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* Adds a unit test for species changes keeping clothings * digilegs digital legs * Fixes the unit tests and an additional runtime too, woo! Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
757 lines
28 KiB
Plaintext
757 lines
28 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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//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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/// How efficiently humans regenerate blood.
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#define BLOOD_REGEN_FACTOR 0.25
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/// Temperature at which blood loss and regen stops. [/mob/living/carbon/human/proc/handle_blood]
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#define BLOOD_STOP_TEMP 225
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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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#define MOB_PLANT (1 << 10)
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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 DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/species/human/bodyparts_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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//Bodypart change blocking flags
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///Bodypart does not get replaced during set_species()
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#define BP_BLOCK_CHANGE_SPECIES (1<<0)
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//Bodytype defines for how things can be worn, surgery, and other misc things.
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///The limb is organic
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#define BODYTYPE_ORGANIC (1<<0)
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///The limb is robotic
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#define BODYTYPE_ROBOTIC (1<<1)
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///The limb fits the human mold
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#define BODYTYPE_HUMANOID (1<<2)
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///The limb is digitigrade
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#define BODYTYPE_DIGITIGRADE (1<<3) //Cancer
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///The limb fits the monkey mold
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#define BODYTYPE_MONKEY (1<<4)
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///The limb is snouted
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#define BODYTYPE_SNOUTED (1<<5)
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// SKYRAT EDIT ADDITION
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///The limb fits a modular custom shape
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#define BODYTYPE_CUSTOM (1<<6)
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///The limb fits a taur body
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#define BODYTYPE_TAUR (1<<7)
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///The limb causes shoes to no longer be displayed, useful for taurs.
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#define BODYTYPE_HIDE_SHOES (1<<8)
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// SKYRAT EDIT END
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// Defines for Species IDs. Used to refer to the name of a species, for things like bodypart names or species preferences.
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#define SPECIES_ABDUCTOR "abductor"
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#define SPECIES_ANDROID "android"
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#define SPECIES_DULLAHAN "dullahan"
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#define SPECIES_ETHEREAL "ethereal"
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#define SPECIES_FELINE "felinid"
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#define SPECIES_FLYPERSON "fly"
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#define SPECIES_HUMAN "human"
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#define SPECIES_JELLYPERSON "jelly"
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#define SPECIES_SLIMEPERSON "slime"
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#define SPECIES_LUMINESCENT "luminescent"
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#define SPECIES_STARGAZER "stargazer"
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#define SPECIES_LIZARD "lizard"
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#define SPECIES_LIZARD_ASH "ashwalker"
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#define SPECIES_LIZARD_SILVER "silverscale"
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#define SPECIES_NIGHTMARE "nightmare"
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#define SPECIES_MONKEY "monkey"
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#define SPECIES_MOTH "moth"
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#define SPECIES_MUSHROOM "mush"
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#define SPECIES_PLASMAMAN "plasmaman"
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#define SPECIES_PODPERSON "pod"
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#define SPECIES_SHADOW "shadow"
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#define SPECIES_SKELETON "skeleton"
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#define SPECIES_SNAIL "snail"
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#define SPECIES_VAMPIRE "vampire"
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#define SPECIES_ZOMBIE "zombie"
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#define SPECIES_ZOMBIE_INFECTIOUS "memezombie"
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#define SPECIES_ZOMBIE_KROKODIL "krokodil_zombie"
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// Like species IDs, but not specifically attached a species.
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#define BODYPART_TYPE_ALIEN "alien"
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#define BODYPART_TYPE_ROBOTIC "robotic"
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#define BODYPART_TYPE_DIGITIGRADE "digitigrade"
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//See: datum/species/var/digitigrade_customization
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///The species does not have digitigrade legs in generation.
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#define DIGITIGRADE_NEVER 0
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///The species can have digitigrade legs in generation
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#define DIGITIGRADE_OPTIONAL 1
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///The species is forced to have digitigrade legs in generation.
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#define DIGITIGRADE_FORCED 2
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///Digitigrade's prefs, used in features for legs if you're meant to be a Digitigrade.
