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Aurora.3/code/__defines/mobs.dm
2020-09-01 14:04:12 +02:00

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// /mob/var/stat things.
#define CONSCIOUS 0
#define UNCONSCIOUS 1
#define DEAD 2
// Bitflags defining which status effects could be or are inflicted on a mob.
#define CANSTUN 0x1
#define CANWEAKEN 0x2
#define CANPARALYSE 0x4
#define CANPUSH 0x8
#define LEAPING 0x10
#define PASSEMOTES 0x32 // Mob has a cortical borer or holders inside of it that need to see emotes.
#define GODMODE 0x1000
#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
#define XENO_HOST 0x8000 // Tracks whether we're gonna be a baby alien's mummy.
#define NO_ANTAG 0x10000 // Players are restricted from gaining antag roles when occupying this mob
// Grab levels.
#define GRAB_PASSIVE 1
#define GRAB_AGGRESSIVE 2
#define GRAB_NECK 3
#define GRAB_UPGRADING 4
#define GRAB_KILL 5
#define BORGMESON 0x1
#define BORGTHERM 0x2
#define BORGXRAY 0x4
#define BORGMATERIAL 8
#define HOSTILE_STANCE_IDLE 1
#define HOSTILE_STANCE_ALERT 2
#define HOSTILE_STANCE_ATTACK 3
#define HOSTILE_STANCE_ATTACKING 4
#define HOSTILE_STANCE_TIRED 5
#define LEFT 1
#define RIGHT 2
// Pulse levels, very simplified.
#define PULSE_NONE 0 // So !M.pulse checks would be possible.
#define PULSE_SLOW 1 // <60 bpm
#define PULSE_NORM 2 // 60-90 bpm
#define PULSE_FAST 3 // 90-120 bpm
#define PULSE_2FAST 4 // >120 bpm
#define PULSE_THREADY 5 // Occurs during hypovolemic shock
#define GETPULSE_HAND 0 // Less accurate. (hand)
#define GETPULSE_TOOL 1 // More accurate. (med scanner, sleeper, etc.)
#define PULSE_MAX_BPM 250 // Highest, readable BPM by machines and humans.
// Blood pressure levels, simplified
#define BP_HIGH_SYSTOLIC 140
#define BP_PRE_HIGH_SYSTOLIC 125
#define BP_IDEAL_SYSTOLIC 80
#define BP_HIGH_DIASTOLIC 100
#define BP_PRE_HIGH_DIASTOLIC 85
#define BP_IDEAL_DIASTOLIC 60
#define BLOOD_PRESSURE_HIGH 4
#define BLOOD_PRESSURE_PRE_HIGH 3
#define BLOOD_PRESSURE_IDEAL 2
#define BLOOD_PRESSURE_LOW 1
// total_radiation levels (Note that total_radiation can be above RADS_MAX until handle_mutations_and_radiation() runs)
#define RADS_NONE 0
#define RADS_LOW 1
#define RADS_MED 50
#define RADS_HIGH 75
#define RADS_MAX 100
//intent flags, why wasn't this done the first time?
#define I_HELP "help"
#define I_DISARM "disarm"
#define I_GRAB "grab"
#define I_HURT "harm"
// Limbs and robotic stuff.
