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* removes unused define left over from devil (#54356) * removes unused define left over from devil Co-authored-by: Couls <coul422@gmail.com>
384 lines
14 KiB
Plaintext
384 lines
14 KiB
Plaintext
/*ALL MOB-RELATED DEFINES THAT DON'T BELONG IN ANOTHER FILE GO HERE*/
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//Misc mob defines
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//Ready states at roundstart for mob/dead/new_player
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#define PLAYER_NOT_READY 0
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#define PLAYER_READY_TO_PLAY 1
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#define PLAYER_READY_TO_OBSERVE 2
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//Game mode list indexes
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#define CURRENT_LIVING_PLAYERS "living_players_list"
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#define CURRENT_LIVING_ANTAGS "living_antags_list"
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#define CURRENT_DEAD_PLAYERS "dead_players_list"
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#define CURRENT_OBSERVERS "current_observers_list"
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//movement intent defines for the m_intent var
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#define MOVE_INTENT_WALK "walk"
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#define MOVE_INTENT_RUN "run"
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//Blood levels
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#define BLOOD_VOLUME_MAX_LETHAL 2150
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#define BLOOD_VOLUME_EXCESS 2100
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#define BLOOD_VOLUME_MAXIMUM 2000
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#define BLOOD_VOLUME_SLIME_SPLIT 1120
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#define BLOOD_VOLUME_NORMAL 560
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#define BLOOD_VOLUME_SAFE 475
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#define BLOOD_VOLUME_OKAY 336
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#define BLOOD_VOLUME_BAD 224
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#define BLOOD_VOLUME_SURVIVE 122
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//Sizes of mobs, used by mob/living/var/mob_size
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#define MOB_SIZE_TINY 0
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#define MOB_SIZE_SMALL 1
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#define MOB_SIZE_HUMAN 2
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#define MOB_SIZE_LARGE 3
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#define MOB_SIZE_HUGE 4 // Use this for things you don't want bluespace body-bagged
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//Ventcrawling defines
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#define VENTCRAWLER_NONE 0
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#define VENTCRAWLER_NUDE 1
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#define VENTCRAWLER_ALWAYS 2
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//Mob bio-types flags
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#define MOB_ORGANIC (1 << 0)
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#define MOB_MINERAL (1 << 1)
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#define MOB_ROBOTIC (1 << 2)
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#define MOB_UNDEAD (1 << 3)
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#define MOB_HUMANOID (1 << 4)
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#define MOB_BUG (1 << 5)
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#define MOB_BEAST (1 << 6)
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#define MOB_EPIC (1 << 7) //megafauna
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#define MOB_REPTILE (1 << 8)
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#define MOB_SPIRIT (1 << 9)
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//Organ defines for carbon mobs
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#define ORGAN_ORGANIC 1
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#define ORGAN_ROBOTIC 2
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#define BODYPART_ORGANIC 1
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#define BODYPART_ROBOTIC 2
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#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
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#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
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#define MONKEY_BODYPART "monkey"
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#define ALIEN_BODYPART "alien"
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#define LARVA_BODYPART "larva"
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/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
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// Health/damage defines
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#define MAX_LIVING_HEALTH 100
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#define HUMAN_MAX_OXYLOSS 3
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#define HUMAN_CRIT_MAX_OXYLOSS (SSmobs.wait/30)
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#define STAMINA_REGEN_BLOCK_TIME (10 SECONDS)
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#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
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#define HEAT_DAMAGE_LEVEL_2 3 //Amount of damage applied when your body temperature passes the 400K point
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#define HEAT_DAMAGE_LEVEL_3 8 //Amount of damage applied when your body temperature passes the 460K point and you are on fire
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#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
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#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
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#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point
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//Note that gas heat damage is only applied once every FOUR ticks.
