins licking \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -176,9 +174,9 @@ GLOBAL_LIST_INIT(plasma_recipes, list ( \
new/datum/stack_recipe("Scientist Statue", /obj/structure/statue/plasma/scientist, 5, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/plasma/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.plasma_recipes
/obj/item/stack/sheet/mineral/plasma/get_main_recipes()
. = ..()
. += GLOB.plasma_recipes
/obj/item/stack/sheet/mineral/plasma/attackby(obj/item/W as obj, mob/user as mob, params)
if(W.get_temperature() > 300)//If the temperature of the object is over 300, then ignite
@@ -202,10 +200,11 @@ GLOBAL_LIST_INIT(plasma_recipes, list ( \
item_state = "sheet-gold"
singular_name = "gold bar"
sheettype = "gold"
materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT)
grind_results = list(/datum/reagent/gold = 20)
point_value = 20
merge_type = /obj/item/stack/sheet/mineral/gold
material_type = /datum/material/gold
GLOBAL_LIST_INIT(gold_recipes, list ( \
new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \
@@ -218,9 +217,9 @@ GLOBAL_LIST_INIT(gold_recipes, list ( \
new/datum/stack_recipe("CMO Statue", /obj/structure/statue/gold/cmo, 5, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/gold/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.gold_recipes
/obj/item/stack/sheet/mineral/gold/get_main_recipes()
. = ..()
. += GLOB.gold_recipes
/*
* Silver
@@ -231,10 +230,11 @@ GLOBAL_LIST_INIT(gold_recipes, list ( \
item_state = "sheet-silver"
singular_name = "silver bar"
sheettype = "silver"
materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT)
grind_results = list(/datum/reagent/silver = 20)
point_value = 20
merge_type = /obj/item/stack/sheet/mineral/silver
material_type = /datum/material/silver
tableVariant = /obj/structure/table/optable
GLOBAL_LIST_INIT(silver_recipes, list ( \
@@ -247,9 +247,9 @@ GLOBAL_LIST_INIT(silver_recipes, list ( \
new/datum/stack_recipe("Med Borg Statue", /obj/structure/statue/silver/medborg, 5, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/silver/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.silver_recipes
/obj/item/stack/sheet/mineral/silver/get_main_recipes()
. = ..()
. += GLOB.silver_recipes
/*
* Clown
@@ -260,20 +260,21 @@ GLOBAL_LIST_INIT(silver_recipes, list ( \
item_state = "sheet-bananium"
singular_name = "bananium sheet"
sheettype = "bananium"
materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT)
novariants = TRUE
grind_results = list(/datum/reagent/consumable/banana = 20)
point_value = 50
merge_type = /obj/item/stack/sheet/mineral/bananium
material_type = /datum/material/bananium
GLOBAL_LIST_INIT(bananium_recipes, list ( \
new/datum/stack_recipe("bananium tile", /obj/item/stack/tile/mineral/bananium, 1, 4, 20), \
new/datum/stack_recipe("Clown Statue", /obj/structure/statue/bananium/clown, 5, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/bananium/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.bananium_recipes
/obj/item/stack/sheet/mineral/bananium/get_main_recipes()
. = ..()
. += GLOB.bananium_recipes
/*
* Titanium
@@ -289,17 +290,18 @@ GLOBAL_LIST_INIT(bananium_recipes, list ( \
throw_speed = 1
throw_range = 3
sheettype = "titanium"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT)
point_value = 20
merge_type = /obj/item/stack/sheet/mineral/titanium
material_type = /datum/material/titanium
GLOBAL_LIST_INIT(titanium_recipes, list ( \
new/datum/stack_recipe("titanium tile", /obj/item/stack/tile/mineral/titanium, 1, 4, 20), \
))
/obj/item/stack/sheet/mineral/titanium/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.titanium_recipes
/obj/item/stack/sheet/mineral/titanium/get_main_recipes()
. = ..()
. += GLOB.titanium_recipes
/obj/item/stack/sheet/mineral/titanium/fifty
amount = 50
@@ -319,9 +321,10 @@ GLOBAL_LIST_INIT(titanium_recipes, list ( \
throw_speed = 1
throw_range = 3
sheettype = "plastitanium"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
point_value = 45
merge_type = /obj/item/stack/sheet/mineral/plastitanium
material_flags = MATERIAL_NO_EFFECTS
/obj/item/stack/sheet/mineral/plastitanium/fifty
amount = 50
@@ -330,9 +333,9 @@ GLOBAL_LIST_INIT(plastitanium_recipes, list ( \
new/datum/stack_recipe("plastitanium tile", /obj/item/stack/tile/mineral/plastitanium, 1, 4, 20), \
))
/obj/item/stack/sheet/mineral/plastitanium/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.plastitanium_recipes
/obj/item/stack/sheet/mineral/plastitanium/get_main_recipes()
. = ..()
. += GLOB.plastitanium_recipes
/****************************** Others ****************************/
@@ -348,11 +351,26 @@ GLOBAL_LIST_INIT(adamantine_recipes, list(
icon_state = "sheet-adamantine"
item_state = "sheet-adamantine"
singular_name = "adamantine sheet"
custom_materials = list(/datum/material/adamantine=MINERAL_MATERIAL_AMOUNT)
merge_type = /obj/item/stack/sheet/mineral/adamantine
/obj/item/stack/sheet/mineral/adamantine/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.adamantine_recipes
/obj/item/stack/sheet/mineral/adamantine/get_main_recipes()
. = ..()
. += GLOB.adamantine_recipes
/*
* Runite
*/
/obj/item/stack/sheet/mineral/runite
name = "Runite"
desc = "Rare material found in distant lands."
singular_name = "runite bar"
icon_state = "sheet-runite"
item_state = "sheet-runite"
custom_materials = list(/datum/material/runite=MINERAL_MATERIAL_AMOUNT)
merge_type = /obj/item/stack/sheet/mineral/runite
material_type = /datum/material/runite
/*
* Mythril
@@ -363,6 +381,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list(
item_state = "sheet-mythril"
singular_name = "mythril sheet"
novariants = TRUE
custom_materials = list(/datum/material/mythril=MINERAL_MATERIAL_AMOUNT)
merge_type = /obj/item/stack/sheet/mineral/mythril
/*
@@ -384,9 +403,9 @@ GLOBAL_LIST_INIT(snow_recipes, list ( \
new/datum/stack_recipe("Snowball", /obj/item/toy/snowball, 1), \
))
/obj/item/stack/sheet/mineral/snow/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.snow_recipes
/obj/item/stack/sheet/mineral/snow/get_main_recipes()
. = ..()
. += GLOB.snow_recipes
/*
* Alien Alloy
@@ -411,9 +430,9 @@ GLOBAL_LIST_INIT(abductor_recipes, list ( \
new/datum/stack_recipe("alien floor tile", /obj/item/stack/tile/mineral/abductor, 1, 4, 20), \
))
/obj/item/stack/sheet/mineral/abductor/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.abductor_recipes
/obj/item/stack/sheet/mineral/abductor/get_main_recipes()
. = ..()
. += GLOB.abductor_recipes
/*
* Coal
@@ -24,7 +24,6 @@
GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bar stool", /obj/structure/chair/stool/bar, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \
//CIT CHANGE - adds sofas to metal recipe list
new/datum/stack_recipe_list("sofas", list( \
@@ -107,14 +106,14 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
singular_name = "metal sheet"
icon_state = "sheet-metal"
item_state = "sheet-metal"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT)
throwforce = 10
flags_1 = CONDUCT_1
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/metal
grind_results = list(/datum/reagent/iron = 20)
point_value = 2
tableVariant = /obj/structure/table
material_type = /datum/material/iron
/obj/item/stack/sheet/metal/ratvar_act()
new /obj/item/stack/tile/brass(loc, amount)
@@ -137,13 +136,13 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
amount = 5
/obj/item/stack/sheet/metal/cyborg
materials = list()
custom_materials = null
is_cyborg = 1
cost = 500
/obj/item/stack/sheet/metal/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.metal_recipes
return ..()
/obj/item/stack/sheet/metal/get_main_recipes()
. = ..()
. += GLOB.metal_recipes
/obj/item/stack/sheet/metal/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins whacking [user.p_them()]self over the head with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -169,7 +168,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
desc = "This sheet is an alloy of iron and plasma."
