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Bubberstation/code/__DEFINES/traits.dm

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#define SIGNAL_ADDTRAIT(trait_ref) "addtrait [trait_ref]"
#define SIGNAL_REMOVETRAIT(trait_ref) "removetrait [trait_ref]"
// trait accessor defines
#define ADD_TRAIT(target, trait, source) \
do { \
var/list/_L; \
if (!target.status_traits) { \
target.status_traits = list(); \
_L = target.status_traits; \
_L[trait] = list(source); \
SEND_SIGNAL(target, SIGNAL_ADDTRAIT(trait), trait); \
} else { \
_L = target.status_traits; \
if (_L[trait]) { \
_L[trait] |= list(source); \
} else { \
_L[trait] = list(source); \
SEND_SIGNAL(target, SIGNAL_ADDTRAIT(trait), trait); \
} \
} \
} while (0)
#define REMOVE_TRAIT(target, trait, sources) \
do { \
var/list/_L = target.status_traits; \
var/list/_S; \
if (sources && !islist(sources)) { \
_S = list(sources); \
} else { \
_S = sources\
}; \
if (_L && _L[trait]) { \
for (var/_T in _L[trait]) { \
if ((!_S && (_T != ROUNDSTART_TRAIT)) || (_T in _S)) { \
_L[trait] -= _T \
} \
};\
if (!length(_L[trait])) { \
_L -= trait; \
SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(trait), trait); \
}; \
if (!length(_L)) { \
target.status_traits = null \
}; \
} \
} while (0)
#define REMOVE_TRAITS_NOT_IN(target, sources) \
do { \
var/list/_L = target.status_traits; \
var/list/_S = sources; \
if (_L) { \
for (var/_T in _L) { \
_L[_T] &= _S;\
if (!length(_L[_T])) { \
_L -= _T; \
SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(_T), _T); \
}; \
};\
if (!length(_L)) { \
target.status_traits = null\
};\
}\
} while (0)
#define REMOVE_TRAITS_IN(target, sources) \
do { \
var/list/_L = target.status_traits; \
var/list/_S = sources; \
if (sources && !islist(sources)) { \
_S = list(sources); \
} else { \
_S = sources\
}; \
if (_L) { \
for (var/_T in _L) { \
_L[_T] -= _S;\
if (!length(_L[_T])) { \
_L -= _T; \
SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(_T)); \
}; \
};\
if (!length(_L)) { \
target.status_traits = null\
};\
}\
} while (0)
#define HAS_TRAIT(target, trait) (target.status_traits ? (target.status_traits[trait] ? TRUE : FALSE) : FALSE)
#define HAS_TRAIT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (source in target.status_traits[trait]) : FALSE) : FALSE)
#define HAS_TRAIT_FROM_ONLY(target, trait, source) (\
target.status_traits ?\
(target.status_traits[trait] ?\
((source in target.status_traits[trait]) && (length(target.status_traits) == 1))\
: FALSE)\
: FALSE)
#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
/*
Remember to update _globalvars/traits.dm if you're adding/removing/renaming traits.
*/
//mob traits
/// Forces the user to stay unconscious.
#define TRAIT_KNOCKEDOUT "knockedout"
/// Prevents voluntary movement.
#define TRAIT_IMMOBILIZED "immobilized"
/// Prevents voluntary standing or staying up on its own.
#define TRAIT_FLOORED "floored"
/// Forces user to stay standing
#define TRAIT_FORCED_STANDING "forcedstanding"
/// Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
#define TRAIT_HANDS_BLOCKED "handsblocked"
/// Inability to access UI hud elements. Turned into a trait from [MOBILITY_UI] to be able to track sources.
#define TRAIT_UI_BLOCKED "uiblocked"
/// Inability to pull things. Turned into a trait from [MOBILITY_PULL] to be able to track sources.
#define TRAIT_PULL_BLOCKED "pullblocked"
/// Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
#define TRAIT_RESTRAINED "restrained"
/// Doesn't miss attacks
#define TRAIT_PERFECT_ATTACKER "perfect_attacker"
#define TRAIT_INCAPACITATED "incapacitated"
#define TRAIT_CRITICAL_CONDITION "critical-condition" //In some kind of critical condition. Is able to succumb.
