Materials system. (#84)
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@@ -147,5 +147,7 @@
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<None Include="packages.config" />
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<Compile Include="GameObjects\Components\Power\SmesComponent.cs" />
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<Compile Include="GameObjects\Components\Power\ApcComponent.cs" />
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<Compile Include="Materials\Material.cs" />
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<Compile Include="GameObjects\Components\Materials\MaterialComponent.cs" />
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</ItemGroup>
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</Project>
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@@ -25,6 +25,7 @@ using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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using Content.Server.GameObjects.Components.Materials;
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namespace Content.Server
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{
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@@ -93,6 +94,7 @@ namespace Content.Server
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factory.Register<PoweredLightComponent>();
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factory.Register<SmesComponent>();
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factory.Register<ApcComponent>();
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factory.Register<MaterialComponent>();
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}
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/// <inheritdoc />
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@@ -0,0 +1,81 @@
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using System.Collections.Generic;
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using Content.Server.Materials;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.Reflection;
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using SS14.Shared.Interfaces.Serialization;
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using SS14.Shared.IoC;
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using SS14.Shared.Prototypes;
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using SS14.Shared.Serialization;
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using SS14.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Materials
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{
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/// <summary>
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/// Component to store data such as "this object is made out of steel".
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/// This is not a storage system for say smelteries.
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/// </summary>
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public class MaterialComponent : Component
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{
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public const string SerializationCache = "mat";
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public override string Name => "Material";
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Dictionary<object, Material> MaterialTypes;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// TODO: Writing.
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if (!serializer.Reading)
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{
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return;
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}
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if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
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{
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MaterialTypes = cached.ShallowClone();
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return;
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}
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MaterialTypes = new Dictionary<object, Material>();
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if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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int index = 0;
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foreach (var entry in list)
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{
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var proto = protoMan.Index<MaterialPrototype>(entry.Value);
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MaterialTypes[entry.Key] = proto.Material;
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index++;
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}
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}
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serializer.SetCacheData(SerializationCache, MaterialTypes.ShallowClone());
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}
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class MaterialDataEntry : IExposeData
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{
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public object Key;
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public string Value;
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public void ExposeData(ObjectSerializer serializer)
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{
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if (!serializer.Reading)
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{
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return;
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}
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var refl = IoCManager.Resolve<IReflectionManager>();
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Value = serializer.ReadDataField("mat", "unobtanium");
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var key = serializer.ReadDataField("key", string.Empty);
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if (refl.TryParseEnumReference(key, out var @enum))
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{
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Key = @enum;
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return;
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}
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Key = key;
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}
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}
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}
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}
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109
Content.Server/Materials/Material.cs
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109
Content.Server/Materials/Material.cs
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@@ -0,0 +1,109 @@
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using SS14.Shared.Interfaces.Serialization;
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using SS14.Shared.Maths;
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using SS14.Shared.Prototypes;
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using SS14.Shared.Serialization;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Server.Materials
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{
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/// <summary>
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/// Materials are read-only storage for the properties of specific materials.
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/// Properties should be intrinsic (or at least as much is necessary for game purposes).
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/// </summary>
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public class Material : IExposeData
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{
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public string Name => _name;
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private string _name = "unobtanium";
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public Color Color => _color;
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private Color _color = Color.Gray;
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/// <summary>
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/// Volumetric mass density, in kg.m^-3.
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/// </summary>
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public double Density => _density;
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private double _density = 1;
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/// <summary>
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/// Electrical resistivity, NOT resistance.
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/// Unit is ohm-meter (Ω⋅m).
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/// </summary>
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public double ElectricResistivity => _electricResistivity;
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private double _electricResistivity = 1;
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/// <summary>
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/// Thermal conductivity, in W.m-1.K-1
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/// </summary>
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public double ThermalConductivity => _thermalConductivity;
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private double _thermalConductivity = 1;
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/// <summary>
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/// Specific heat, in J.kg-1.K-1
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/// </summary>
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public double SpecificHeat => _specificHeat;
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private double _specificHeat = 1;
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/// <summary>
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/// Controls how durable the material is.
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/// Basically how slowly it degrades.
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/// </summary>
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public double Durability => _durability;
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private double _durability = 1;
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/// <summary>
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/// Multiplier for how much this resists damage.
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/// So higher means armor is more effective, for example.
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/// </summary>
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public double Hardness => _hardness;
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private double _hardness = 1;
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/// <summary>
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/// Multiplier that determines damage on sharpness-based weapons like knives.
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/// Higher means more damage is done.
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/// </summary>
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public double SharpDamage { get; } = 1;
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private double _sharpDamage = 1;
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/// <summary>
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/// Multiplier that determines damage on blunt-based weapons like clubs.
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/// Higher means more damage is done.
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/// </summary>
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public double BluntDamage { get; } = 1;
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private double _bluntDamage = 1;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _name, "name", "unobtanium", alwaysWrite: true);
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serializer.DataField(ref _color, "color", Color.Gray, alwaysWrite: true);
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// All default material params are initialized to 1 because
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// I'm too lazy to figure out for which that's necessary to prevent divisions by zero in case left out.
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serializer.DataField(ref _density, "density", 1, alwaysWrite: true);
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serializer.DataField(ref _electricResistivity, "electricresistivity", 1, alwaysWrite: true);
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serializer.DataField(ref _thermalConductivity, "thermalconductivity", 1, alwaysWrite: true);
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serializer.DataField(ref _specificHeat, "specificheat", 1, alwaysWrite: true);
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serializer.DataField(ref _durability, "durability", 1, alwaysWrite: true);
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serializer.DataField(ref _hardness, "hardness", 1, alwaysWrite: true);
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serializer.DataField(ref _sharpDamage, "sharpdamage", 1, alwaysWrite: true);
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serializer.DataField(ref _bluntDamage, "bluntdamage", 1, alwaysWrite: true);
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}
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}
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[Prototype("material")]
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public class MaterialPrototype : IPrototype, IIndexedPrototype
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{
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public string ID { get; private set; }
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public Material Material { get; private set; }
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public void LoadFrom(YamlMappingNode mapping)
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{
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ID = mapping["id"].AsString();
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var ser = YamlObjectSerializer.NewReader(mapping);
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Material = new Material();
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Material.ExposeData(ser);
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}
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}
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}
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17
Resources/Prototypes/materials.yml
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17
Resources/Prototypes/materials.yml
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@@ -0,0 +1,17 @@
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- type: material
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id: steel
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name: Steel
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color: gray
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density: 7700
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electricresistivity: 6.9e-7
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thermalconductivity: 18
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specificheat: 500
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- type: material
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id: glass
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name: Glass
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color: '#e8f0ff33'
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density: 2500
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electricresistivity: 1.0e+13
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thermalconductivity: 0.9
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specificheat: 840
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2
engine
2
engine
Submodule engine updated: 696bf486a6...8aa6d1ccc3
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