/* These defines are the balancing points of various parts of the radiation system. Changes here can have widespread effects: make sure you test well. Ask ninjanomnom if they're around */ #define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading // WARNING: Lowering this value significantly increases SSradiation load // apply_effect((amount * RAD_MOB_COEFFICIENT) / max(1, (radiation ** 2) * RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked) #define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this #define RAD_MOB_SKIN_PROTECTION ((1 / RAD_MOB_COEFFICIENT) + RAD_BACKGROUND_RADIATION) #define RAD_LOSS_PER_TICK 0.5 #define RAD_TOX_COEFFICIENT 0.08 // Toxin damage per tick coefficient #define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation // WARNING: This number is highly sensitive to change, graph is first for best results #define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn //Holy shit test after you tweak anything it's said like 6 times in here //You probably want to plot any tweaks you make so you can see the curves visually #define RAD_BURN_LOG_BASE 1.1 #define RAD_BURN_LOG_GRADIENT 10000 #define RAD_BURN_CURVE(X) log(1 + ((X - RAD_BURN_THRESHOLD) / RAD_BURN_LOG_GRADIENT)) / log(RAD_BURN_LOG_BASE) #define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects #define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss #define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation #define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting #define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting #define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning #define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold #define RAD_MOB_KNOCKDOWN_AMOUNT 6 SECONDS // Amount of knockdown when it occurs #define RAD_MOB_GORILLIZE 1500 // How much stored radiation to check for gorillization #define RAD_MOB_GORILLIZE_PROB 0.1 // