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Bubberstation/code/__DEFINES/_flags.dm
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3fa98bd2cc [MIRROR] Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things [MDB IGNORE] (#25155)
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785)

## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards.

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-20 17:10:59 -05:00

298 lines
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#define ALL (~0) //For convenience.
#define NONE 0
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
/* Directions */
///All the cardinal direction bitflags.
#define ALL_CARDINALS (NORTH|SOUTH|EAST|WEST)
// for /datum/var/datum_flags
#define DF_USE_TAG (1<<0)
#define DF_VAR_EDITED (1<<1)
#define DF_ISPROCESSING (1<<2)
//FLAGS BITMASK
// scroll down before changing the numbers on these
/// Is this object currently processing in the atmos object list?
#define ATMOS_IS_PROCESSING_1 (1<<0)
/// conducts electricity (metal etc.)
#define CONDUCT_1 (1<<1)
/// For machines and structures that should not break into parts, eg, holodeck stuff
#define NODECONSTRUCT_1 (1<<2)
/// item has priority to check when entering or leaving
#define ON_BORDER_1 (1<<3)
///Whether or not this atom shows screentips when hovered over
#define NO_SCREENTIPS_1 (1<<4)
/// Prevent clicking things below it on the same turf eg. doors/ fulltile windows
#define PREVENT_CLICK_UNDER_1 (1<<5)
///specifies that this atom is a hologram that isnt real
#define HOLOGRAM_1 (1<<6)
///Whether /atom/Initialize() has already run for the object
#define INITIALIZED_1 (1<<7)
/// was this spawned by an admin? used for stat tracking stuff.
#define ADMIN_SPAWNED_1 (1<<8)
/// should not get harmed if this gets caught by an explosion?
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<9)
/// Should this object be paintable with very dark colors?
#define ALLOW_DARK_PAINTS_1 (1<<10)
/// Should this object be unpaintable?
#define UNPAINTABLE_1 (1<<11)
/// Is the thing currently spinning?
#define IS_SPINNING_1 (1<<12)
/// Is this atom on top of another atom, and as such has click priority?
#define IS_ONTOP_1 (1<<13)
/// Is this atom immune to being dusted by the supermatter?
#define SUPERMATTER_IGNORES_1 (1<<14)
/// If a turf can be made dirty at roundstart. This is also used in areas.
#define CAN_BE_DIRTY_1 (1<<15)
/// Should we use the initial icon for display? Mostly used by overlay only objects
#define HTML_USE_INITAL_ICON_1 (1<<16)
/// Can players recolor this in-game via vendors (and maybe more if support is added)?
#define IS_PLAYER_COLORABLE_1 (1<<17)
/// Whether or not this atom has contextual screentips when hovered OVER
#define HAS_CONTEXTUAL_SCREENTIPS_1 (1<<18)
/// Whether or not this atom is storing contents for a disassociated storage object
#define HAS_DISASSOCIATED_STORAGE_1 (1<<19)
/// If this atom has experienced a decal element "init finished" sourced appearance update
/// We use this to ensure stacked decals don't double up appearance updates for no rasin
/// Flag as an optimization, don't make this a trait without profiling
/// Yes I know this is a stupid flag, no you can't take him from me
#define DECAL_INIT_UPDATE_EXPERIENCED_1 (1<<20)
// Update flags for [/atom/proc/update_appearance]
/// Update the atom's name
#define UPDATE_NAME (1<<0)
/// Update the atom's desc
#define UPDATE_DESC (1<<1)
/// Update the atom's icon state
#define UPDATE_ICON_STATE (1<<2)
/// Update the atom's overlays
#define UPDATE_OVERLAYS (1<<3)
/// Update the atom's greyscaling
#define UPDATE_GREYSCALE (1<<4)
/// Update the atom's smoothing. (More accurately, queue it for an update)
#define UPDATE_SMOOTHING (1<<5)
/// Update the atom's icon
#define UPDATE_ICON (UPDATE_ICON_STATE|UPDATE_OVERLAYS)
/// If the thing can reflect light (lasers/energy)
#define RICOCHET_SHINY (1<<0)
/// If the thing can reflect matter (bullets/bomb shrapnel)
#define RICOCHET_HARD (1<<1)
//TURF FLAGS
/// If a turf cant be jaunted through.
#define NOJAUNT (1<<0)
/// If a turf is an usused reservation turf awaiting assignment
#define UNUSED_RESERVATION_TURF (1<<1)
/// If a turf is a reserved turf
#define RESERVATION_TURF (1<<2)
/// Blocks lava rivers being generated on the turf.
#define NO_LAVA_GEN (1<<3)
/// Blocks ruins spawning on the turf.
#define NO_RUINS (1<<4)
/// Blocks this turf from being rusted
#define NO_RUST (1<<5)
/// Is this turf is "solid". Space and lava aren't for instance
#define IS_SOLID (1<<6)
/// This turf will never be cleared away by other objects on Initialize.
#define NO_CLEARING (1<<7)
////////////////Area flags\\\\\\\\\\\\\\
/// If it's a valid territory for cult summoning or the CRAB-17 phone to spawn
#define VALID_TERRITORY (1<<0)
/// If blobs can spawn there and if it counts towards their score.
#define BLOBS_ALLOWED (1<<1)
/// If mining tunnel generation is allowed in this area
#define CAVES_ALLOWED (1<<2)
/// If flora are allowed to spawn in this area randomly through tunnel generation
#define FLORA_ALLOWED (1<<3)
/// If mobs can be spawned by natural random generation
#define MOB_SPAWN_ALLOWED (1<<4)
/// If megafauna can be spawned by natural random generation
#define MEGAFAUNA_SPAWN_ALLOWED (1<<5)
/// Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
#define NOTELEPORT (1<<6)
/// Hides area from player Teleport function.
#define HIDDEN_AREA (1<<7)
/// If false, loading multiple maps with this area type will create multiple instances.
#define UNIQUE_AREA (1<<8)
/// If people are allowed to suicide in it. Mostly for OOC stuff like minigames
#define BLOCK_SUICIDE (1<<9)
/// Can the Xenobio management console transverse this area by default?
#define XENOBIOLOGY_COMPATIBLE (1<<10)
/// If Abductors are unable to teleport in with their observation console
#define ABDUCTOR_PROOF (1<<11)
/// If blood cultists can draw runes or build structures on this AREA.
#define CULT_PERMITTED (1<<12)
/// If engravings are persistent in this area
#define PERSISTENT_ENGRAVINGS (1<<13)
/// Mobs that die in this area don't produce a dead chat message
#define NO_DEATH_MESSAGE (1<<14)
/// This area should have extra shielding from certain event effects
#define EVENT_PROTECTED (1<<15)
/*
These defines are used specifically with the atom/pass_flags bitmask
the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
*/
//flags for pass_flags
#define PASSTABLE (1<<0)
#define PASSGLASS (1<<1)
#define PASSGRILLE (1<<2)
#define PASSBLOB (1<<3)
#define PASSMOB (1<<4)
#define PASSCLOSEDTURF (1<<5)
/// Let thrown things past us. **ONLY MEANINGFUL ON pass_flags_self!**
#define LETPASSTHROW (1<<6)
#define PASSMACHINE (1<<7)
#define PASSSTRUCTURE (1<<8)
#define PASSFLAPS (1<<9)
#define PASSDOORS (1<<10)
#define PASSVEHICLE (1<<11)
#define PASSITEM (1<<12)
/// Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. **ONLY MEANINGFUL ON pass_flags_self!**
#define LETPASSCLICKS (1<<13)
//Movement Types
#define GROUND (1<<0)
#define FLYING (1<<1)
#define VENTCRAWLING (1<<2)
#define FLOATING (1<<3)
/// When moving, will Cross() everything, but won't stop or Bump() anything.
#define PHASING (1<<4)
/// The mob is walking on the ceiling. Or is generally just, upside down.
#define UPSIDE_DOWN (1<<5)
/// Combination flag for movetypes which, for all intents and purposes, mean the mob is not touching the ground
#define MOVETYPES_NOT_TOUCHING_GROUND (FLYING|FLOATING|UPSIDE_DOWN)
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF (1<<0)
/// 100% immune to fire damage (but not necessarily to lava or heat)
#define FIRE_PROOF (1<<1)
/// atom is flammable and can have the burning component
#define FLAMMABLE (1<<2)
/// currently burning
#define ON_FIRE (1<<3)
/// acid can't even appear on it, let alone melt it.
#define UNACIDABLE (1<<4)
/// acid stuck on it doesn't melt it.
