//singularity defines /// Singularity is stage 1 (1x1) #define STAGE_ONE 1 /// Singularity is stage 2 (3x3) #define STAGE_TWO 3 /// Singularity is stage 3 (5x5) #define STAGE_THREE 5 /// Singularity is stage 4 (7x7) #define STAGE_FOUR 7 /// Singularity is stage 5 (9x9) #define STAGE_FIVE 9 /// Singularity is stage 6 (11x11) #define STAGE_SIX 11 //From supermatter shard // Minimum energy needed to reach a stage /// Singularity stage 1 energy requirement #define STAGE_ONE_ENERGY_REQUIREMENT 1 /// Singularity stage 2 energy requirement #define STAGE_TWO_ENERGY_REQUIREMENT 200 /// Singularity stage 3 energy requirement #define STAGE_THREE_ENERGY_REQUIREMENT 500 /// Singularity stage 4 energy requirement #define STAGE_FOUR_ENERGY_REQUIREMENT 1000 /// Singularity stage 5 energy requirement #define STAGE_FIVE_ENERGY_REQUIREMENT 2000 /// Singularity stage 6 energy requirement (also needs to consume a SM shard) #define STAGE_SIX_ENERGY_REQUIREMENT 3000 // These values get the median number between two stages to prevent expansion/shrinkage immediately /// Singularity stage 1 #define STAGE_ONE_ENERGY ((STAGE_TWO_ENERGY_REQUIREMENT - STAGE_ONE_ENERGY_REQUIREMENT) * 0.5) + STAGE_ONE_ENERGY_REQUIREMENT /// Singularity stage 2 #define STAGE_TWO_ENERGY ((STAGE_THREE_ENERGY_REQUIREMENT - STAGE_TWO_ENERGY_REQUIREMENT) * 0.5) + STAGE_TWO_ENERGY_REQUIREMENT /// Singularity stage 3 #define STAGE_THREE_ENERGY ((STAGE_FOUR_ENERGY_REQUIREMENT - STAGE_THREE_ENERGY_REQUIREMENT) * 0.5) + STAGE_THREE_ENERGY_REQUIREMENT /// Singularity stage 4 #define STAGE_FOUR_ENERGY ((STAGE_FIVE_ENERGY_REQUIREMENT - STAGE_FOUR_ENERGY_REQUIREMENT) * 0.5) + STAGE_FOUR_ENERGY_REQUIREMENT /// Singularity stage 5 #define STAGE_FIVE_ENERGY ((STAGE_SIX_ENERGY_REQUIREMENT - STAGE_FIVE_ENERGY_REQUIREMENT) * 0.5) + STAGE_FIVE_ENERGY_REQUIREMENT /// Singularity stage 6 (hardcoded at 4000 since there is no stage 7) #define STAGE_SIX_ENERGY 4000 /** * The point where gravity is negative enough to pull you upwards. * That means walking checks for a ceiling instead of a floor, and you can fall "upwards" * * This should only be possible on multi-z maps because it works like shit on maps that aren't. */ #define NEGATIVE_GRAVITY -1 /// Used to indicate no gravity #define ZERO_GRAVITY 0 #define STANDARD_GRAVITY 1 //Anything above this is high gravity, anything below no grav until negative gravity /// The gravity strength threshold for high gravity damage. #define GRAVITY_DAMAGE_THRESHOLD 3 /// The scaling factor for high gravity damage. #define GRAVITY_DAMAGE_SCALING 0.5 /// The maximum [BRUTE] damage a mob can take from high gravity per second. #define GRAVITY_DAMAGE_MAXIMUM 1.5