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
materials = list(MAT_METAL=2000, MAT_PLASMA=2000)
custom_materials = list(/datum/material/iron=2000, /datum/material/plasma=2000)
throwforce = 10
flags_1 = CONDUCT_1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
@@ -178,10 +177,11 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
grind_results = list(/datum/reagent/iron = 20, /datum/reagent/toxin/plasma = 20)
point_value = 23
tableVariant = /obj/structure/table/reinforced
material_flags = MATERIAL_NO_EFFECTS
/obj/item/stack/sheet/plasteel/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.plasteel_recipes
return ..()
/obj/item/stack/sheet/plasteel/get_main_recipes()
. = ..()
. += GLOB.plasteel_recipes
/obj/item/stack/sheet/plasteel/twenty
amount = 20
@@ -275,9 +275,9 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
else
. = ..()
/obj/item/stack/sheet/mineral/wood/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.wood_recipes
return ..()
/obj/item/stack/sheet/mineral/wood/get_main_recipes()
. = ..()
. += GLOB.wood_recipes
/obj/item/stack/sheet/mineral/wood/twenty
amount = 20
@@ -307,9 +307,9 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \
merge_type = /obj/item/stack/sheet/mineral/bamboo
grind_results = list(/datum/reagent/carbon = 5)
/obj/item/stack/sheet/mineral/bamboo/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.bamboo_recipes
return ..()
/obj/item/stack/sheet/mineral/bamboo/get_main_recipes()
. = ..()
. += GLOB.bamboo_recipes
/obj/item/stack/sheet/mineral/bamboo/ten
amount = 10
@@ -363,9 +363,9 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
loom_result = /obj/item/stack/sheet/silk
merge_type = /obj/item/stack/sheet/cloth
/obj/item/stack/sheet/cloth/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.cloth_recipes
return ..()
/obj/item/stack/sheet/cloth/get_main_recipes()
. = ..()
. += GLOB.cloth_recipes
/obj/item/stack/sheet/cloth/ten
amount = 10
@@ -393,9 +393,9 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
novariants = TRUE
merge_type = /obj/item/stack/sheet/silk
/obj/item/stack/sheet/silk/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.silk_recipes
return ..()
/obj/item/stack/sheet/silk/get_main_recipes()
. = ..()
. += GLOB.silk_recipes
/*
* Durathread
@@ -418,9 +418,9 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
throwforce = 0
merge_type = /obj/item/stack/sheet/durathread
/obj/item/stack/sheet/durathread/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.durathread_recipes
return ..()
/obj/item/stack/sheet/durathread/get_main_recipes()
. = ..()
. += GLOB.durathread_recipes
/*
* Cardboard
@@ -497,9 +497,9 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
merge_type = /obj/item/stack/sheet/cardboard
novariants = TRUE
/obj/item/stack/sheet/cardboard/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.cardboard_recipes
return ..()
/obj/item/stack/sheet/cardboard/get_main_recipes()
. = ..()
. += GLOB.cardboard_recipes
/obj/item/stack/sheet/cardboard/fifty
amount = 50
@@ -555,9 +555,9 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \
return FALSE
return ..()
/obj/item/stack/sheet/runed_metal/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.runed_metal_recipes
return ..()
/obj/item/stack/sheet/runed_metal/get_main_recipes()
. = ..()
. += GLOB.runed_metal_recipes
/obj/item/stack/sheet/runed_metal/fifty
amount = 50
@@ -627,11 +627,9 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
return
..()
/obj/item/stack/tile/brass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.brass_recipes
/obj/item/stack/tile/brass/get_main_recipes()
. = ..()
pixel_x = 0
pixel_y = 0
. += GLOB.brass_recipes
/obj/item/stack/tile/brass/fifty