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#define DIGITIGRADE_LEGS "Digitigrade Legs"
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//TODO: Remove entirely in favor of the BODYTYPE system
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///Body type bitfields for allowed_animal_origin used to check compatible surgery body types (use NONE for no matching body type)
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#define HUMAN_BODY (1 << 0)
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#define MONKEY_BODY (1 << 1)
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#define ALIEN_BODY (1 << 2)
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#define LARVA_BODY (1 << 3)
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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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//for determining which type of heartbeat sound is playing
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///Heartbeat is beating fast for hard crit
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#define BEAT_FAST 1
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///Heartbeat is beating slow for soft crit
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#define BEAT_SLOW 2
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///Heartbeat is gone... He's dead Jim :(
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#define BEAT_NONE 0
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#define HUMAN_MAX_OXYLOSS 3
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#define HUMAN_CRIT_MAX_OXYLOSS (SSMOBS_DT/3)
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#define STAMINA_REGEN_BLOCK_TIME (10 SECONDS)
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#define HEAT_DAMAGE_LEVEL_1 1 //Amount of damage applied when your body temperature just passes the 360.15k safety point
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#define HEAT_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 400K point
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#define HEAT_DAMAGE_LEVEL_3 4 //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 0.25 //Amount of damage applied when your body temperature just passes the 260.15k safety point
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#define COLD_DAMAGE_LEVEL_2 0.75 //Amount of damage applied when your body temperature passes the 200K point
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#define COLD_DAMAGE_LEVEL_3 1.5 //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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//Health doll screws for human mobs
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#define SCREWYDOLL_HEAD /obj/item/bodypart/head
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#define SCREWYDOLL_CHEST /obj/item/bodypart/chest
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#define SCREWYDOLL_L_ARM /obj/item/bodypart/l_arm
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#define SCREWYDOLL_R_ARM /obj/item/bodypart/r_arm
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#define SCREWYDOLL_L_LEG /obj/item/bodypart/l_leg
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#define SCREWYDOLL_R_LEG /obj/item/bodypart/r_leg
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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_HAPPY4 15
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#define MOOD_HAPPY3 10
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#define MOOD_HAPPY2 6
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#define MOOD_HAPPY1 2
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#define MOOD_NEUTRAL 0
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#define MOOD_SAD1 -3
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#define MOOD_SAD2 -7
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#define MOOD_SAD3 -15
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#define MOOD_SAD4 -20
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//Moods levels for humans
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#define MOOD_LEVEL_HAPPY4 9
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#define MOOD_LEVEL_HAPPY3 8
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#define MOOD_LEVEL_HAPPY2 7
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#define MOOD_LEVEL_HAPPY1 6
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#define MOOD_LEVEL_NEUTRAL 5
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#define MOOD_LEVEL_SAD1 4
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#define MOOD_LEVEL_SAD2 3
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#define MOOD_LEVEL_SAD3 2
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#define MOOD_LEVEL_SAD4 1