#define TRAIT_BLIND "blind"
#define TRAIT_MUTE "mute"
#define TRAIT_EMOTEMUTE "emotemute"
#define TRAIT_DEAF "deaf"
#define TRAIT_NEARSIGHT "nearsighted"
#define TRAIT_FAT "fat"
#define TRAIT_HUSK "husk"
#define TRAIT_BADDNA "baddna"
#define TRAIT_CLUMSY "clumsy"
#define TRAIT_CHUNKYFINGERS "chunkyfingers" //means that you can't use weapons with normal trigger guards.
#define TRAIT_DUMB "dumb"
#define TRAIT_ADVANCEDTOOLUSER "advancedtooluser" //Whether a mob is dexterous enough to use machines and certain items or not.
#define TRAIT_MONKEYLIKE "monkeylike" //Antagonizes the above.
#define TRAIT_PACIFISM "pacifism"
#define TRAIT_IGNORESLOWDOWN "ignoreslow"
#define TRAIT_IGNOREDAMAGESLOWDOWN "ignoredamageslowdown"
#define TRAIT_DEATHCOMA "deathcoma" //Causes death-like unconsciousness
#define TRAIT_FAKEDEATH "fakedeath" //Makes the owner appear as dead to most forms of medical examination
#define TRAIT_DISFIGURED "disfigured"
#define TRAIT_XENO_HOST "xeno_host" //Tracks whether we're gonna be a baby alien's mummy.
#define TRAIT_STUNIMMUNE "stun_immunity"
#define TRAIT_STUNRESISTANCE "stun_resistance"
#define TRAIT_IWASBATONED "iwasbatoned" //Anti Dual-baton cooldown bypass exploit.
#define TRAIT_SLEEPIMMUNE "sleep_immunity"
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
#define TRAIT_TESLA_SHOCKIMMUNE "tesla_shock_immunity"
#define TRAIT_STABLEHEART "stable_heart"
/// Prevents you from leaving your corpse
#define TRAIT_CORPSELOCKED "corpselocked"
#define TRAIT_STABLELIVER "stable_liver"
#define TRAIT_VATGROWN "vatgrown"
#define TRAIT_RESISTHEAT "resist_heat"
#define TRAIT_RESISTHEATHANDS "resist_heat_handsonly" //For when you want to be able to touch hot things, but still want fire to be an issue.
#define TRAIT_RESISTCOLD "resist_cold"
#define TRAIT_RESISTHIGHPRESSURE "resist_high_pressure"
#define TRAIT_RESISTLOWPRESSURE "resist_low_pressure"
#define TRAIT_BOMBIMMUNE "bomb_immunity"
#define TRAIT_RADIMMUNE "rad_immunity"
#define TRAIT_GENELESS "geneless"
#define TRAIT_VIRUSIMMUNE "virus_immunity"
#define TRAIT_PIERCEIMMUNE "pierce_immunity"
#define TRAIT_NODISMEMBER "dismember_immunity"
#define TRAIT_NOFIRE "nonflammable"
#define TRAIT_NOGUNS "no_guns"
#define TRAIT_NOHUNGER "no_hunger"
#define TRAIT_NOMETABOLISM "no_metabolism"
#define TRAIT_NOCLONELOSS "no_cloneloss"
#define TRAIT_TOXIMMUNE "toxin_immune"
#define TRAIT_EASYDISMEMBER "easy_dismember"
#define TRAIT_LIMBATTACHMENT "limb_attach"
#define TRAIT_NOLIMBDISABLE "no_limb_disable"
#define TRAIT_EASILY_WOUNDED "easy_limb_wound"
#define TRAIT_HARDLY_WOUNDED "hard_limb_wound"
#define TRAIT_NEVER_WOUNDED "never_wounded"
#define TRAIT_TOXINLOVER "toxinlover"
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_ANTIMAGIC "anti_magic"
#define TRAIT_HOLY "holy"
#define TRAIT_DEPRESSION "depression"
#define TRAIT_JOLLY "jolly"
#define TRAIT_NOCRITDAMAGE "no_crit"
#define TRAIT_NOSLIPWATER "noslip_water"
#define TRAIT_NOSLIPALL "noslip_all"
#define TRAIT_NODEATH "nodeath"
#define TRAIT_NOHARDCRIT "nohardcrit"
#define TRAIT_NOSOFTCRIT "nosoftcrit"
#define TRAIT_MINDSHIELD "mindshield"
#define TRAIT_DISSECTED "dissected"
#define TRAIT_SIXTHSENSE "sixth_sense" //I can hear dead people
#define TRAIT_FEARLESS "fearless"
