92 lines
3.1 KiB
C#
92 lines
3.1 KiB
C#
#nullable enable
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.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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[Prototype("material")]
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[DataDefinition]
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public class MaterialPrototype : IPrototype, IInheritingPrototype
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{
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[ViewVariables]
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[DataField("id", required: true)]
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public string ID { get; } = default!;
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[DataField("name")] public string Name { get; private set; } = "unobtanium";
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[DataField("color")] public Color Color { get; private set; } = 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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[DataField("density")]
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public double Density { get; private set; } = 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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[DataField("electricResistivity")]
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public double ElectricResistivity { get; private set; } = 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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[DataField("thermalConductivity")]
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public double ThermalConductivity { get; private set; } = 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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[DataField("specificHeat")]
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public double SpecificHeat { get; private set; } = 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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[DataField("durability")]
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public double Durability { get; private set; } = 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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[DataField("hardness")]
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public double Hardness { get; private set; } = 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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[DataField("sharpDamage")]
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public double SharpDamage { get; private set; } = 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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[DataField("bluntDamage")]
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public double BluntDamage { get; private set; } = 1;
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/// <summary>
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/// An icon used to represent the material in graphic interfaces.
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/// </summary>
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[DataField("icon")]
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public SpriteSpecifier Icon { get; private set; } = SpriteSpecifier.Invalid;
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[DataField("parent")]
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public string? Parent { get; }
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[DataField("abstract")]
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public bool Abstract { get; }
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}
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}
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