#define BP_L_FOOT "l_foot"
#define BP_R_FOOT "r_foot"
#define BP_L_LEG "l_leg"
#define BP_R_LEG "r_leg"
#define BP_L_HAND "l_hand"
#define BP_R_HAND "r_hand"
#define BP_L_ARM "l_arm"
#define BP_R_ARM "r_arm"
#define BP_HEAD "head"
#define BP_CHEST "chest"
#define BP_GROIN "groin"
#define BP_ALL_LIMBS list(BP_CHEST, BP_GROIN, BP_HEAD, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND, BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT)
#define BP_IS_ROBOTIC(org) (org.status & ORGAN_ROBOT)
//Generic organs
#define BP_MOUTH "mouth"
#define BP_EYES "eyes"
#define BP_HEART "heart"
#define BP_LUNGS "lungs"
#define BP_BRAIN "brain"
#define BP_LIVER "liver"
#define BP_KIDNEYS "kidneys"
#define BP_STOMACH "stomach"
#define BP_APPENDIX "appendix"
//Vaurca organs
#define BP_NEURAL_SOCKET "neural socket"
#define BP_PHORON_RESERVE "phoron reserve tank"
#define BP_FILTRATION_BIT "filtration bit"
#define BP_PHORON_RESERVOIR "phoron reservoir"
#define BP_VAURCA_LIVER "mechanical liver"
#define BP_VAURCA_KIDNEYS "mechanical kidneys"
//Aut'akh organs
#define BP_ANCHOR "anchor"
#define BP_HAEMO "haemodynamic"
#define BP_ADRENAL "adrenal"
//IPC organs
#define BP_CELL "cell"
#define BP_OPTICS "optics"
#define BP_IPCTAG "ipc tag"
//Augment organs
#define BP_AUG_TIMEPIECE "integrated timepiece"
#define BP_AUG_PDA "integrated pda"
#define BP_AUG_TOOL "retractable combitool"
#define BP_AUG_PEN "retractable combipen"
#define BP_AUG_LIGHTER "retractable lighter"
#define BP_AUG_HEALTHSCAN "integrated health scanner"
#define BP_AUG_TESLA "tesla spine"
#define BP_AUG_EYE_SENSORS "integrated eyes sensors"
#define BP_AUG_HAIR "synthetic hair extensions"
#define BP_AUG_SUSPENSION "calf suspension"
#define BP_AUG_TASTE_BOOSTER "taste booster"
#define BP_AUG_RADIO "integrated radio"
#define BP_AUG_FUEL_CELL "integrated fuel cell"
#define BP_AUG_AIR_ANALYZER "integrated air analyzer"
#define BP_AUG_LANGUAGE "integrated language processor"
#define BP_AUG_PSI "psionic receiver"
#define BP_AUG_CALF_OVERRIDE "calf overdrive"
//Organ defines
#define PROCESS_ACCURACY 10
#define DEFAULT_BLOOD_AMOUNT 560 //Default blood amount in units
//These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom.
#define HUMAN 1
#define MONKEY 2
#define ALIEN 4
#define ROBOT 8
#define SLIME 16
#define SIMPLE_ANIMAL 32
#define HEAVY 64
#define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL|HEAVY)
//Types of diona, returned by is_diona
#define DIONA_NYMPH 1
#define DIONA_WORKER 2
// Robot AI notifications
#define ROBOT_NOTIFICATION_NEW_UNIT 1
#define ROBOT_NOTIFICATION_NEW_NAME 2
#define ROBOT_NOTIFICATION_NEW_MODULE 3
#define ROBOT_NOTIFICATION_MODULE_RESET 4
// Appearance change flags
#define APPEARANCE_UPDATE_DNA 0x1
#define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA)
#define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA)
#define APPEARANCE_SKIN 0x8
#define APPEARANCE_HAIR 0x10
#define APPEARANCE_HAIR_COLOR 0x20
#define APPEARANCE_FACIAL_HAIR 0x40
#define APPEARANCE_FACIAL_HAIR_COLOR 0x80
#define APPEARANCE_EYE_COLOR 0x100
#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
#define APPEARANCE_ALL 0xFFFF
#define APPEARANCE_PLASTICSURGERY (APPEARANCE_ALL & ~APPEARANCE_RACE)
// Click cooldown
#define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions
#define DEFAULT_QUICK_COOLDOWN 4
#define MIN_SUPPLIED_LAW_NUMBER 15
#define MAX_SUPPLIED_LAW_NUMBER 50
//default item on-mob icons
#define INV_HEAD_DEF_ICON 'icons/mob/head.dmi'
#define INV_BACK_DEF_ICON 'icons/mob/back.dmi'
#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
#define INV_W_UNIFORM_DEF_ICON 'icons/mob/uniform.dmi'
#define INV_ACCESSORIES_DEF_ICON 'icons/mob/ties.dmi'
#define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi'
// IPC tags
#define IPC_OWNERSHIP_SELF "Self Owned"
#define IPC_OWNERSHIP_COMPANY "Company Owned"
#define IPC_OWNERSHIP_PRIVATE "Privately Owned"
// NT's alignment towards the character
#define COMPANY_LOYAL "Loyal"
#define COMPANY_SUPPORTATIVE "Supportive"
#define COMPANY_NEUTRAL "Neutral"
#define COMPANY_SKEPTICAL "Skeptical"
#define COMPANY_OPPOSED "Opposed"
#define COMPANY_ALIGNMENTS list(COMPANY_LOYAL,COMPANY_SUPPORTATIVE,COMPANY_NEUTRAL,COMPANY_SKEPTICAL,COMPANY_OPPOSED)
// Defines the argument used for get_mobs_and_objs_in_view_fast
#define GHOSTS_ALL_HEAR 1
#define ONLY_GHOSTS_IN_VIEW 0
// Defines mob sizes, used by lockers and to determine what is considered a small sized mob, etc.