#define TRAIT_PARALYSIS_L_ARM "para-l-arm" //These are used for brain-based paralysis, where replacing the limb won't fix it
#define TRAIT_PARALYSIS_R_ARM "para-r-arm"
#define TRAIT_PARALYSIS_L_LEG "para-l-leg"
#define TRAIT_PARALYSIS_R_LEG "para-r-leg"
#define TRAIT_CANNOT_OPEN_PRESENTS "cannot-open-presents"
#define TRAIT_PRESENT_VISION "present-vision"
#define TRAIT_DISK_VERIFIER "disk-verifier"
#define TRAIT_NOMOBSWAP "no-mob-swap"
#define TRAIT_XRAY_VISION "xray_vision"
#define TRAIT_THERMAL_VISION "thermal_vision"
#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
#define TRAIT_SURGEON "surgeon"
#define TRAIT_STRONG_GRABBER "strong_grabber"
#define TRAIT_MAGIC_CHOKE "magic_choke"
#define TRAIT_SOOTHED_THROAT "soothed-throat"
#define TRAIT_BOOZE_SLIDER "booze-slider"
#define TRAIT_QUICK_CARRY "quick-carry" //We place people into a fireman carry quicker than standard
#define TRAIT_QUICKER_CARRY "quicker-carry" //We place people into a fireman carry especially quickly compared to quick_carry
#define TRAIT_QUICK_BUILD "quick-build"
#define TRAIT_UNINTELLIGIBLE_SPEECH "unintelligible-speech"
#define TRAIT_UNSTABLE "unstable"
#define TRAIT_OIL_FRIED "oil_fried"
#define TRAIT_MEDICAL_HUD "med_hud"
#define TRAIT_SECURITY_HUD "sec_hud"
#define TRAIT_DIAGNOSTIC_HUD "diag_hud" //for something granting you a diagnostic hud
#define TRAIT_MEDIBOTCOMINGTHROUGH "medbot" //Is a medbot healing you
#define TRAIT_PASSTABLE "passtable"
#define TRAIT_NOFLASH "noflash" //Makes you immune to flashes
#define TRAIT_XENO_IMMUNE "xeno_immune"//prevents xeno huggies implanting skeletons
#define TRAIT_FLASH_SENSITIVE "flash_sensitive"//Makes you flashable from any direction
#define TRAIT_NAIVE "naive"
#define TRAIT_PRIMITIVE "primitive"
#define TRAIT_GUNFLIP "gunflip"
#define TRAIT_SPECIAL_TRAUMA_BOOST "special_trauma_boost" ///Increases chance of getting special traumas, makes them harder to cure
#define TRAIT_BLOODCRAWL_EAT "bloodcrawl_eat"
#define TRAIT_SPACEWALK "spacewalk"
#define TRAIT_GAMERGOD "gamer-god" //double arcade prizes
#define TRAIT_GIANT "giant"
#define TRAIT_DWARF "dwarf"
#define TRAIT_SILENT_FOOTSTEPS "silent_footsteps" //makes your footsteps completely silent
#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
#define TRAIT_TUMOR_SUPPRESSED "brain_tumor_suppressed" //prevents the damage done by a brain tumor
#define TRAIT_PERMANENTLY_ONFIRE "permanently_onfire" //overrides the update_fire proc to always add fire (for lava)
#define TRAIT_SIGN_LANG "sign_language" //Galactic Common Sign Language
#define TRAIT_NANITE_MONITORING "nanite_monitoring" //The mob's nanites are sending a monitoring signal visible on diag HUD
#define TRAIT_MARTIAL_ARTS_IMMUNE "martial_arts_immune" // nobody can use martial arts on this mob
#define TRAIT_DUFFEL_CURSED "duffel_cursed" //You've been cursed with a living duffelbag, and can't have more added
/// Prevents mob from riding mobs when buckled onto something
#define TRAIT_CANT_RIDE "cant_ride"
#define TRAIT_BLOODY_MESS "bloody_mess" //from heparin, makes open bleeding wounds rapidly spill more blood
#define TRAIT_COAGULATING "coagulating" //from coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages
/// From anti-convulsant medication against seizures.
