#define SUCCESSFUL_SPAWN 2 #define NOT_ENOUGH_PLAYERS 3 #define MAP_ERROR 4 #define WAITING_FOR_SOMETHING 5 #define EVENT_CANT_RUN 0 #define EVENT_READY 1 #define EVENT_CANCELLED 2 #define EVENT_INTERRUPTED 3 ///Events that mess with or create artificial intelligences, such as vending machines and the AI itself #define EVENT_CATEGORY_AI "AI issues" ///Events that spawn anomalies, which might be the source of anomaly cores #define EVENT_CATEGORY_ANOMALIES "Anomalies" ///Events pertaining cargo, messages incoming to the station and job slots #define EVENT_CATEGORY_BUREAUCRATIC "Bureaucratic" ///Events that cause breakages and malfunctions that could be fixed by engineers #define EVENT_CATEGORY_ENGINEERING "Engineering" ///Events that spawn creatures with simple desires, such as to hunt #define EVENT_CATEGORY_ENTITIES "Entities" ///Events that should have no harmful effects, and might be useful to the crew #define EVENT_CATEGORY_FRIENDLY "Friendly" ///Events that affect the body and mind #define EVENT_CATEGORY_HEALTH "Health" ///Events reserved for special occasions #define EVENT_CATEGORY_HOLIDAY "Holiday" ///Events with enemy groups with a more complex plan #define EVENT_CATEGORY_INVASION "Invasion" ///Events that make a mess #define EVENT_CATEGORY_JANITORIAL "Janitorial" ///Events that summon meteors and other debris, and stationwide waves of harmful space weather #define EVENT_CATEGORY_SPACE "Space Threats" ///Events summoned by a wizard #define EVENT_CATEGORY_WIZARD "Wizard" /// Return from admin setup to stop the event from triggering entirely. #define ADMIN_CANCEL_EVENT "cancel event" /// Event can never be triggered by wizards #define NEVER_TRIGGERED_BY_WIZARDS -1 /// Event can only run on a map set in space #define EVENT_SPACE_ONLY (1 << 0) /// Event can only run on a map which is a planet #define EVENT_PLANETARY_ONLY (1 << 1) /// Event timer in seconds #define EVENT_SECONDS *0.5 ///Backstory key for the fugitive solo backstories #define FUGITIVE_BACKSTORY_WALDO "waldo" #define FUGITIVE_BACKSTORY_INVISIBLE "invisible" ///Backstory keys for the fugitive team backstories #define FUGITIVE_BACKSTORY_PRISONER "prisoner" #define FUGITIVE_BACKSTORY_CULTIST "cultist" #define FUGITIVE_BACKSTORY_SYNTH "synth"