Files
Bubberstation/code/__DEFINES/mobs.dm
SkyratBot 62f9a92c32 [MIRROR] removes unused define left over from devil (#1297)
* removes unused define left over from devil (#54356)

* removes unused define left over from devil

Co-authored-by: Couls <coul422@gmail.com>
2020-10-14 00:07:45 +01:00

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