amount = 50
@@ -675,11 +673,9 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \
to_chat(user, "<span class='danger'>Wha... what is this cheap imitation crap? This isn't brass at all!</span>")
..()
/obj/item/stack/tile/bronze/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.bronze_recipes
/obj/item/stack/tile/bronze/get_main_recipes()
. = ..()
pixel_x = 0
pixel_y = 0
. += GLOB.bronze_recipes
/obj/item/stack/tile/bronze/thirty
amount = 30
@@ -713,10 +709,6 @@ GLOBAL_LIST_INIT(bone_recipes, list(
new /datum/stack_recipe("Skull Helmet", /obj/item/clothing/head/helmet/skull, 4, time = 30), \
new /datum/stack_recipe("Bone Armor", /obj/item/clothing/suit/armor/bone, 6, time = 30)))
/obj/item/stack/sheet/bone/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.bone_recipes
. = ..()
/obj/item/stack/sheet/bone
name = "bones"
icon = 'icons/obj/mining.dmi'
@@ -733,6 +725,10 @@ GLOBAL_LIST_INIT(bone_recipes, list(
grind_results = list(/datum/reagent/carbon = 10)
merge_type = /obj/item/stack/sheet/bone
/obj/item/stack/sheet/bone/get_main_recipes()
. = ..()
. += GLOB.bone_recipes
/*
* Plastic
*/
@@ -750,7 +746,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
singular_name = "plastic sheet"
icon_state = "sheet-plastic"
item_state = "sheet-plastic"
materials = list(MAT_PLASTIC=MINERAL_MATERIAL_AMOUNT)
custom_materials = list(/datum/material/plastic=MINERAL_MATERIAL_AMOUNT)
throwforce = 7
grind_results = list(/datum/reagent/glitter/white = 60)
merge_type = /obj/item/stack/sheet/plastic
@@ -761,9 +757,9 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
/obj/item/stack/sheet/plastic/five
amount = 5
/obj/item/stack/sheet/plastic/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.plastic_recipes
/obj/item/stack/sheet/plastic/get_main_recipes()
. = ..()
. += GLOB.plastic_recipes
GLOBAL_LIST_INIT(paperframe_recipes, list(
new /datum/stack_recipe("paper frame separator", /obj/structure/window/paperframe, 2, one_per_turf = TRUE, on_floor = TRUE, time = 10), \
@@ -779,9 +775,10 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/paperframes
/obj/item/stack/sheet/paperframes/Initialize()
recipes = GLOB.paperframe_recipes
/obj/item/stack/sheet/paperframes/get_main_recipes()
. = ..()
. += GLOB.paperframe_recipes
/obj/item/stack/sheet/paperframes/five
amount = 5
/obj/item/stack/sheet/paperframes/twenty
@@ -10,7 +10,7 @@
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
novariants = FALSE
var/perunit = MINERAL_MATERIAL_AMOUNT
mats_per_stack = MINERAL_MATERIAL_AMOUNT
var/sheettype = null //this is used for girders in the creation of walls/false walls
var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity
var/is_fabric = FALSE //is this a valid material for the loom?
@@ -18,6 +18,11 @@
var/pull_effort = 0 //amount of delay when pulling on the loom
var/shard_type // the shard debris typepath left over by solar panels and windows etc.
/obj/item/stack/sheet/Initialize(mapload, new_amount, merge)
. = ..()
pixel_x = rand(-4, 4)
pixel_y = rand(-4, 4)
/**
* Called on the glass sheet upon solar construction (duh):
* Different glass sheets can modify different stas/vars, such as obj_integrity or efficiency
+35 -2
View File
@@ -11,6 +11,7 @@
/obj/item/stack
icon = 'icons/obj/stack_objects.dmi'
gender = PLURAL
material_modifier = 0.01
var/list/datum/stack_recipe/recipes
var/singular_name
var/amount = 1
@@ -21,6 +22,9 @@
var/merge_type = null // This path and its children should merge with this stack, defaults to src.type
var/full_w_class = WEIGHT_CLASS_NORMAL //The weight class the stack should have at amount > 2/3rds max_amount
var/novariants = TRUE //Determines whether the item should update it's sprites based on amount.