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//Sanity values 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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//Sanity levels for humans
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#define SANITY_LEVEL_GREAT 1
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#define SANITY_LEVEL_NEUTRAL 2
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#define SANITY_LEVEL_DISTURBED 3
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#define SANITY_LEVEL_UNSTABLE 4
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#define SANITY_LEVEL_CRAZY 5
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#define SANITY_LEVEL_INSANE 6
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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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#define CRYSTALIZE_COOLDOWN_LENGTH 120 SECONDS
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#define CRYSTALIZE_PRE_WAIT_TIME 40 SECONDS
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#define CRYSTALIZE_DISARM_WAIT_TIME 120 SECONDS
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#define CRYSTALIZE_HEAL_TIME 60 SECONDS
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#define BRUTE_DAMAGE_REQUIRED_TO_STOP_CRYSTALIZATION 30
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#define CRYSTALIZE_STAGE_ENGULFING 100 //Cant use second defines
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#define CRYSTALIZE_STAGE_ENCROACHING 300 //In switches
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#define CRYSTALIZE_STAGE_SMALL 600 //Because they're not static
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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_HUMANOID 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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#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 SHADOW_SPECIES_LIGHT_THRESHOLD 0.2
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#define COOLDOWN_UPDATE_SET_MELEE "set_melee"
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#define COOLDOWN_UPDATE_ADD_MELEE "add_melee"
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#define COOLDOWN_UPDATE_SET_RANGED "set_ranged"
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#define COOLDOWN_UPDATE_ADD_RANGED "add_ranged"
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#define COOLDOWN_UPDATE_SET_ENRAGE "set_enrage"
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#define COOLDOWN_UPDATE_ADD_ENRAGE "add_enrage"
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#define COOLDOWN_UPDATE_SET_SPAWN "set_spawn"
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#define COOLDOWN_UPDATE_ADD_SPAWN "add_spawn"
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#define COOLDOWN_UPDATE_SET_HELP "set_help"
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#define COOLDOWN_UPDATE_ADD_HELP "add_help"
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#define COOLDOWN_UPDATE_SET_DASH "set_dash"
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#define COOLDOWN_UPDATE_ADD_DASH "add_dash"
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#define COOLDOWN_UPDATE_SET_TRANSFORM "set_transform"
|
|
#define COOLDOWN_UPDATE_ADD_TRANSFORM "add_transform"
|
|
#define COOLDOWN_UPDATE_SET_CHASER "set_chaser"
|
|
#define COOLDOWN_UPDATE_ADD_CHASER "add_chaser"
|
|
#define COOLDOWN_UPDATE_SET_ARENA "set_arena"
|
|
#define COOLDOWN_UPDATE_ADD_ARENA "add_arena"
|
|
|
|
// 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"
|
|
#define OFFSET_ACCESSORY "accessory" // Skyrat edit - addition
|
|
|
|
//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 (4 SECONDS) //time taken to search somebody's pockets
|
|
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
|
|
|
|
#define HUNGER_FACTOR 0.05 //factor at which mob nutrition decreases
|
|
#define ETHEREAL_CHARGE_FACTOR 0.8 //factor at which ethereal's charge decreases per second
|
|
/// How much nutrition eating clothes as moth gives and drains
|
|
#define CLOTHING_NUTRITION_GAIN 15
|
|
#define REAGENTS_METABOLISM 0.2 //How many units of reagent are consumed per second, 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_HYPER_SENSITIVE -2
|
|
#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 DEFAULT_BRUTE_EXAMINE_TEXT "bruising"
|
|
#define DEFAULT_BURN_EXAMINE_TEXT "burns"
|
|
#define DEFAULT_CLONE_EXAMINE_TEXT "cellular damage"
|
|
|
|
#define ROBOTIC_BRUTE_EXAMINE_TEXT "denting"
|
|
#define ROBOTIC_BURN_EXAMINE_TEXT "charring"
|
|
|
|
// If a mob has a higher threshold than this, the icon shown will be increased to the big fire icon.
|
|
#define MOB_BIG_FIRE_STACK_THRESHOLD 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)
|
|
|
|
// Randomization keys for calling wabbajack with.