#define MOB_LARGE 16
#define MOB_MEDIUM 9
#define MOB_SMALL 6
#define MOB_TINY 4
#define MOB_MINISCULE 1
#define BASE_MAX_NUTRITION 600
#define HUNGER_FACTOR 0.04 // Factor of how fast mob nutrition decreases over time.
#define BASE_MAX_HYDRATION 800
#define THIRST_FACTOR 0.02 // Factor of how fast mob hydration decreases over time.
#define CREW_MINIMUM_HYDRATION CREW_HYDRATION_HYDRATED // The minimum amount of nutrition a crewmember will spawn with, represented as a percentage
#define CREW_MAXIMUM_HYDRATION CREW_HYDRATION_OVERHYDRATED // Same as above, but maximum.
#define CREW_MINIMUM_NUTRITION CREW_NUTRITION_FULL // The minimum amount of nutrition a crewmember will spawn with, represented as a percentage.
#define CREW_MAXIMUM_NUTRITION CREW_NUTRITION_OVEREATEN // Same as above, but maximum.
//Note that all of this is relative to nutrition/max nutrition
#define CREW_NUTRITION_OVEREATEN 0.8
#define CREW_NUTRITION_FULL 0.4
#define CREW_NUTRITION_SLIGHTLYHUNGRY 0.3
#define CREW_NUTRITION_HUNGRY 0.2
#define CREW_NUTRITION_VERYHUNGRY 0.1
#define CREW_NUTRITION_STARVING 0
//Note that all of this is relative to hydration/max hydration
#define CREW_HYDRATION_OVERHYDRATED 1.01 //Overhydration can't occur.
#define CREW_HYDRATION_HYDRATED 0.4
#define CREW_HYDRATION_SLIGHTLYTHIRSTY 0.3
#define CREW_HYDRATION_THIRSTY 0.2
#define CREW_HYDRATION_VERYTHIRSTY 0.1
#define CREW_HYDRATION_DEHYDRATED 0
#define TINT_NONE 0
#define TINT_MODERATE 1
#define TINT_HEAVY 2
#define TINT_BLIND 3
#define FLASH_PROTECTION_REDUCED -1
#define FLASH_PROTECTION_NONE 0
#define FLASH_PROTECTION_MODERATE 1
#define FLASH_PROTECTION_MAJOR 2
#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
// Gluttony levels.
#define GLUT_TINY 1 // Eat anything tiny and smaller
#define GLUT_SMALLER 2 // Eat anything smaller than we are
#define GLUT_ANYTHING 4 // Eat anything, ever
#define GLUT_MESSY 8 // Only eat mobs, and eat them in chunks.
#define GLUT_ITEM_TINY 16 // Eat items with a w_class of small or smaller
#define GLUT_ITEM_NORMAL 32 // Eat items with a w_class of normal or smaller
#define GLUT_ITEM_ANYTHING 64 // Eat any item
#define GLUT_PROJECTILE_VOMIT 128 // When vomitting, does it fly out?
// Devour speeds, returned by can_devour()
#define DEVOUR_SLOW 1
#define DEVOUR_FAST 2
// Incapacitation flags, used by the mob/proc/incapacitated() proc
#define INCAPACITATION_NONE 0
#define INCAPACITATION_RESTRAINED 1
#define INCAPACITATION_BUCKLED_PARTIALLY 2
#define INCAPACITATION_BUCKLED_FULLY 4
#define INCAPACITATION_STUNNED 8
#define INCAPACITATION_FORCELYING 16
#define INCAPACITATION_KNOCKOUT 32
#define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING)
#define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED)
#define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY|INCAPACITATION_DISABLED)
#define INCAPACITATION_ALL (~INCAPACITATION_NONE)
#define MOB_PULL_NONE 0
#define MOB_PULL_SMALLER 1
#define MOB_PULL_SAME 2
#define MOB_PULL_LARGER 3
//Time of Death constants
//Used with a list in preference datums to track times of death
#define CREW "crew" //Used for crewmembers, AI, cyborgs, nymphs, antags
#define ANIMAL "animal" //Used for rats and any other simple animals
#define MINISYNTH "minisynth"//Used for drones and pAIs
#define RESPAWN_ANIMAL 3000
#define RESPAWN_MINISYNTH 6000
// Flags for the eat_types variable, a bitfield of what can or can't be eaten
// Note that any given mob can be more than one type
#define TYPE_ORGANIC 1 // Almost any creature under /mob/living/carbon and most simple animals
#define TYPE_SYNTHETIC 2 // Everything under /mob/living/silicon, plus IPCs, viscerators
#define TYPE_HUMANOID 4 // Humans, skrell, unathi, tajara, vaurca, diona, IPC, vox
#define TYPE_WEIRD 8 // Slimes, constructs, demons, and other creatures of a magical or bluespace nature.