#define TRAIT_ANTICONVULSANT "anticonvulsant"
/// The holder of this trait has antennae or whatever that hurt a ton when noogied
#define TRAIT_ANTENNAE "antennae"
/// Blowing kisses actually does damage to the victim
#define TRAIT_KISS_OF_DEATH "kiss_of_death"
/// Used on limbs in the process of turning a human into a plasmaman while in plasma lava
#define TRAIT_PLASMABURNT "plasma_burnt"
#define TRAIT_NOBLEED "nobleed" //This carbon doesn't bleed
// You can stare into the abyss, but it does not stare back.
// You're immune to the hallucination effect of the supermatter, either
// through force of will, or equipment. Present on /mob or /datum/mind
#define TRAIT_SUPERMATTER_MADNESS_IMMUNE "supermatter_madness_immune"
// You can stare into the abyss, and it turns pink.
// Being close enough to the supermatter makes it heal at higher temperatures
// and emit less heat. Present on /mob or /datum/mind
#define TRAIT_SUPERMATTER_SOOTHER "supermatter_soother"
/*
* Trait granted by various security jobs, and checked by [/obj/item/food/donut]
* When present in the mob's mind, they will always love donuts.
*/
#define TRAIT_DONUT_LOVER "donut_lover"
// METABOLISMS
// Various jobs on the station have historically had better reactions
// to various drinks and foodstuffs. Security liking donuts is a classic
// example. Through years of training/abuse, their livers have taken
// a liking to those substances. Steal a sec officer's liver, eat donuts good.
// These traits are applied to /obj/item/organ/liver
#define TRAIT_LAW_ENFORCEMENT_METABOLISM "law_enforcement_metabolism"
#define TRAIT_CULINARY_METABOLISM "culinary_metabolism"
#define TRAIT_COMEDY_METABOLISM "comedy_metabolism"
#define TRAIT_MEDICAL_METABOLISM "medical_metabolism"
#define TRAIT_GREYTIDE_METABOLISM "greytide_metabolism"
#define TRAIT_ENGINEER_METABOLISM "engineer_metabolism"
#define TRAIT_ROYAL_METABOLISM "royal_metabolism"
#define TRAIT_PRETENDER_ROYAL_METABOLISM "pretender_royal_metabolism"
// If present on a mob or mobmind, allows them to "suplex" an immovable rod
// turning it into a glorified potted plant, and giving them an
// achievement. Can also be used on rod-form wizards.
// Normally only present in the mind of a Research Director.
#define TRAIT_ROD_SUPLEX "rod_suplex"
//SKILLS
#define TRAIT_UNDERWATER_BASKETWEAVING_KNOWLEDGE "underwater_basketweaving"
#define TRAIT_WINE_TASTER "wine_taster"
#define TRAIT_BONSAI "bonsai"
#define TRAIT_LIGHTBULB_REMOVER "lightbulb_remover"
#define TRAIT_KNOW_CYBORG_WIRES "know_cyborg_wires"
#define TRAIT_KNOW_ENGI_WIRES "know_engi_wires"
#define TRAIT_ENTRAILS_READER "entrails_reader"
///Movement type traits for movables. See elements/movetype_handler.dm
#define TRAIT_MOVE_GROUND "move_ground"
#define TRAIT_MOVE_FLYING "move_flying"
#define TRAIT_MOVE_VENTCRAWLING "move_ventcrawling"
#define TRAIT_MOVE_FLOATING "move_floating"
#define TRAIT_MOVE_PHASING "move_phasing"
/// Disables the floating animation. See above.
#define TRAIT_NO_FLOATING_ANIM "no-floating-animation"
//non-mob traits
/// Used for limb-based paralysis, where replacing the limb will fix it.
#define TRAIT_PARALYSIS "paralysis"
/// Used for limbs.