|
|
// Note the contents of these keys are important, as they're displayed to the player
|
|
// Ex: (You turn into a "monkey", You turn into a "xenomorph")
|
|
#define WABBAJACK_MONKEY "monkey"
|
|
#define WABBAJACK_ROBOT "robot"
|
|
#define WABBAJACK_SLIME "slime"
|
|
#define WABBAJACK_XENO "xenomorph"
|
|
#define WABBAJACK_HUMAN "humanoid"
|
|
#define WABBAJACK_ANIMAL "animal"
|
|
|
|
// 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)
|
|
#define DEFIB_FAIL_BLACKLISTED (1<<9)
|
|
#define DEFIB_NOGRAB_AGHOST (1<<10)
|
|
|
|
// 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, A) \
|
|
sleep(X); \
|
|
if(QDELETED(A)) return; \
|
|
if(ismob(A)) { \
|
|
var/mob/sleep_check_death_mob = A; \
|
|
if(sleep_check_death_mob.stat == DEAD) return; \
|
|
}
|
|
|
|
|
|
#define DOING_INTERACTION(user, interaction_key) (LAZYACCESS(user.do_afters, interaction_key))
|
|
#define DOING_INTERACTION_LIMIT(user, interaction_key, max_interaction_count) ((LAZYACCESS(user.do_afters, interaction_key) || 0) >= max_interaction_count)
|
|
#define DOING_INTERACTION_WITH_TARGET(user, target) (LAZYACCESS(user.do_afters, target))
|
|
#define DOING_INTERACTION_WITH_TARGET_LIMIT(user, target, max_interaction_count) ((LAZYACCESS(user.do_afters, target) || 0) >= max_interaction_count)
|
|
|
|
// recent examine defines
|
|
/// How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
|
|
#define RECENT_EXAMINE_MAX_WINDOW 2 SECONDS
|
|
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
|
|
#define EXAMINE_MORE_WINDOW 1 SECONDS
|
|
/// If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
|
|
#define EYE_CONTACT_WINDOW 2 SECONDS
|
|
/// If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!
|
|
#define YAWN_PROPAGATION_EXAMINE_WINDOW 2 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)
|
|
|
|
/// 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
|
|
|
|
///How much a mob's sprite should be moved when they're lying down
|
|
#define PIXEL_Y_OFFSET_LYING -6
|
|
|
|
///Define for spawning megafauna instead of a mob for cave gen
|
|
#define SPAWN_MEGAFAUNA "bluh bluh huge boss"
|
|
|
|
///Squash flags. For squashable element
|
|
|
|
///Whether or not the squashing requires the squashed mob to be lying down
|
|
#define SQUASHED_SHOULD_BE_DOWN (1<<0)
|
|
///Whether or not to gib when the squashed mob is moved over
|
|
#define SQUASHED_SHOULD_BE_GIBBED (1<<0)
|
|
|
|
/*
|
|
* Defines for "AI emotions", allowing the AI to expression emotions
|
|
* with status displays via emotes.
|
|
*/
|
|
|
|
#define AI_EMOTION_VERY_HAPPY "Very Happy"
|
|
#define AI_EMOTION_HAPPY "Happy"
|
|
#define AI_EMOTION_NEUTRAL "Neutral"
|
|
#define AI_EMOTION_UNSURE "Unsure"
|
|
#define AI_EMOTION_CONFUSED "Confused"
|
|
#define AI_EMOTION_SAD "Sad"
|
|
#define AI_EMOTION_BSOD "BSOD"
|
|
#define AI_EMOTION_BLANK "Blank"
|
|
#define AI_EMOTION_PROBLEMS "Problems?"
|
|
#define AI_EMOTION_AWESOME "Awesome"
|
|
#define AI_EMOTION_FACEPALM "Facepalm"
|
|
#define AI_EMOTION_THINKING "Thinking"
|
|
#define AI_EMOTION_FRIEND_COMPUTER "Friend Computer"
|
|
#define AI_EMOTION_DORFY "Dorfy"
|
|
#define AI_EMOTION_BLUE_GLOW "Blue Glow"
|
|
#define AI_EMOTION_RED_GLOW "Red Glow"
|
|
|
|
/// Throw modes, defines whether or not to turn off throw mode after
|
|
