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* subcategories also it's broken * It works! * Fix pneumatic cannon recipe * Some fixes and changes * Reformats ui, removes redundant chat messages * Remove comment * while im at it
122 lines
3.2 KiB
Plaintext
122 lines
3.2 KiB
Plaintext
/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
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//Defines for construction states
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//girder construction states
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#define GIRDER_NORMAL 0
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#define GIRDER_REINF_STRUTS 1
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#define GIRDER_REINF 2
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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//rwall construction states
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#define INTACT 0
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#define SUPPORT_LINES 1
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#define COVER 2
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#define CUT_COVER 3
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#define BOLTS 4
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#define SUPPORT_RODS 5
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#define SHEATH 6
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//window construction states
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#define WINDOW_OUT_OF_FRAME 0
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#define WINDOW_IN_FRAME 1
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#define WINDOW_SCREWED_TO_FRAME 2
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//plastic flaps construction states
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#define PLASTIC_FLAPS_NORMAL 0
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#define PLASTIC_FLAPS_DETACHED 1
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//default_unfasten_wrench() return defines
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#define CANT_UNFASTEN 0
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#define FAILED_UNFASTEN 1
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#define SUCCESSFUL_UNFASTEN 2
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//disposal unit mode defines, which do double time as the construction defines
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#define PRESSURE_OFF 0
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#define PRESSURE_ON 1
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#define PRESSURE_MAXED 2
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#define SCREWS_OUT -1
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//field generator construction defines
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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//emitter construction defines
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#define EM_UNSECURED 0
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#define EM_SECURED 1
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#define EM_WELDED 2
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//Construction defines for the pinion airlock
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#define GEAR_SECURE 1
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#define GEAR_LOOSE 2
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//floodlights because apparently we use defines now
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#define FLOODLIGHT_NEEDS_WIRES 0
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#define FLOODLIGHT_NEEDS_LIGHTS 1
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#define FLOODLIGHT_NEEDS_SECURING 2
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#define FLOODLIGHT_NEEDS_WRENCHING 3
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//other construction-related things
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//windows affected by nar-sie turn this color.
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#define NARSIE_WINDOW_COLOUR "#7D1919"
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//let's just pretend fulltile windows being children of border windows is fine
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#define FULLTILE_WINDOW_DIR NORTHEAST
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//Material defines, for determining how much of a given material an item contains
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#define MAT_METAL "$metal"
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#define MAT_GLASS "$glass"
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#define MAT_SILVER "$silver"
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#define MAT_GOLD "$gold"
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#define MAT_DIAMOND "$diamond"
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#define MAT_URANIUM "$uranium"
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#define MAT_PLASMA "$plasma"
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#define MAT_BLUESPACE "$bluespace"
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#define MAT_BANANIUM "$bananium"
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#define MAT_TITANIUM "$titanium"
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#define MAT_BIOMASS "$biomass"
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//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
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#define MINERAL_MATERIAL_AMOUNT 2000
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//The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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//maximum amount of cable in a coil
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#define MAXCOIL 30
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//tablecrafting defines
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#define CAT_NONE ""
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#define CAT_WEAPONRY "Weaponry"
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#define CAT_WEAPON "Weapons"
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#define CAT_AMMO "Ammunition"
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#define CAT_ROBOT "Robots"
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#define CAT_MISC "Misc"
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#define CAT_PRIMAL "Tribal"
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#define CAT_FOOD "Foods"
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#define CAT_BREAD "Breads"
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#define CAT_BURGER "Burgers"
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#define CAT_CAKE "Cakes"
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#define CAT_EGG "Egg-Based Food"
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#define CAT_MEAT "Meats"
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#define CAT_MISCFOOD "Misc. Food"
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#define CAT_PASTRY "Pastries"
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#define CAT_PIE "Pies"
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#define CAT_PIZZA "Pizzas"
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#define CAT_SALAD "Salads"
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#define CAT_SANDWICH "Sandwiches"
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#define CAT_SOUP "Soups"
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#define CAT_SPAGHETTI "Spaghettis"
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#define RCD_FLOORWALL 1
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#define RCD_AIRLOCK 2
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#define RCD_DECONSTRUCT 3
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#define RCD_WINDOWGRILLE 4 |