var/mats_per_stack = 0
///Datum material type that this stack is made of
var/material_type
//NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind()
var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
@@ -35,7 +39,6 @@
return TRUE
/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE)
. = ..()
if(new_amount != null)
amount = new_amount
while(amount > max_amount)
@@ -43,13 +46,29 @@
new type(loc, max_amount, FALSE)
if(!merge_type)
merge_type = type
if(custom_materials && custom_materials.len)
for(var/i in custom_materials)
custom_materials[getmaterialref(i)] = mats_per_stack * amount
. = ..()
if(merge)
for(var/obj/item/stack/S in loc)
if(S.merge_type == merge_type)
merge(S)
var/list/temp_recipes = get_main_recipes()
recipes = temp_recipes.Copy()
if(material_type)
var/datum/material/M = getmaterialref(material_type) //First/main material
for(var/i in M.categories)
switch(i)
if(MAT_CATEGORY_RIGID)
var/list/temp = SSmaterials.rigid_stack_recipes.Copy()
recipes += temp
update_weight()
update_icon()
/obj/item/stack/proc/get_main_recipes()
return list()//empty list
/obj/item/stack/proc/update_weight()
if(amount <= (max_amount * (1/3)))
w_class = CLAMP(full_w_class-2, WEIGHT_CLASS_TINY, full_w_class)
@@ -204,6 +223,12 @@
use(R.req_amount * multiplier)
log_craft("[O] crafted by [usr] at [loc_name(O.loc)]")
if(R.applies_mats && custom_materials && custom_materials.len)
var/list/used_materials = list()
for(var/i in custom_materials)
used_materials[getmaterialref(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
O.set_custom_materials(used_materials)
//START: oh fuck i'm so sorry
if(istype(O, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = O
@@ -288,6 +313,8 @@
amount -= used
if(check)
zero_amount()
for(var/i in custom_materials)
custom_materials[i] = amount * mats_per_stack
update_icon()
update_weight()
return TRUE
@@ -319,6 +346,10 @@
source.add_charge(amount * cost)
else
src.amount += amount
if(custom_materials && custom_materials.len)
for(var/i in custom_materials)
custom_materials[getmaterialref(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
set_custom_materials() //Refresh
update_icon()
update_weight()
@@ -426,8 +457,9 @@
var/on_floor = FALSE
var/window_checks = FALSE
var/placement_checks = FALSE
var/applies_mats = FALSE
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1,time = 0, one_per_turf = FALSE, on_floor = FALSE, window_checks = FALSE, placement_checks = FALSE )
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1,time = 0, one_per_turf = FALSE, on_floor = FALSE, window_checks = FALSE, placement_checks = FALSE, applies_mats = FALSE)
src.title = title
@@ -440,6 +472,7 @@
src.on_floor = on_floor
src.window_checks = window_checks
src.placement_checks = placement_checks
src.applies_mats = applies_mats
/*
* Recipe list datum
*/
@@ -5,7 +5,7 @@
icon_state = "tile_plasma"
turf_type = /turf/open/floor/mineral/plasma
mineralType = "plasma"
materials = list(MAT_PLASMA=500)
custom_materials = list(/datum/material/plasma=500)
/obj/item/stack/tile/mineral/uranium
name = "uranium tile"
@@ -14,7 +14,7 @@
icon_state = "tile_uranium"
turf_type = /turf/open/floor/mineral/uranium
mineralType = "uranium"
materials = list(MAT_URANIUM=500)
custom_materials = list(/datum/material/uranium=500)
/obj/item/stack/tile/mineral/gold
name = "gold tile"
@@ -23,7 +23,7 @@
icon_state = "tile_gold"
