#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol) #define ONE_ATMOSPHERE 101.325 //kPa #define CELL_VOLUME 2500 //liters in a cell #define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC #define O2STANDARD 0.21 #define N2STANDARD 0.79 #define MOLES_O2STANDARD MOLES_CELLSTANDARD*O2STANDARD // O2 standard value (21%) #define MOLES_N2STANDARD MOLES_CELLSTANDARD*N2STANDARD // N2 standard value (79%) #define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible #define BREATH_VOLUME 0.5 //liters in a normal breath #define BREATH_PERCENTAGE BREATH_VOLUME/CELL_VOLUME //Amount of air to take a from a tile #define HUMAN_NEEDED_OXYGEN MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16 //Amount of air needed before pass out/suffocation commences // Factor of how fast mob nutrition decreases #define HUNGER_FACTOR 0.1 #define REAGENTS_METABOLISM 0.4 #define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05 //Minimum ratio of air that must move to/from a tile to suspend group processing #define MINIMUM_AIR_TO_SUSPEND MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND //Minimum amount of air that has to move before a group processing can be suspended #define MINIMUM_MOLES_DELTA_TO_MOVE MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND //Either this must be active #define MINIMUM_TEMPERATURE_TO_MOVE T20C+100 //or this (or both, obviously) #define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012 #define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4 //Minimum temperature difference before group processing is suspended #define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5 //Minimum temperature difference before the gas temperatures are just set to be equal #define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION T20C+10 #define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION T20C+200 #define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.08 #define WALL_HEAT_TRANSFER_COEFFICIENT 0.03 #define SPACE_HEAT_TRANSFER_COEFFICIENT 0.20 //a hack to partly simulate radiative heat #define OPEN_HEAT_TRANSFER_COEFFICIENT 0.40 #define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.10 //a hack for now //Must be between 0 and 1. Values closer to 1 equalize temperature faster //Should not exceed 0.4 else strange heat flow occur #define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C #define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C #define FIRE_SPREAD_RADIOSITY_SCALE 0.85 #define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile #define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile #define FIRE_GROWTH_RATE 25000 //For small fires //Plasma fire properties #define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C #define PLASMA_UPPER_TEMPERATURE 1370+T0C #define PLASMA_MINIMUM_OXYGEN_NEEDED 2 #define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30 #define PLASMA_OXYGEN_FULLBURN 10 #define T0C 273.15 // 0degC #define T20C 293.15 // 20degC #define TCMB 2.7 // -270.3degC #define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) // Tank starts leaking #define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) // Tank spills all contents into atmosphere #define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) // Boom 3x3 base explosion #define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) // +1 for each SCALE kPa aboe threshold // was 2 atm #define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE #define NORMPIPERATE 30 //pipe-insulation rate divisor #define HEATPIPERATE 8 //heat-exch pipe insulation #define FLOWFRAC 0.99 // fraction of gas transfered per process #define SHOES_SLOWDOWN -1.0 // How much shoes slow you down by default. Negative values speed you up //FLAGS BITMASK #define ONBACK 1 // can be put in back slot #define TABLEPASS 2 // can pass by a table or rack #define HALFMASK 