#define TYPE_INCORPOREAL 16 // Mobs that don't really have any physical form to them.
// Maximum number of chickens allowed at once.
// If the number of chickens on the map exceeds this, laid eggs will not hatch.
#define MAX_CHICKENS 50
//carbon taste sensitivity defines, used in mob/living/carbon/proc/ingest
#define TASTE_HYPERSENSITIVE 3 //anything below 5%
#define TASTE_SENSITIVE 2 //anything below 7%
#define TASTE_NORMAL 1 //anything below 15%
#define TASTE_DULL 0.5 //anything below 30%
#define TASTE_NUMB 0.1 //anything below 150%
//ear healing limit - past this ear_damage your ear will not recover its hearing over time
#define HEARING_DAMAGE_LIMIT 100
#define HEARING_DAMAGE_SLOW_HEAL 25
//Used by emotes
#define VISIBLE_MESSAGE 1
#define AUDIBLE_MESSAGE 2
//helper for inverting armor blocked values into a multiplier
#define BLOCKED_MULT(blocked) max(1 - (blocked/100), 0)
// Prosthetic organ defines.
#define PROSTHETIC_IPC "Hephaestus Integrated Limb"
#define PROSTHETIC_HK "Hephaestus Vulcanite Limb"
#define PROSTHETIC_IND "Hephaestus Industrial Limb"
#define PROSTHETIC_SYNTHSKIN "Human Synthskin"
#define PROSTHETIC_BC "Bishop Cybernetics"
#define PROSTHETIC_ZH "Zeng-Hu Pharmaceuticals"
#define PROSTHETIC_HI "Hephaestus Industries"
#define PROSTHETIC_XMG "Xion Manufacturing Group"
#define PROSTHETIC_DIONA "Unknown Model"
#define PROSTHETIC_AUTAKH "Aut'akh Manufactured"
#define PROSTHETIC_TESLA "Tesla Powered Prosthetics"
//Brain Damage defines
#define BRAIN_DAMAGE_MILD 10
#define BRAIN_DAMAGE_SEVERE 40
#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
#define CURE_CRYSTAL "crystal"
#define CURE_SOLITUDE "solitude"
#define CURE_HYPNOSIS "hypnosis"
#define CURE_SURGERY "surgery"
#define CURE_ADMIN "all"
// Surgery Stuff
#define SURGERY_SUCCESS 2 // Proceed with surgery
#define SURGERY_FAIL 1 // Autofail surgery
#define SURGERY_IGNORE 0 // Ignore surgery completely and just attack
#define STASIS_MISC "misc"
#define STASIS_CRYOBAG "cryobag"
#define STASIS_COLD "cold"
#define AURA_CANCEL 1
#define AURA_FALSE 2
#define AURA_TYPE_BULLET "Bullet"
#define AURA_TYPE_WEAPON "Weapon"
#define AURA_TYPE_THROWN "Thrown"
#define AURA_TYPE_LIFE "Life"
// Remote Control defines
#define REMOTE_GENERIC_MECH "remotemechs"
#define REMOTE_AI_MECH "aimechs"
#define REMOTE_PRISON_MECH "prisonmechs"
#define REMOTE_GENERIC_ROBOT "remoterobots"
#define REMOTE_BUNKER_ROBOT "bunkerrobots"
#define REMOTE_PRISON_ROBOT "prisonrobots"
#define REMOTE_WARDEN_ROBOT "wardenrobots"
// Robot Overlay Defines
#define ROBOT_PANEL_EXPOSED "exposed"
#define ROBOT_PANEL_CELL "cell"
#define ROBOT_PANEL_NO_CELL "no cell"