turf_type = /turf/open/floor/mineral/gold
mineralType = "gold"
materials = list(MAT_GOLD=500)
custom_materials = list(/datum/material/gold=500)
/obj/item/stack/tile/mineral/silver
name = "silver tile"
@@ -32,7 +32,7 @@
icon_state = "tile_silver"
turf_type = /turf/open/floor/mineral/silver
mineralType = "silver"
materials = list(MAT_SILVER=500)
custom_materials = list(/datum/material/silver=500)
/obj/item/stack/tile/mineral/diamond
name = "diamond tile"
@@ -41,7 +41,7 @@
icon_state = "tile_diamond"
turf_type = /turf/open/floor/mineral/diamond
mineralType = "diamond"
materials = list(MAT_DIAMOND=500)
custom_materials = list(/datum/material/diamond=500)
/obj/item/stack/tile/mineral/bananium
name = "bananium tile"
@@ -50,7 +50,7 @@
icon_state = "tile_bananium"
turf_type = /turf/open/floor/mineral/bananium
mineralType = "bananium"
materials = list(MAT_BANANIUM=500)
custom_materials = list(/datum/material/bananium=500)
/obj/item/stack/tile/mineral/abductor
name = "alien floor tile"
@@ -68,7 +68,7 @@
icon_state = "tile_shuttle"
turf_type = /turf/open/floor/mineral/titanium
mineralType = "titanium"
materials = list(MAT_TITANIUM=500)
custom_materials = list(/datum/material/titanium=500)
/obj/item/stack/tile/mineral/plastitanium
name = "plastitanium tile"
@@ -77,4 +77,5 @@
icon_state = "tile_darkshuttle"
turf_type = /turf/open/floor/mineral/plastitanium
mineralType = "plastitanium"
materials = list(MAT_TITANIUM=250, MAT_PLASMA=250)
custom_materials = list(/datum/material/titanium=250, /datum/material/plasma=250)
material_flags = MATERIAL_NO_EFFECTS
@@ -9,6 +9,7 @@
throw_speed = 3
throw_range = 7
max_amount = 60
mats_per_stack = 500
var/turf_type = null
var/mineralType = null
novariants = TRUE
@@ -434,7 +435,7 @@
desc = "Those could work as a pretty decent throwing weapon."
icon_state = "tile"
force = 6
materials = list(MAT_METAL=500)
custom_materials = list(/datum/material/iron=500)
throwforce = 10
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/plasteel
@@ -444,6 +445,6 @@
/obj/item/stack/tile/plasteel/cyborg
desc = "The ground you walk on." //Not the usual floor tile desc as that refers to throwing, Cyborgs can't do that - RR
materials = list() // All other Borg versions of items have no Metal or Glass - RR
custom_materials = null // All other Borg versions of items have no Metal or Glass - RR
is_cyborg = 1
cost = 125
+2 -1
View File
@@ -114,6 +114,7 @@
/obj/item/storage/bag/ore/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, 0.01) //please datum mats no more cancer
var/datum/component/storage/concrete/stack/STR = GetComponent(/datum/component/storage/concrete/stack)
STR.allow_quick_empty = TRUE
STR.can_hold = typecacheof(list(/obj/item/stack/ore))
@@ -322,7 +323,7 @@
throw_range = 5
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
materials = list(MAT_METAL=3000)
custom_materials = list(/datum/material/iron=3000)
/obj/item/storage/bag/tray/ComponentInitialize()
. = ..()
+1 -1
View File
@@ -334,7 +334,7 @@
desc = "Proves to the world that you are the strongest!"
icon_state = "championbelt"
item_state = "champion"
materials = list(MAT_GOLD=400)
custom_materials = list(/datum/material/gold=400)
/obj/item/storage/belt/champion/ComponentInitialize()
. = ..()
+20 -6
View File
@@ -3,8 +3,8 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/storage/toolbox
name = "toolbox"
desc = "Danger. Very robust."