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#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
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#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
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#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point
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#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
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#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
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#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
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//Brain Damage defines
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#define BRAIN_DAMAGE_MILD 20
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#define BRAIN_DAMAGE_SEVERE 100
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#define BRAIN_DAMAGE_DEATH 200
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#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
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#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
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#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
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#define BRAIN_TRAUMA_MAGIC /datum/brain_trauma/magic
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#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
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#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
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#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
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#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
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#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
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//Limit of traumas for each resilience tier
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#define TRAUMA_LIMIT_BASIC 3
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#define TRAUMA_LIMIT_SURGERY 2
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#define TRAUMA_LIMIT_WOUND 2
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#define TRAUMA_LIMIT_LOBOTOMY 3
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#define TRAUMA_LIMIT_MAGIC 3
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#define TRAUMA_LIMIT_ABSOLUTE INFINITY
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#define BRAIN_DAMAGE_INTEGRITY_MULTIPLIER 0.5
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//Surgery Defines
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#define BIOWARE_GENERIC "generic"
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#define BIOWARE_NERVES "nerves"
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#define BIOWARE_CIRCULATION "circulation"
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#define BIOWARE_LIGAMENTS "ligaments"
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#define BIOWARE_CORTEX "cortex"
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//Health hud screws for carbon mobs
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#define SCREWYHUD_NONE 0
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#define SCREWYHUD_CRIT 1
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#define SCREWYHUD_DEAD 2
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#define SCREWYHUD_HEALTHY 3
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//Threshold levels for beauty for humans
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#define BEAUTY_LEVEL_HORRID -66
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#define BEAUTY_LEVEL_BAD -33
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#define BEAUTY_LEVEL_DECENT 33
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#define BEAUTY_LEVEL_GOOD 66
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#define BEAUTY_LEVEL_GREAT 100
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//Moods levels for humans
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#define MOOD_LEVEL_HAPPY4 15
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#define MOOD_LEVEL_HAPPY3 10
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#define MOOD_LEVEL_HAPPY2 6
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#define MOOD_LEVEL_HAPPY1 2
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#define MOOD_LEVEL_NEUTRAL 0
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#define MOOD_LEVEL_SAD1 -3
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#define MOOD_LEVEL_SAD2 -7
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#define MOOD_LEVEL_SAD3 -15
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#define MOOD_LEVEL_SAD4 -20
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//Sanity levels for humans
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#define SANITY_MAXIMUM 150
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#define SANITY_GREAT 125
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#define SANITY_NEUTRAL 100
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#define SANITY_DISTURBED 75
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#define SANITY_UNSTABLE 50
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#define SANITY_CRAZY 25
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#define SANITY_INSANE 0
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//Nutrition levels for humans
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#define NUTRITION_LEVEL_FAT 600
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#define NUTRITION_LEVEL_FULL 550
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#define NUTRITION_LEVEL_WELL_FED 450
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#define NUTRITION_LEVEL_FED 350
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#define NUTRITION_LEVEL_HUNGRY 250
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#define NUTRITION_LEVEL_STARVING 150
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#define NUTRITION_LEVEL_START_MIN 250
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#define NUTRITION_LEVEL_START_MAX 400
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//Disgust levels for humans
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#define DISGUST_LEVEL_MAXEDOUT 150
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#define DISGUST_LEVEL_DISGUSTED 75
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#define DISGUST_LEVEL_VERYGROSS 50
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#define DISGUST_LEVEL_GROSS 25
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//Used as an upper limit for species that continuously gain nutriment
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#define NUTRITION_LEVEL_ALMOST_FULL 535
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//Charge levels for Ethereals
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#define ETHEREAL_CHARGE_NONE 0
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#define ETHEREAL_CHARGE_LOWPOWER 400
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#define ETHEREAL_CHARGE_NORMAL 1000
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#define ETHEREAL_CHARGE_ALMOSTFULL 1500
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#define ETHEREAL_CHARGE_FULL 2000
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#define ETHEREAL_CHARGE_OVERLOAD 2500
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#define ETHEREAL_CHARGE_DANGEROUS 3000
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//Slime evolution threshold. Controls how fast slimes can split/grow
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#define SLIME_EVOLUTION_THRESHOLD 10
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//Slime extract crossing. Controls how many extracts is required to feed to a slime to core-cross.