#define TRAIT_DISABLED_BY_WOUND "disabled-by-wound"
/*
* Used for movables that need to be updated, via COMSIG_ENTER_AREA and COMSIG_EXIT_AREA, when transitioning areas.
* Use [/atom/movable/proc/become_area_sensitive(trait_source)] to properly enable it. How you remove it isn't as important.
*/
#define TRAIT_AREA_SENSITIVE "area-sensitive"
///Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
#define TRAIT_KEEP_TOGETHER "keep-together"
///Marks the item as having been transmuted. Functionally blacklists the item from being recycled or sold for materials.
#define TRAIT_MAT_TRANSMUTED "transmuted"
// item traits
#define TRAIT_NODROP "nodrop"
#define TRAIT_NO_STORAGE_INSERT "no_storage_insert" //cannot be inserted in a storage.
#define TRAIT_T_RAY_VISIBLE "t-ray-visible" // Visible on t-ray scanners if the atom/var/level == 1
#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
#define TRAIT_FOOD_GRILLED "food_grilled"
#define TRAIT_NEEDS_TWO_HANDS "needstwohands" //The items needs two hands to be carried
#define TRAIT_FISH_SAFE_STORAGE "fish_case" //Fish in this won't die
#define TRAIT_FISH_CASE_COMPATIBILE "fish_case_compatibile" //Stuff that can go inside fish cases
/// Plants that were mutated as a result of passive instability, not a mutation threshold.
#define TRAIT_PLANT_WILDMUTATE "wildmutation"
//quirk traits
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
#define TRAIT_NIGHT_VISION "night_vision"
#define TRAIT_LIGHT_STEP "light_step"
#define TRAIT_SPIRITUAL "spiritual"
#define TRAIT_FAN_CLOWN "fan_clown"
#define TRAIT_FAN_MIME "fan_mime"
#define TRAIT_VORACIOUS "voracious"
#define TRAIT_SELF_AWARE "self_aware"
#define TRAIT_FREERUNNING "freerunning"
#define TRAIT_SKITTISH "skittish"
#define TRAIT_POOR_AIM "poor_aim"
#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
#define TRAIT_DRUNK_HEALING "drunk_healing"
#define TRAIT_TAGGER "tagger"
#define TRAIT_PHOTOGRAPHER "photographer"
#define TRAIT_MUSICIAN "musician"
#define TRAIT_LIGHT_DRINKER "light_drinker"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_GRABWEAKNESS "grab_weakness"
#define TRAIT_SNOB "snob"
#define TRAIT_BALD "bald"
#define TRAIT_BADTOUCH "bad_touch"
#define TRAIT_EXTROVERT "extrovert"
#define TRAIT_INTROVERT "introvert"
#define TRAIT_ANXIOUS "anxious"
///Trait for dryable items
#define TRAIT_DRYABLE "trait_dryable"
///Trait for dried items
#define TRAIT_DRIED "trait_dried"
//Trait for customizable reagent holder
#define TRAIT_CUSTOMIZABLE_REAGENT_HOLDER "customizable_reagent_holder"
/* Traits for ventcrawling.
* Both give access to ventcrawling, but *_NUDE requires the user to be
* wearing no clothes and holding no items. If both present, *_ALWAYS
* takes precedence.
*/
#define TRAIT_VENTCRAWLER_ALWAYS "ventcrawler_always"
#define TRAIT_VENTCRAWLER_NUDE "ventcrawler_nude"
/// Minor trait used for beakers, or beaker-ishes. [/obj/item/reagent_containers], to show that they've been used in a reagent grinder.
#define TRAIT_MAY_CONTAIN_BLENDED_DUST "may_contain_blended_dust"
//Medical Categories for quirks
#define CAT_QUIRK_ALL 0
#define CAT_QUIRK_NOTES 1
#define CAT_QUIRK_MINOR_DISABILITY 2
#define CAT_QUIRK_MAJOR_DISABILITY 3
// common trait sources
#define TRAIT_GENERIC "generic"
#define GENERIC_ITEM_TRAIT "generic_item"
#define UNCONSCIOUS_TRAIT "unconscious"
#define EYE_DAMAGE "eye_damage"
#define EAR_DAMAGE "ear_damage"
#define GENETIC_MUTATION "genetic"
#define OBESITY "obesity"
#define MAGIC_TRAIT "magic"
#define TRAUMA_TRAIT "trauma"
#define DISEASE_TRAIT "disease"
#define SPECIES_TRAIT "species"
#define ORGAN_TRAIT "organ"
#define ROUNDSTART_TRAIT "roundstart" //cannot be removed without admin intervention
#define JOB_TRAIT "job"
#define CYBORG_ITEM_TRAIT "cyborg-item"
#define ADMIN_TRAIT "admin" // (B)admins only.
