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Bubberstation/code/__DEFINES/flags.dm
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SkyratBot 512d21d7af [MIRROR] Fixes oversight with "tactical combat spinning" and flashes (#897)
* Fixes oversight with "tactical combat spinning" and flashes (#53823)

Using the spin emote can no longer let you RNG your way out of new flash mechanics.

Mobs have a new flag that is set to when they start spinning and unset when they stop.

Flashes now use this new flag when calcing deviation.

Tactical combat spinning using the spin emote now results in a full deviation flash when it may previously have resulted in a failure or half-deviation flash.

Emotes should either not influence combat at all (spin on floor when both players share the same loc, this was already handled by same-loc code), or negatively influence combat for the emote user (spin in all other circumtances, which is what this PR addresses).

* Fixes oversight with "tactical combat spinning" and flashes

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-20 17:32:35 +02:00

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/*
These defines are specific to the atom/flags_1 bitmask
*/
#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
/// This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define HEAR_1 (1<<3)
/// conducts electricity (metal etc.)
#define CONDUCT_1 (1<<5)
/// For machines and structures that should not break into parts, eg, holodeck stuff
#define NODECONSTRUCT_1 (1<<7)
/// atom queued to SSoverlay
#define OVERLAY_QUEUED_1 (1<<8)
/// item has priority to check when entering or leaving
#define ON_BORDER_1 (1<<9)
/// Prevent clicking things below it on the same turf eg. doors/ fulltile windows
#define PREVENT_CLICK_UNDER_1 (1<<11)
#define HOLOGRAM_1 (1<<12)
/// Prevents mobs from getting chainshocked by teslas and the supermatter
#define SHOCKED_1 (1<<13)
///Whether /atom/Initialize() has already run for the object
#define INITIALIZED_1 (1<<14)
/// was this spawned by an admin? used for stat tracking stuff.
#define ADMIN_SPAWNED_1 (1<<15)
/// should not get harmed if this gets caught by an explosion?
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16)
/// should the contents of this atom be acted upon
#define RAD_PROTECT_CONTENTS_1 (1 << 17)
/// should this object be allowed to be contaminated
#define RAD_NO_CONTAMINATE_1 (1 << 18)
/// Should this object be paintable with very dark colors?
#define ALLOW_DARK_PAINTS_1 (1 << 19)
/// Should this object be unpaintable?
#define UNPAINTABLE_1 (1 << 20)
/// Is the thing currently spinning?
#define IS_SPINNING_1 (1 << 21)
/// 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-only flags
#define NOJAUNT_1 (1<<0)
#define UNUSED_RESERVATION_TURF_1 (1<<1)
/// If a turf can be made dirty at roundstart. This is also used in areas.
#define CAN_BE_DIRTY_1 (1<<2)
/// If blood cultists can draw runes or build structures on this turf
#define CULT_PERMITTED_1 (1<<3)
/// Blocks lava rivers being generated on the turf
#define NO_LAVA_GEN_1 (1<<6)
/// Blocks ruins spawning on the turf
#define NO_RUINS_1 (1<<10)
////////////////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 TUNNELS_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 an area should be hidden from power consoles, power/atmosphere alerts, etc.
#define NO_ALERTS (1<<12)
/*
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)
#define LETPASSTHROW (1<<6)
#define PASSMACHINE (1<<7)
#define PASSSTRUCTURE (1<<8)
//Movement Types
#define GROUND (1<<0)
#define FLYING (1<<1)
#define VENTCRAWLING (1<<2)
#define FLOATING (1<<3)
/// When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
#define UNSTOPPABLE (1<<4)
//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)
#define FLAMMABLE (1<<2)
#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)
#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)
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL)
#define MOBILITY_FLAGS_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
//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)
// This skillchip is incompatible with the Chameleon skillchip and cannot be copied.
// If you want to blacklist an abstract path such a /obj/item/skillchip/job then look at the blacklist in /datum/action/item_action/chameleon/change/skillchip
#define SKILLCHIP_CHAMELEON_INCOMPATIBLE (1<<2)
//dir macros
///Returns true if the dir is diagonal, false otherwise
#define ISDIAGONALDIR(d) (d&(d-1))
///True if the dir is north or south, false therwise
#define NSCOMPONENT(d) (d&(NORTH|SOUTH))
///True if the dir is east/west, false otherwise
#define EWCOMPONENT(d) (d&(EAST|WEST))
///Flips the dir for north/south directions
#define NSDIRFLIP(d) (d^(NORTH|SOUTH))
///Flips the dir for east/west directions
#define EWDIRFLIP(d) (d^(EAST|WEST))
///Turns the dir by 180 degrees
#define DIRFLIP(d) turn(d, 180)