mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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215 lines
7.3 KiB
Plaintext
215 lines
7.3 KiB
Plaintext
// /mob/var/stat things.
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#define CONSCIOUS 0
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#define UNCONSCIOUS 1
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#define DEAD 2
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// Bitflags defining which status effects could be or are inflicted on a mob.
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#define CANSTUN 0x1
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#define CANWEAKEN 0x2
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#define CANPARALYSE 0x4
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#define CANPUSH 0x8
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#define LEAPING 0x10
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#define PASSEMOTES 0x32 // Mob has a cortical borer or holders inside of it that need to see emotes.
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#define GODMODE 0x1000
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#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
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#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
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// Grab levels.
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#define GRAB_PASSIVE 1
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#define GRAB_AGGRESSIVE 2
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#define GRAB_NECK 3
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#define GRAB_UPGRADING 4
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#define GRAB_KILL 5
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#define BORGMESON 0x1
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#define BORGTHERM 0x2
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#define BORGXRAY 0x4
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#define BORGMATERIAL 8
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#define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering.
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#define STANCE_ALERT 2 // Bears
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#define STANCE_ATTACK 3 // Attempting to get into attack position
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#define STANCE_ATTACKING 4 // Doing attacks
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#define STANCE_TIRED 5 // Bears
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#define STANCE_FOLLOW 6 // Following somone
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#define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running)
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#define LEFT 1
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#define RIGHT 2
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// Pulse levels, very simplified.
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#define PULSE_NONE 0 // So !M.pulse checks would be possible.
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#define PULSE_SLOW 1 // <60 bpm
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#define PULSE_NORM 2 // 60-90 bpm
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#define PULSE_FAST 3 // 90-120 bpm
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#define PULSE_2FAST 4 // >120 bpm
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#define PULSE_THREADY 5 // Occurs during hypovolemic shock
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#define GETPULSE_HAND 0 // Less accurate. (hand)
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#define GETPULSE_TOOL 1 // More accurate. (med scanner, sleeper, etc.)
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//intent flags, why wasn't this done the first time?
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#define I_HELP "help"
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#define I_DISARM "disarm"
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#define I_GRAB "grab"
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#define I_HURT "harm"
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//These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom.
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#define HUMAN 1
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#define MONKEY 2
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#define ALIEN 4
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#define ROBOT 8
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#define SLIME 16
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#define SIMPLE_ANIMAL 32
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#define HEAVY 64
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#define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL|HEAVY)
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// Robot AI notifications
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#define ROBOT_NOTIFICATION_NEW_UNIT 1
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#define ROBOT_NOTIFICATION_NEW_NAME 2
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#define ROBOT_NOTIFICATION_NEW_MODULE 3
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#define ROBOT_NOTIFICATION_MODULE_RESET 4
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// Appearance change flags
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#define APPEARANCE_UPDATE_DNA 0x1
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#define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA)
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#define APPEARANCE_SKIN 0x8
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#define APPEARANCE_HAIR 0x10
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#define APPEARANCE_HAIR_COLOR 0x20
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#define APPEARANCE_FACIAL_HAIR 0x40
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#define APPEARANCE_FACIAL_HAIR_COLOR 0x80
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#define APPEARANCE_EYE_COLOR 0x100
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#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
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#define APPEARANCE_ALL 0xFFFF
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// Click cooldown
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#define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions
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#define DEFAULT_QUICK_COOLDOWN 4
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#define MIN_SUPPLIED_LAW_NUMBER 15
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#define MAX_SUPPLIED_LAW_NUMBER 50
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//default item on-mob icons
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#define INV_HEAD_DEF_ICON 'icons/mob/head.dmi'
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#define INV_BACK_DEF_ICON 'icons/mob/back.dmi'
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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#define INV_W_UNIFORM_DEF_ICON 'icons/mob/uniform.dmi'
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#define INV_ACCESSORIES_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_SUIT_DEF_ICON 'icons/mob/ties.dmi'
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#define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi'
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#define MAX_SUPPLIED_LAW_NUMBER 50
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// NT's alignment towards the character
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#define COMPANY_LOYAL "Loyal"
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#define COMPANY_SUPPORTATIVE "Supportive"
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#define COMPANY_NEUTRAL "Neutral"
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#define COMPANY_SKEPTICAL "Skeptical"
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#define COMPANY_OPPOSED "Opposed"
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#define COMPANY_ALIGNMENTS list(COMPANY_LOYAL,COMPANY_SUPPORTATIVE,COMPANY_NEUTRAL,COMPANY_SKEPTICAL,COMPANY_OPPOSED)
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// Defines mob sizes, used by lockers and to determine what is considered a small sized mob, etc.
