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Bubberstation/code/__DEFINES/radiation.dm
SkyratBot d0dc199815 [MIRROR] /mob/living/proc/Life(delta_time) (#3509)
* /mob/living/proc/Life(delta_time)

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:55:52 +00:00

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/*
These defines are the balancing points of various parts of the radiation system.
Changes here can have widespread effects: make sure you test well.
Ask ninjanomnom if they're around
*/
#define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading
// WARNING: Lowering this value significantly increases SSradiation load
// apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked)
#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this
#define RAD_MOB_SKIN_PROTECTION ((1/RAD_MOB_COEFFICIENT)+RAD_BACKGROUND_RADIATION)
#define RAD_LOSS_PER_SECOND 0.25
/// Toxin damage per second coefficient
#define RAD_TOX_COEFFICIENT 0.04
#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation
// WARNING: This number is highly sensitive to change, graph is first for best results
#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn
//Holy shit test after you tweak anything it's said like 6 times in here
//You probably want to plot any tweaks you make so you can see the curves visually
#define RAD_BURN_LOG_BASE 1.1
#define RAD_BURN_LOG_GRADIENT 10000
#define RAD_BURN_CURVE(X) log(1+((X-RAD_BURN_THRESHOLD)/RAD_BURN_LOG_GRADIENT))/log(RAD_BURN_LOG_BASE)
/// How much stored radiation in a mob with no ill effects
#define RAD_MOB_SAFE 500
/// How much stored radiation to check for hair loss
#define RAD_MOB_HAIRLOSS 800
/// Chance of you hair starting to fall out every second when over threshold
#define RAD_MOB_HAIRLOSS_PROB 7.5
/// How much stored radiation to check for mutation
#define RAD_MOB_MUTATE 1250
/// Chance of randomly mutating every second when over threshold
#define RAD_MOB_MUTATE_PROB 0.5
/// The amount of radiation to check for vomitting
#define RAD_MOB_VOMIT 2000
/// Chance per second of vomitting
#define RAD_MOB_VOMIT_PROB 0.5
/// How much stored radiation to check for stunning
#define RAD_MOB_KNOCKDOWN 2000
/// Chance of knockdown per second when over threshold
#define RAD_MOB_KNOCKDOWN_PROB 0.5
/// Amount of knockdown when it occurs
#define RAD_MOB_KNOCKDOWN_AMOUNT 3
#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
#define RAD_LIGHT_INSULATION 0.8
#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
#define RAD_FULL_INSULATION 0 // Unused
// WARNING: The defines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.25 // Higher means higher strength scaling contamination strength
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
#define RAD_GEIGER_RC 4 // RC-constant for the LP filter for geiger counters. See #define LPFILTER for more info.
#define RAD_GEIGER_GRACE_PERIOD 4 // How many seconds after we last detect a radiation pulse until we stop blipping