package net.torvald.terrarum.itemproperties /** * To be used with items AND TILES (electricity resistance, thermal conductivity) * * Created by minjaesong on 2016-03-18. */ data class Material ( //var maxEdge: Int, // i think weapSharpnessMod would cut it // arbitrary unit var hardness: Int, // arbitrary unit var density: Int, // grams per litre // impact force: force applied by sudden strike, e.g. hammer/axe/sword strike var impactRigidness: Int, // arbitrary unit (rigid <-> soft) a weapon made of soft material will inflict less damage var impactFractureForce: Int, // pascal (N/m^2); if the item (e.g. sword) receives a force that exceeds this value, the item will be destroyed // compressive force: force applied by exerting pressure on an object, e.g. sword/spear stab var compressiveRigidness: Int, // arbitrary unit (rigid <-> soft) a weapon made of soft material will inflict less damage var compressiveFractureForce: Int, // pascal (N/m^2); if the item (e.g. sword) receives a force that exceeds this value, the item will be destroyed // remarks: // we won't need elasticity, even if we have glass // some examples: // - glass sword works as the material has high compressive fracture, but prone to shatter // (hit mobs 5-6 times and it's gone) as it shatters easily as it has low impact fracture var electricityResistance: Int, // ohm var thermalConductivity: Int, // pascal (N/m^2); if the item (e.g. sword) receives a force that exceeds this value, the item will be destroyed var forceMod: Int, // arbitrary unit. See Pickaxe_Power.xlsx var armourMod: Double // multiplier )