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#define SLIME_EXTRACT_CROSSING_REQUIRED 10
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//Slime commands defines
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#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
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#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
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#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
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#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
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#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
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#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
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#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
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//Sentience types, to prevent things like sentience potions from giving bosses sentience
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#define SENTIENCE_ORGANIC 1
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#define SENTIENCE_ARTIFICIAL 2
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// #define SENTIENCE_OTHER 3 unused
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#define SENTIENCE_MINEBOT 4
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#define SENTIENCE_BOSS 5
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//Mob AI Status
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#define POWER_RESTORATION_OFF 0
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#define POWER_RESTORATION_START 1
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#define POWER_RESTORATION_SEARCH_APC 2
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#define POWER_RESTORATION_APC_FOUND 3
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//Hostile simple animals
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//If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
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#define AI_ON 1
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#define AI_IDLE 2
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#define AI_OFF 3
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#define AI_Z_OFF 4
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//The range at which a mob should wake up if you spawn into the z level near it
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#define MAX_SIMPLEMOB_WAKEUP_RANGE 5
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//determines if a mob can smash through it
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#define ENVIRONMENT_SMASH_NONE 0
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#define ENVIRONMENT_SMASH_STRUCTURES (1<<0) //crates, lockers, ect
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#define ENVIRONMENT_SMASH_WALLS (1<<1) //walls
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#define ENVIRONMENT_SMASH_RWALLS (1<<2) //rwalls
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#define NO_SLIP_WHEN_WALKING (1<<0)
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#define SLIDE (1<<1)
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#define GALOSHES_DONT_HELP (1<<2)
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#define SLIDE_ICE (1<<3)
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#define SLIP_WHEN_CRAWLING (1<<4) //clown planet ruin
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#define MAX_CHICKENS 50
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///Flags used by the flags parameter of electrocute act.
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///Makes it so that the shock doesn't take gloves into account.
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#define SHOCK_NOGLOVES (1 << 0)
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///Used when the shock is from a tesla bolt.
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#define SHOCK_TESLA (1 << 1)
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///Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
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#define SHOCK_ILLUSION (1 << 2)
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///The shock doesn't stun.
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#define SHOCK_NOSTUN (1 << 3)
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#define INCORPOREAL_MOVE_BASIC 1 /// normal movement, see: [/mob/living/var/incorporeal_move]
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#define INCORPOREAL_MOVE_SHADOW 2 /// leaves a trail of shadows
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#define INCORPOREAL_MOVE_JAUNT 3 /// is blocked by holy water/salt
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//Secbot and ED209 judgement criteria bitflag values
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#define JUDGE_EMAGGED (1<<0)
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#define JUDGE_IDCHECK (1<<1)
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#define JUDGE_WEAPONCHECK (1<<2)
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#define JUDGE_RECORDCHECK (1<<3)
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//ED209's ignore monkeys
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#define JUDGE_IGNOREMONKEYS (1<<4)
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#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
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#define SHADOW_SPECIES_LIGHT_THRESHOLD 0.2
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// Offsets defines
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#define OFFSET_UNIFORM "uniform"
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#define OFFSET_ID "id"
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#define OFFSET_GLOVES "gloves"
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#define OFFSET_GLASSES "glasses"
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#define OFFSET_EARS "ears"
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#define OFFSET_SHOES "shoes"
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#define OFFSET_S_STORE "s_store"
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#define OFFSET_FACEMASK "mask"
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#define OFFSET_HEAD "head"
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#define OFFSET_FACE "face"
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#define OFFSET_BELT "belt"
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#define OFFSET_BACK "back"
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#define OFFSET_SUIT "suit"
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#define OFFSET_NECK "neck"
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//MINOR TWEAKS/MISC
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//#define AGE_MIN 17 //youngest a character can be //ORIGINAL
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#define AGE_MIN 18 //youngest a character can be //SKYRAT EDIT CHANGE - age
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#define AGE_MAX 85 //oldest a character can be