#define THROW_MODE_DISABLED 0
|
|
#define THROW_MODE_TOGGLE 1
|
|
#define THROW_MODE_HOLD 2
|
|
|
|
//Saves a proc call, life is suffering. If who has no targets_from var, we assume it's just who
|
|
#define GET_TARGETS_FROM(who) (who.targets_from ? who.get_targets_from() : who)
|
|
|
|
//defines for grad_color and grad_styles list access keys
|
|
#define GRADIENT_HAIR_KEY 1
|
|
#define GRADIENT_FACIAL_HAIR_KEY 2
|
|
//Keep up to date with the highest key value
|
|
#define GRADIENTS_LEN 2
|
|
|
|
// /datum/sprite_accessory/gradient defines
|
|
#define GRADIENT_APPLIES_TO_HAIR (1<<0)
|
|
#define GRADIENT_APPLIES_TO_FACIAL_HAIR (1<<1)
|
|
|
|
/// Sign Language defines
|
|
#define SIGN_ONE_HAND 0
|
|
#define SIGN_HANDS_FULL 1
|
|
#define SIGN_ARMLESS 2
|
|
#define SIGN_TRAIT_BLOCKED 3
|
|
#define SIGN_CUFFED 4
|
|
|
|
// Mob Overlays Indexes
|
|
/// Total number of layers for mob overlays
|
|
#define TOTAL_LAYERS 39 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
|
|
/// Mutations layer - Tk headglows, cold resistance glow, etc
|
|
#define MUTATIONS_LAYER 38
|
|
/// Mutantrace features (tail when looking south) that must appear behind the body parts
|
|
#define BODY_BEHIND_LAYER 37
|
|
/// Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
|
|
#define BODYPARTS_LAYER 36
|
|
/// Mutantrace features (snout, body markings) that must appear above the body parts
|
|
#define BODY_ADJ_LAYER 35
|
|
/// Underwear, undershirts, socks, eyes, lips(makeup)
|
|
#define BODY_LAYER 34
|
|
/// Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
|
|
#define FRONT_MUTATIONS_LAYER 33
|
|
/// Damage indicators (cuts and burns)
|
|
#define DAMAGE_LAYER 32
|
|
//SKYRAT EDIT ADDITION BEGIN. This layer is used for things that shouldn't be over clothes, but should be over mutations - BUMPED UP ^
|
|
#define BODY_FRONT_UNDER_CLOTHES 31
|
|
//SKYRAT EDIT ADDITION END
|
|
/// Jumpsuit clothing layer
|
|
#define UNIFORM_LAYER 30
|
|
//SKYRAT EDIT ADDITION BEGIN - BUMPED UP ^
|
|
#define ANUS_LAYER 29
|
|
#define VAGINA_LAYER 28
|
|
#define PENIS_LAYER 27
|
|
#define NIPPLES_LAYER 26
|
|
#define BANDAGE_LAYER 25
|
|
//SKYRAT EDIT ADDITION END
|
|
/// ID card layer (might be deprecated)
|
|
#define ID_LAYER 24
|
|
/// ID card layer
|
|
#define ID_CARD_LAYER 23
|
|
/// Hands body part layer (or is this for the arm? not sure...)
|
|
#define HANDS_PART_LAYER 22
|
|
/// Gloves layer
|
|
#define GLOVES_LAYER 21
|
|
/// Shoes layer
|
|
#define SHOES_LAYER 20
|
|
/// Ears layer (Spessmen have ears? Wow)
|
|
#define EARS_LAYER 19
|
|
/// Suit layer (armor, coats, etc.)
|
|
#define SUIT_LAYER 18
|
|
/// Glasses layer
|
|
#define GLASSES_LAYER 17
|
|
/// Belt layer
|
|
#define BELT_LAYER 16 //Possible make this an overlay of somethign required to wear a belt?
|
|
/// Suit storage layer (tucking a gun or baton underneath your armor)
|
|
#define SUIT_STORE_LAYER 15
|
|
/// Neck layer (for wearing ties and bedsheets)
|
|
#define NECK_LAYER 14
|
|
/// Back layer (for backpacks and equipment on your back)
|
|
#define BACK_LAYER 13
|
|
/// Hair layer (mess with the fro and you got to go!)
|
|
#define HAIR_LAYER 12 //TODO: make part of head layer?
|
|
/// Facemask layer (gas masks, breath masks, etc.)
|
|
#define FACEMASK_LAYER 11
|
|
/// Head layer (hats, helmets, etc.)