icon_state = "red"
item_state = "toolbox_red"
icon_state = "toolbox_default"
item_state = "toolbox_default"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
flags_1 = CONDUCT_1
@@ -13,16 +13,16 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
throw_speed = 2
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_METAL = 500)
attack_verb = list("robusted")
hitsound = 'sound/weapons/smash.ogg'
custom_materials = list(/datum/material/iron = 500)
material_flags = MATERIAL_COLOR
var/latches = "single_latch"
var/has_latches = TRUE
var/can_rubberify = TRUE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //very protecc too
/obj/item/storage/toolbox/Initialize(mapload)
. = ..()
if(has_latches)
if(prob(10))
latches = "double_latch"
@@ -30,6 +30,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
latches = "triple_latch"
if(mapload && can_rubberify && prob(5))
rubberify()
. = ..()
update_icon()
/obj/item/storage/toolbox/update_icon()
@@ -48,6 +49,9 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/storage/toolbox/emergency
name = "emergency toolbox"
icon_state = "red"
item_state = "toolbox_red"
material_flags = NONE
/obj/item/storage/toolbox/emergency/PopulateContents()
new /obj/item/crowbar/red(src)
@@ -72,6 +76,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
name = "mechanical toolbox"
icon_state = "blue"
item_state = "toolbox_blue"
material_flags = NONE
/obj/item/storage/toolbox/mechanical/PopulateContents()
new /obj/item/screwdriver(src)
@@ -100,6 +105,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
name = "electrical toolbox"
icon_state = "yellow"
item_state = "toolbox_yellow"
material_flags = NONE
/obj/item/storage/toolbox/electrical/PopulateContents()
var/pickedcolor = pick("red","yellow","green","blue","pink","orange","cyan","white")
@@ -121,6 +127,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
desc = "A toolbox painted black with a red stripe. It looks more heavier than normal toolboxes."
force = 15
throwforce = 18
material_flags = NONE
/obj/item/storage/toolbox/syndicate/ComponentInitialize()
. = ..()
@@ -140,6 +147,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
name = "mechanical toolbox"
icon_state = "blue"
item_state = "toolbox_blue"
material_flags = NONE
/obj/item/storage/toolbox/drone/PopulateContents()
var/pickedcolor = pick("red","yellow","green","blue","pink","orange","cyan","white")
@@ -161,6 +169,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
w_class = WEIGHT_CLASS_HUGE
attack_verb = list("robusted", "crushed", "smashed")
can_rubberify = FALSE
material_flags = NONE
var/fabricator_type = /obj/item/clockwork/replica_fabricator/scarab
/obj/item/storage/toolbox/brass/ComponentInitialize()
@@ -202,6 +211,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
w_class = WEIGHT_CLASS_HUGE //heyo no bohing this!
force = 18 //spear damage
can_rubberify = FALSE
material_flags = NONE
/obj/item/storage/toolbox/plastitanium/afterattack(atom/A, mob/user, proximity)
. = ..()
@@ -217,6 +227,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
icon_state = "green"
item_state = "toolbox_green"
w_class = WEIGHT_CLASS_GIGANTIC //Holds more than a regular toolbox!
material_flags = NONE
/obj/item/storage/toolbox/artistic/ComponentInitialize()
. = ..()
@@ -257,6 +268,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
icon_state = "gold"
item_state = "toolbox_gold"
has_latches = FALSE
material_flags = NONE
/obj/item/storage/toolbox/gold_real/PopulateContents()
new /obj/item/screwdriver/nuke(src)
@@ -282,6 +294,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
force = 0
throwforce = 0
can_rubberify = FALSE
material_flags = NONE
/obj/item/storage/toolbox/proc/rubberify()
name = "rubber [name]"
@@ -289,7 +302,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
desc = replacetext(desc, "robust", "safe")
desc = replacetext(desc, "heavier", "bouncier")
DISABLE_BITFIELD(flags_1, CONDUCT_1)
materials = typelist("materials", null)
custom_materials = null
damtype = STAMINA
force += 3 //to compensate the higher stamina K.O. threshold compared to actual health.
throwforce += 3
@@ -311,12 +324,13 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
name = "rubber toolbox"
desc = "Bouncy. Very safe."
flags_1 = null
materials = null
custom_materials = null
damtype = STAMINA
force = 15
throwforce = 15
attack_verb = list("robusted", "bounced")
can_rubberify = FALSE //we are already the future.
