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Nightmares -Burn in the light/heal in the dark -Have nightvision -Have shadow walk -Have an armblade that can destroy objects that produce light, and has a chance to destroy light producing objects a targeted mob is holding. It will also deactivate borg headlamps for 10 seconds. -Can't be hit by gunfire in the dark (this is my sad attempt at solving the stun issue, but they'll likely need something else) I also did a minor refactor of borgs losing their ability to use headlamps to use world.time instead of a timer
158 lines
4.4 KiB
Plaintext
158 lines
4.4 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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//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_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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//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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//Bloodcrawling defines
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#define BLOODCRAWL 1
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#define BLOODCRAWL_EAT 2
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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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#define DEVIL_BODYPART "devil"
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/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
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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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//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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//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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//Slime evolution threshold. Controls how fast slimes can split/grow
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#define SLIME_EVOLUTION_THRESHOLD 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
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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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//Hostile simple animals
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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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//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 //crates, lockers, ect
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#define ENVIRONMENT_SMASH_WALLS 2 //walls
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#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
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//SNPCs
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//AI defines
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#define INTERACTING 2
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#define TRAVEL 4
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#define FIGHTING 8
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//Trait defines
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#define TRAIT_ROBUST 2
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#define TRAIT_UNROBUST 4
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#define TRAIT_SMART 8
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#define TRAIT_DUMB 16
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#define TRAIT_MEAN 32
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#define TRAIT_FRIENDLY 64
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#define TRAIT_THIEVING 128
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//Range/chance defines
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#define MAX_RANGE_FIND 32
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#define MIN_RANGE_FIND 16
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#define FUZZY_CHANCE_HIGH 85
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#define FUZZY_CHANCE_LOW 50
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#define CHANCE_TALK 1
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//Traitor type defines
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#define SNPC_BRUTE 1
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#define SNPC_STEALTH 2
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#define SNPC_MARTYR 3
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#define SNPC_PSYCHO 4
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#define TK_MAXRANGE 15
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#define NO_SLIP_WHEN_WALKING 1
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#define SLIDE 2
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#define GALOSHES_DONT_HELP 4
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#define SLIDE_ICE 8
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#define MAX_CHICKENS 50
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#define UNHEALING_EAR_DAMAGE 100
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#define INCORPOREAL_MOVE_BASIC 1
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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
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#define JUDGE_IDCHECK 2
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#define JUDGE_WEAPONCHECK 4
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#define JUDGE_RECORDCHECK 8
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//ED209's ignore monkeys
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#define JUDGE_IGNOREMONKEYS 16
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#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
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#define SHADOW_SPECIES_LIGHT_THRESHOLD 0.2 |