#define CHANGELING_TRAIT "changeling"
#define CULT_TRAIT "cult"
#define CURSED_ITEM_TRAIT "cursed-item" // The item is magically cursed
#define ABSTRACT_ITEM_TRAIT "abstract-item"
#define STATUS_EFFECT_TRAIT "status-effect"
#define CLOTHING_TRAIT "clothing"
#define HELMET_TRAIT "helmet"
#define MASK_TRAIT "mask" //inherited from the mask
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
#define GLASSES_TRAIT "glasses"
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
#define INNATE_TRAIT "innate"
#define CRIT_HEALTH_TRAIT "crit_health"
#define OXYLOSS_TRAIT "oxyloss"
#define TURF_TRAIT "turf"
#define BUCKLED_TRAIT "buckled" //trait associated to being buckled
#define CHOKEHOLD_TRAIT "chokehold" //trait associated to being held in a chokehold
#define RESTING_TRAIT "resting" //trait associated to resting
#define STAT_TRAIT "stat" //trait associated to a stat value or range of
#define STATION_TRAIT "station-trait"
#define MAPPING_HELPER_TRAIT "mapping-helper" //obtained from mapping helper
/// Trait associated to wearing a suit
#define SUIT_TRAIT "suit"
/// Trait associated to lying down (having a [lying_angle] of a different value than zero).
#define LYING_DOWN_TRAIT "lying-down"
/// Trait associated to lacking electrical power.
#define POWER_LACK_TRAIT "power-lack"
/// Trait associated with mafia
#define MAFIA_TRAIT "mafia"
/// Trait associated with highlander
#define HIGHLANDER_TRAIT "highlander"
// unique trait sources, still defines
#define CLONING_POD_TRAIT "cloning-pod"
#define STATUE_MUTE "statue"
#define CHANGELING_DRAIN "drain"
#define CHANGELING_HIVEMIND_MUTE "ling_mute"
#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
#define HIGHLANDER "highlander"
#define TRAIT_HULK "hulk"
#define STASIS_MUTE "stasis"
#define GENETICS_SPELL "genetics_spell"
#define EYES_COVERED "eyes_covered"
#define CULT_EYES "cult_eyes"
#define TRAIT_SANTA "santa"
#define SCRYING_ORB "scrying-orb"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
#define JUNGLE_FEVER_TRAIT "jungle_fever"
#define MEGAFAUNA_TRAIT "megafauna"
#define CLOWN_NUKE_TRAIT "clown-nuke"
#define STICKY_MOUSTACHE_TRAIT "sticky-moustache"
#define CHAINSAW_FRENZY_TRAIT "chainsaw-frenzy"
#define CHRONO_GUN_TRAIT "chrono-gun"
#define REVERSE_BEAR_TRAP_TRAIT "reverse-bear-trap"
#define CURSED_MASK_TRAIT "cursed-mask"
#define HIS_GRACE_TRAIT "his-grace"
#define HAND_REPLACEMENT_TRAIT "magic-hand"
#define HOT_POTATO_TRAIT "hot-potato"
#define SABRE_SUICIDE_TRAIT "sabre-suicide"
#define ABDUCTOR_VEST_TRAIT "abductor-vest"
#define CAPTURE_THE_FLAG_TRAIT "capture-the-flag"
#define EYE_OF_GOD_TRAIT "eye-of-god"
#define SHAMEBRERO_TRAIT "shamebrero"
#define CHRONOSUIT_TRAIT "chronosuit"
#define LOCKED_HELMET_TRAIT "locked-helmet"
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define MADE_UNCLONEABLE "made-uncloneable"
#define TIMESTOP_TRAIT "timestop"
#define LIFECANDLE_TRAIT "lifecandle"
#define VENTCRAWLING_TRAIT "ventcrawling"
#define SPECIES_FLIGHT_TRAIT "species-flight"
#define FROSTMINER_ENRAGE_TRAIT "frostminer-enrage"