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#define AGE_MINOR 20 //legal age of space drinking and smoking
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#define WIZARD_AGE_MIN 30 //youngest a wizard can be
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#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
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#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
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#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
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#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
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#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
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#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
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#define ETHEREAL_CHARGE_FACTOR 1.6 //factor at which ethereal's charge decreases
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#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
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#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
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// Eye protection
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#define FLASH_PROTECTION_SENSITIVE -1
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#define FLASH_PROTECTION_NONE 0
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#define FLASH_PROTECTION_FLASH 1
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#define FLASH_PROTECTION_WELDER 2
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// Roundstart trait system
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#define MAX_QUIRKS 6 //The maximum amount of quirks one character can have at roundstart
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// AI Toggles
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#define AI_CAMERA_LUMINOSITY 5
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#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
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// /obj/item/bodypart on_mob_life() retval flag
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#define BODYPART_LIFE_UPDATE_HEALTH (1<<0)
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#define MAX_REVIVE_FIRE_DAMAGE 180
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#define MAX_REVIVE_BRUTE_DAMAGE 180
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#define HUMAN_FIRE_STACK_ICON_NUM 3
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#define GRAB_PIXEL_SHIFT_PASSIVE 6
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#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
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#define GRAB_PIXEL_SHIFT_NECK 16
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#define PULL_PRONE_SLOWDOWN 1.5
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#define HUMAN_CARRY_SLOWDOWN 0.35
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//Flags that control what things can spawn species (whitelist)
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//Badmin magic mirror
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#define MIRROR_BADMIN (1<<0)
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//Standard magic mirror (wizard)
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#define MIRROR_MAGIC (1<<1)
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//Pride ruin mirror
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#define MIRROR_PRIDE (1<<2)
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//Race swap wizard event
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#define RACE_SWAP (1<<3)
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//ERT spawn template (avoid races that don't function without correct gear)
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#define ERT_SPAWN (1<<4)
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//xenobio black crossbreed
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#define SLIME_EXTRACT (1<<5)
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//Wabbacjack staff projectiles
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#define WABBAJACK (1<<6)
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// Reasons a defibrilation might fail
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#define DEFIB_POSSIBLE (1<<0)
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#define DEFIB_FAIL_SUICIDE (1<<1)
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#define DEFIB_FAIL_HUSK (1<<2)
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#define DEFIB_FAIL_TISSUE_DAMAGE (1<<3)
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#define DEFIB_FAIL_FAILING_HEART (1<<4)
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#define DEFIB_FAIL_NO_HEART (1<<5)
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#define DEFIB_FAIL_FAILING_BRAIN (1<<6)
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#define DEFIB_FAIL_NO_BRAIN (1<<7)
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#define DEFIB_FAIL_NO_INTELLIGENCE (1<<8)
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// Bit mask of possible return values by can_defib that would result in a revivable patient
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#define DEFIB_REVIVABLE_STATES (DEFIB_FAIL_NO_HEART | DEFIB_FAIL_FAILING_HEART | DEFIB_FAIL_HUSK | DEFIB_FAIL_TISSUE_DAMAGE | DEFIB_FAIL_FAILING_BRAIN | DEFIB_POSSIBLE)
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#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
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#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
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/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
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#define EXAMINE_MORE_TIME 1 SECONDS
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/// How far away you can be to make eye contact with someone while examining
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#define EYE_CONTACT_RANGE 5
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#define SILENCE_RANGED_MESSAGE (1<<0)
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///Swarmer flags
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#define SWARMER_LIGHT_ON (1<<0)
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/// Returns whether or not the given mob can succumb
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#define CAN_SUCCUMB(target) (HAS_TRAIT(target, TRAIT_CRITICAL_CONDITION) && !HAS_TRAIT(target, TRAIT_NODEATH))
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// Body position defines.
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/// Mob is standing up, usually associated with lying_angle value of 0.
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#define STANDING_UP 0
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/// Mob is lying down, usually associated with lying_angle values of 90 or 270.
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#define LYING_DOWN 1
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