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#define MOB_HUGE 40
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#define MOB_LARGE 30
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#define MOB_MEDIUM 20
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#define MOB_SMALL 10
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#define MOB_TINY 5
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#define MOB_MINISCULE 1
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#define TINT_NONE 0
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#define TINT_MODERATE 1
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#define TINT_HEAVY 2
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#define TINT_BLIND 3
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#define FLASH_PROTECTION_REDUCED -1
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#define FLASH_PROTECTION_NONE 0
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#define FLASH_PROTECTION_MODERATE 1
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#define FLASH_PROTECTION_MAJOR 2
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#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
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#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
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#define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6)
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#define DRONE_SPAWN_DELAY round(config.respawn_delay / 3)
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// Incapacitation flags, used by the mob/proc/incapacitated() proc
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#define INCAPACITATION_RESTRAINED 1
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#define INCAPACITATION_BUCKLED_PARTIALLY 2
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#define INCAPACITATION_BUCKLED_FULLY 4
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#define INCAPACITATION_STUNNED 8
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#define INCAPACITATION_FORCELYING 16 //needs a better name - represents being knocked down BUT still conscious.
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#define INCAPACITATION_KNOCKOUT 32
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#define INCAPACITATION_NONE 0
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#define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY)
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#define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING)
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#define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED)
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#define INCAPACITATION_ALL (~INCAPACITATION_NONE)
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#define MODIFIER_STACK_FORBID 1 // Disallows stacking entirely.
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#define MODIFIER_STACK_EXTEND 2 // Disallows a second instance, but will extend the first instance if possible.
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#define MODIFIER_STACK_ALLOWED 3 // Multiple instances are allowed.
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#define MODIFIER_GENETIC 0 // Modifiers with this flag will be copied to mobs who get cloned.
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// Bodyparts and organs.
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#define O_MOUTH "mouth"
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#define O_EYES "eyes"
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#define O_HEART "heart"
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#define O_LUNGS "lungs"
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#define O_BRAIN "brain"
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#define O_LIVER "liver"
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#define O_KIDNEYS "kidneys"
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#define O_APPENDIX "appendix"
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#define O_PLASMA "plasma vessel"
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#define O_HIVE "hive node"
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#define O_NUTRIENT "nutrient vessel"
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#define O_STRATA "neural strata"
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#define O_RESPONSE "response node"
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#define O_GBLADDER "gas bladder"
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#define O_POLYP "polyp segment"
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#define O_ANCHOR "anchoring ligament"
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#define O_ACID "acid gland"
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#define O_EGG "egg sac"
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#define O_RESIN "resin spinner"
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#define BP_L_FOOT "l_foot"
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#define BP_R_FOOT "r_foot"
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#define BP_L_LEG "l_leg"
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#define BP_R_LEG "r_leg"
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#define BP_L_HAND "l_hand"
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#define BP_R_HAND "r_hand"
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#define BP_L_ARM "l_arm"
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#define BP_R_ARM "r_arm"
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#define BP_HEAD "head"
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#define BP_TORSO "torso"
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#define BP_GROIN "groin"
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#define BP_ALL list(BP_GROIN, BP_TORSO, BP_HEAD, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG)
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#define SYNTH_BLOOD_COLOUR "#030303"
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#define SYNTH_FLESH_COLOUR "#575757"
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#define MOB_PULL_NONE 0
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#define MOB_PULL_SMALLER 1
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#define MOB_PULL_SAME 2
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#define MOB_PULL_LARGER 3
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//XENOBIO2 FLAGS
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#define NOMUT 0
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#define COLORMUT 1
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#define SPECIESMUT 2
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//carbon taste sensitivity defines, used in mob/living/carbon/proc/ingest
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#define TASTE_HYPERSENSITIVE 3 //anything below 5%
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#define TASTE_SENSITIVE 2 //anything below 7%
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#define TASTE_NORMAL 1 //anything below 15%
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#define TASTE_DULL 0.5 //anything below 30%
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#define TASTE_NUMB 0.1 //anything below 150%
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// If they're in an FBP, what braintype.
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#define FBP_NONE ""
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#define FBP_CYBORG "Cyborg"
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#define FBP_POSI "Positronic"
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#define FBP_DRONE "Drone" |