#define NO_GRAVITY_TRAIT "no-gravity"
#define LEAPER_BUBBLE_TRAIT "leaper-bubble"
#define STICKY_NODROP "sticky-nodrop" //sticky nodrop sounds like a bad soundcloud rapper's name
#define SKILLCHIP_TRAIT "skillchip"
#define BUSY_FLOORBOT_TRAIT "busy-floorbot"
#define PULLED_WHILE_SOFTCRIT_TRAIT "pulled-while-softcrit"
#define LOCKED_BORG_TRAIT "locked-borg"
#define LACKING_LOCOMOTION_APPENDAGES_TRAIT "lacking-locomotion-appengades" //trait associated to not having locomotion appendages nor the ability to fly or float
#define CRYO_TRAIT "cryo"
#define LACKING_MANIPULATION_APPENDAGES_TRAIT "lacking-manipulation-appengades" //trait associated to not having fine manipulation appendages such as hands
#define HANDCUFFED_TRAIT "handcuffed"
/// Trait granted by [/obj/item/warpwhistle]
#define WARPWHISTLE_TRAIT "warpwhistle"
///Turf trait for when a turf is transparent
#define TURF_Z_TRANSPARENT_TRAIT "turf_z_transparent"
/// Trait applied by by [/datum/component/soulstoned]
#define SOULSTONE_TRAIT "soulstone"
/// Trait applied to slimes by low temperature
#define SLIME_COLD "slime-cold"
/// Trait applied to bots by being tipped over
#define BOT_TIPPED_OVER "bot-tipped-over"
/// Trait applied to PAIs by being folded
#define PAI_FOLDED "pai-folded"
/// Trait applied to brain mobs when they lack external aid for locomotion, such as being inside a mech.
#define BRAIN_UNAIDED "brain-unaided"
/// Trait applied by element
#define ELEMENT_TRAIT "element_trait"
/// Trait granted by [/obj/item/clothing/head/helmet/space/hardsuit/berserker]
#define BERSERK_TRAIT "berserk_trait"
/// Trait granted by lipstick
#define LIPSTICK_TRAIT "lipstick_trait"
/// Self-explainatory.
#define BEAUTY_ELEMENT_TRAIT "beauty_element"
#define MOOD_COMPONENT_TRAIT "mood_component"
/**
* Trait granted by [/mob/living/carbon/Initialize] and
* granted/removed by [/obj/item/organ/tongue]
* Used for ensuring that carbons without tongues cannot taste anything
* so it is added in Initialize, and then removed when a tongue is inserted
* and readded when a tongue is removed.
*/
#define NO_TONGUE_TRAIT "no_tongue_trait"
/// Trait granted by [/mob/living/silicon/robot]
/// Traits applied to a silicon mob by their model.
#define MODEL_TRAIT "model_trait"
/// Trait from [/datum/antagonist/nukeop/clownop]
#define CLOWNOP_TRAIT "clownop"
///Traits given by station traits
#define STATION_TRAIT_BANANIUM_SHIPMENTS "station_trait_bananium_shipments"
#define STATION_TRAIT_UNNATURAL_ATMOSPHERE "station_trait_unnatural_atmosphere"
#define STATION_TRAIT_UNIQUE_AI "station_trait_unique_ai"
#define STATION_TRAIT_CARP_INFESTATION "station_trait_carp_infestation"
#define STATION_TRAIT_PREMIUM_INTERNALS "station_trait_premium_internals"
#define STATION_TRAIT_LATE_ARRIVALS "station_trait_late_arrivals"
#define STATION_TRAIT_RANDOM_ARRIVALS "station_trait_random_arrivals"
#define STATION_TRAIT_FILLED_MAINT "station_trait_filled_maint"
#define STATION_TRAIT_EMPTY_MAINT "station_trait_empty_maint"
#define STATION_TRAIT_PDA_GLITCHED "station_trait_pda_glitched"