material_flags = NONE
/obj/item/storage/toolbox/rubber/Initialize()
icon_state = pick("blue", "red", "yellow", "green")
+1 -1
View File
@@ -11,7 +11,7 @@
throwforce = 10
throw_speed = 1
throw_range = 4
materials = list(MAT_METAL = 500)
custom_materials = list(/datum/material/iron = 500)
actions_types = list(/datum/action/item_action/set_internals)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
var/datum/gas_mixture/air_contents = null
+2 -2
View File
@@ -24,7 +24,7 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=400)
custom_materials = list(/datum/material/iron=400)
/obj/item/locator/attack_self(mob/user)
user.set_machine(src)
@@ -125,7 +125,7 @@
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10000)
custom_materials = list(/datum/material/iron=10000)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
+3 -3
View File
@@ -11,7 +11,7 @@
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
custom_materials = list(/datum/material/iron=50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_CROWBAR
@@ -55,7 +55,7 @@
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 3
throw_range = 3
materials = list(MAT_METAL=70)
custom_materials = list(/datum/material/iron=70)
icon_state = "crowbar_large"
item_state = "crowbar"
toolspeed = 0.5
@@ -76,7 +76,7 @@
item_state = "jawsoflife"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25)
usesound = 'sound/items/jaws_pry.ogg'
force = 15
+2 -2
View File
@@ -13,7 +13,7 @@
throwforce = 5
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=75)
custom_materials = list(/datum/material/iron=75)
attack_verb = list("stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
@@ -114,7 +114,7 @@
item_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) //done for balance reasons, making them high value for research, but harder to get
custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25) //done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
throwforce = 8
+5 -5
View File
@@ -21,7 +21,7 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL=70, MAT_GLASS=30)
custom_materials = list(/datum/material/iron=70, /datum/material/glass=30)
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
@@ -297,7 +297,7 @@
desc = "A slightly larger welder with a larger tank."
icon_state = "indwelder"
max_fuel = 40
materials = list(MAT_GLASS=60)
custom_materials = list(/datum/material/glass=60)
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
@@ -316,7 +316,7 @@
icon_state = "miniwelder"
max_fuel = 10
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=30, MAT_GLASS=10)
custom_materials = list(/datum/material/iron=30, /datum/material/glass=10)
change_icons = 0
/obj/item/weldingtool/mini/flamethrower_screwdriver()
@@ -342,7 +342,7 @@
icon_state = "upindwelder"
item_state = "upindwelder"
max_fuel = 80
materials = list(MAT_METAL=70, MAT_GLASS=120)
custom_materials = list(/datum/material/iron=70, /datum/material/glass=120)
/obj/item/weldingtool/experimental
name = "experimental welding tool"
@@ -350,7 +350,7 @@
icon_state = "exwelder"
item_state = "exwelder"
max_fuel = 40
materials = list(MAT_METAL=70, MAT_GLASS=120)
custom_materials = list(/datum/material/iron=70, /datum/material/glass=120)
var/last_gen = 0
change_icons = 0
can_off_process = 1
+2 -2
View File
@@ -12,7 +12,7 @@
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=80)
custom_materials = list(/datum/material/iron=80)
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'
@@ -98,7 +98,7 @@
icon_state = "jaws_cutter"
item_state = "jawsoflife"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25)
usesound = 'sound/items/jaws_cut.ogg'
toolspeed = 0.25
random_color = FALSE
+2 -2
View File
@@ -11,7 +11,7 @@
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/ratchet.ogg'
materials = list(MAT_METAL=150)
custom_materials = list(/datum/material/iron=150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_WRENCH
@@ -59,7 +59,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/drill_use.ogg'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25)
//done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
+2 -2
View File
@@ -143,7 +143,7 @@
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=10, MAT_GLASS=10)
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
var/bullets = 7
@@ -197,7 +197,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "357OLD-7"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=10, MAT_GLASS=10)
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
var/amount_left = 7
/obj/item/toy/ammo/gun/update_icon()

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