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Aurora.3/code/__defines/mobs.dm
LordFowl 1086e1fdb2 [Ready for Review] Unapologetic Psych Buffs - Now with 80% less Mike Pence! (#4377)
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.

2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.

3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.

4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.

Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.

The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.

The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.

The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
2018-04-08 16:29:33 +03:00

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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.
// 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.)
//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"
//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
// 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/ties.dmi'
#define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi'
#define MAX_SUPPLIED_LAW_NUMBER 50
// 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 400
#define HUNGER_FACTOR 0.05 // Factor of how fast mob nutrition decreases. Moved here from chemistry define
#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)
// 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 mice 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.
// 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
#define CREW_MINIMUM_NUTRITION 50 // The minimum amount of nutrition a crewmember will spawn with.
#define CREW_MAXIMUM_NUTRITION 100 // Same as above, but maximum.
//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%
//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"
//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"