4 // mask only gets 1/2 of air supply from internals #define HEADSPACE 4 // head wear protects against space #define MASKINTERNALS 8 // mask allows internals #define SUITSPACE 8 // suit protects against space #define USEDELAY 16 // 1 second extra delay on use (Can be used once every 2s) #define NODELAY 32768 // 1 second attackby delay skipped (Can be used once every 0.2s). Most objects have a 1s attackby delay, which doesn't require a flag. #define NOSHIELD 32 // weapon not affected by shield #define CONDUCT 64 // conducts electricity (metal etc.) #define ONBELT 128 // can be put in belt slot #define FPRINT 256 // takes a fingerprint #define ON_BORDER 512 // item has priority to check when entering or leaving #define GLASSESCOVERSEYES 1024 #define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags #define HEADCOVERSEYES 1024 // feel free to realloc these numbers for other purposes #define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head #define HEADCOVERSMOUTH 2048 #define NOSLIP 1024 //prevents from slipping on wet floors, in space etc #define OPENCONTAINER 4096 // is an open container for chemistry purposes #define ONESIZEFITSALL 8192 // can be worn by fatties (or children? ugh) #define NOREACT 16384 //Reagents dont' react inside this container. #define BLOCKHAIR 32768 // temporarily removes the user's hair icon //flags for pass_flags #define PASSTABLE 1 #define PASSGLASS 2 #define PASSGRILLE 4 #define PASSBLOB 8 //turf-only flags #define NOJAUNT 1 //Cant seem to find a mob bitflags area other than the powers one #define NOGRAV 1 // bitflags for clothing parts #define HEAD 1 #define UPPER_TORSO 2 #define LOWER_TORSO 4 #define LEG_LEFT 8 #define LEG_RIGHT 16 #define LEGS 24 #define FOOT_LEFT 32 #define FOOT_RIGHT 64 #define FEET 96 #define ARM_LEFT 128 #define ARM_RIGHT 256 #define ARMS 384 #define HAND_LEFT 512 #define HAND_RIGHT 1024 #define HANDS 1536 #define FULL_BODY 2047 //bitflags for mutations var/const TK =(1<<0) COLD_RESISTANCE =(1<<1) XRAY =(1<<2) HULK =(1<<3) CLUMSY =(1<<4) //FAT =(1<<5) HUSK =(1<<6) LASER =(1<<7) HEAL =(1<<8) //mob/var/stat things var/const CONSCIOUS = 0 UNCONSCIOUS = 1 DEAD = 2 // channel numbers for power #define EQUIP 1 #define LIGHT 2 #define ENVIRON 3 #define TOTAL 4 //for total power used only // bitflags for machine stat variable #define BROKEN 1 #define NOPOWER 2 #define POWEROFF 4 // tbd #define MAINT 8 // under maintaince #define EMPED 16 // temporary broken by EMP pulse #define ENGINE_EJECT_Z 3 //metal, glass, rod stacks #define MAX_STACK_AMOUNT_METAL 50 #define MAX_STACK_AMOUNT_GLASS 50 #define MAX_STACK_AMOUNT_RODS 60 var/const GAS_O2 = 1 << 0 GAS_N2 = 1 << 1 GAS_PL = 1 << 2 GAS_CO2 = 1 << 3 GAS_N2O = 1 << 4 var/list/accessable_z_levels = list("3" = 30, "4" = 70) //This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there. //(Exceptions: extended, sandbox and nuke) -Errorage //Was list("1" = 10, "3" = 15, "4" = 60, "5" = 15); changed it to list("3" = 30, "4" = 70). //Spacing should be a reliable method of getting rid of a body -- Urist. #define IS_MODE_COMPILED(MODE) (ispath(text2path("/datum/game_mode/"+(MODE)))) var/list/global_mutations = list() // list of hidden mutation things //Bluh shields //Damage things #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define STUN "stun" #define WEAKEN "weaken" #define PARALYZE "paralize" #define IRRADIATE "irradiate" #define STUTTER "stutter" #define SLUR "slur" #define EYE_BLUR "eye_blur" #define DROWSY "drowsy" var/static/list/scarySounds = list('thudswoosh.ogg','Taser.ogg','armbomb.ogg','hiss1.ogg','hiss2.ogg','hiss3.ogg','hiss4.ogg','hiss5.ogg','hiss6.ogg','Glassbr1.ogg','Glassbr2.ogg','Glassbr3.ogg','Welder.ogg','Welder2.ogg','airlock.ogg','clownstep1.ogg','clownstep2.ogg') //Security levels #define SEC_LEVEL_GREEN 0 #define SEC_LEVEL_BLUE 1 #define SEC_LEVEL_RED 2 #define SEC_LEVEL_DELTA 3