#define ACID_PROOF (1<<5)
/// doesn't take damage
#define INDESTRUCTIBLE (1<<6)
/// can't be frozen
#define FREEZE_PROOF (1<<7)
//tesla_zap
#define ZAP_MACHINE_EXPLOSIVE (1<<0)
#define ZAP_ALLOW_DUPLICATES (1<<1)
#define ZAP_OBJ_DAMAGE (1<<2)
#define ZAP_MOB_DAMAGE (1<<3)
#define ZAP_MOB_STUN (1<<4)
#define ZAP_GENERATES_POWER (1<<5)
/// Zaps with this flag will generate less power through tesla coils
#define ZAP_LOW_POWER_GEN (1<<6)
#define ZAP_DEFAULT_FLAGS ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
#define ZAP_FUSION_FLAGS ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN
#define ZAP_SUPERMATTER_FLAGS ZAP_GENERATES_POWER
//EMP protection
#define EMP_PROTECT_SELF (1<<0)
#define EMP_PROTECT_CONTENTS (1<<1)
#define EMP_PROTECT_WIRES (1<<2)
//Mob mobility var flags
/// can move
#define MOBILITY_MOVE (1<<0)
/// can, and is, standing up
#define MOBILITY_STAND (1<<1)
/// can pickup items
#define MOBILITY_PICKUP (1<<2)
/// can hold and use items
#define MOBILITY_USE (1<<3)
/// can use interfaces like machinery
#define MOBILITY_UI (1<<4)
/// can use storage item
#define MOBILITY_STORAGE (1<<5)
/// can pull things
#define MOBILITY_PULL (1<<6)
/// can rest
#define MOBILITY_REST (1<<7)
/// can lie down
#define MOBILITY_LIEDOWN (1<<8)
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL)
#define MOBILITY_FLAGS_CARBON_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_REST | MOBILITY_LIEDOWN)
#define MOBILITY_FLAGS_REST_CAPABLE_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_REST | MOBILITY_LIEDOWN)
//alternate appearance flags
#define AA_TARGET_SEE_APPEARANCE (1<<0)
#define AA_MATCH_TARGET_OVERLAYS (1<<1)
#define KEEP_TOGETHER_ORIGINAL "keep_together_original"
//setter for KEEP_TOGETHER to allow for multiple sources to set and unset it
#define ADD_KEEP_TOGETHER(x, source)\
if ((x.appearance_flags & KEEP_TOGETHER) && !HAS_TRAIT(x, TRAIT_KEEP_TOGETHER)) ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL); \
ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
x.appearance_flags |= KEEP_TOGETHER
#define REMOVE_KEEP_TOGETHER(x, source)\
REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
if(HAS_TRAIT_FROM_ONLY(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL))\
REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL);\
else if(!HAS_TRAIT(x, TRAIT_KEEP_TOGETHER))\
x.appearance_flags &= ~KEEP_TOGETHER
//religious_tool flags
#define RELIGION_TOOL_INVOKE (1<<0)
#define RELIGION_TOOL_SACRIFICE (1<<1)
#define RELIGION_TOOL_SECTSELECT (1<<2)
// ---- Skillchip incompatability flags ---- //
// These flags control which skill chips are compatible with eachother.
// By default, skillchips are incompatible with themselves and multiple of the same istype() cannot be implanted together. Set this flag to disable that check.
#define SKILLCHIP_ALLOWS_MULTIPLE (1<<0)
// This skillchip is incompatible with other skillchips from the incompatible_category list.
#define SKILLCHIP_RESTRICTED_CATEGORIES (1<<1)
#define MAX_BITFIELD_SIZE 24
/// 33554431 (2^24 - 1) is the maximum value our bitflags can reach.
#define MAX_BITFLAG_DIGITS 8
// timed_action_flags parameter for `/proc/do_after`
/// Can do the action even if mob moves location
#define IGNORE_USER_LOC_CHANGE (1<<0)
/// Can do the action even if the target moves location
#define IGNORE_TARGET_LOC_CHANGE (1<<1)
/// Can do the action even if the item is no longer being held
#define IGNORE_HELD_ITEM (1<<2)
/// Can do the action even if the mob is incapacitated (ex. handcuffed)
#define IGNORE_INCAPACITATED (1<<3)
/// Used to prevent important slowdowns from being abused by drugs like kronkaine
#define IGNORE_SLOWDOWNS (1<<4)
// Spacevine-related flags
/// Is the spacevine / flower bud heat resistant
#define SPACEVINE_HEAT_RESISTANT (1 << 0)
/// Is the spacevine / flower bud cold resistant
#define SPACEVINE_COLD_RESISTANT (1 << 1)
// Flags for flora structures
#define FLORA_HERBAL (1 << 0)
#define FLORA_WOODEN (1 << 1)
#define FLORA_STONE (1 << 2)
// Bitflags for emotes, used in var/emote_type of the emote datum
/// Is the emote audible
#define EMOTE_AUDIBLE (1<<0)
/// Is the emote visible
#define EMOTE_VISIBLE (1<<1)
/// Is it an emote that should be shown regardless of blindness/deafness
#define EMOTE_IMPORTANT (1<<2)