|
|
#define HEAD_LAYER 10
|
|
/// Handcuff layer (when your hands are cuffed)
|
|
#define HANDCUFF_LAYER 9
|
|
/// Legcuff layer (when your feet are cuffed)
|
|
#define LEGCUFF_LAYER 8
|
|
/// Hands layer (for the actual hand, not the arm... I think?)
|
|
#define HANDS_LAYER 7
|
|
/// Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears)
|
|
#define BODY_FRONT_LAYER 6
|
|
/// Special body layer that actually require to be above the hair (e.g. lifted welding goggles)
|
|
#define ABOVE_BODY_FRONT_GLASSES_LAYER 5
|
|
/// Special body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers)
|
|
#define ABOVE_BODY_FRONT_HEAD_LAYER 4
|
|
/// Bleeding wound icons
|
|
#define WOUND_LAYER 3
|
|
/// Blood cult ascended halo layer, because there's currently no better solution for adding/removing
|
|
#define HALO_LAYER 2
|
|
/// Fire layer when you're on fire
|
|
#define FIRE_LAYER 1
|
|
|
|
//Bitflags for the layers an external organ can draw on (organs can be drawn on multiple layers)
|
|
/// Draws organ on the BODY_FRONT_LAYER
|
|
#define EXTERNAL_FRONT (1 << 1)
|
|
/// Draws organ on the BODY_ADJ_LAYER
|
|
#define EXTERNAL_ADJACENT (1 << 2)
|
|
/// Draws organ on the BODY_BEHIND_LAYER
|
|
#define EXTERNAL_BEHIND (1 << 3)
|
|
/// Draws organ on all EXTERNAL layers
|
|
#define ALL_EXTERNAL_OVERLAYS EXTERNAL_FRONT | EXTERNAL_ADJACENT | EXTERNAL_BEHIND
|
|
|
|
//Mob Overlay Index Shortcuts for alternate_worn_layer, layers
|
|
//Because I *KNOW* somebody will think layer+1 means "above"
|
|
//IT DOESN'T OK, IT MEANS "UNDER"
|
|
/// The layer underneath the suit
|
|
#define UNDER_SUIT_LAYER (SUIT_LAYER+1)
|
|
/// The layer underneath the head (for hats)
|
|
#define UNDER_HEAD_LAYER (HEAD_LAYER+1)
|
|
|
|
//AND -1 MEANS "ABOVE", OK?, OK!?!
|
|
/// The layer above shoes
|
|
#define ABOVE_SHOES_LAYER (SHOES_LAYER-1)
|
|
/// The layer above mutant body parts
|
|
#define ABOVE_BODY_FRONT_LAYER (BODY_FRONT_LAYER-1)
|
|
|
|
//used by canUseTopic()
|
|
/// If silicons need to be next to the atom to use this
|
|
#define BE_CLOSE TRUE
|
|
/// If other mobs (monkeys, aliens, etc) can use this
|
|
#define NO_DEXTERITY TRUE // I had to change 20+ files because some non-dnd-playing fuckchumbis can't spell "dexterity"
|
|
// If telekinesis you can use it from a distance
|
|
#define NO_TK TRUE
|
|
/// If mobs can use this while resting
|
|
#define FLOOR_OKAY TRUE
|
|
|
|
/// The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)
|
|
#define RESIZE_DEFAULT_SIZE 1
|
|
|
|
/// Get the client from the var
|
|
#define CLIENT_FROM_VAR(I) (ismob(I) ? I:client : (istype(I, /client) ? I : (istype(I, /datum/mind) ? I:current?:client : null)))
|
|
|
|
/// The mob will vomit a green color
|
|
#define VOMIT_TOXIC 1
|
|
/// The mob will vomit a purple color
|
|
#define VOMIT_PURPLE 2
|
|
|
|
/// Possible value of [/atom/movable/buckle_lying]. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
|
|
#define NO_BUCKLE_LYING -1
|
|
|
|
/// Checking flags for [/mob/proc/can_read()]
|
|
#define READING_CHECK_LITERACY (1<<0)
|
|
#define READING_CHECK_LIGHT (1<<1)
|
|
|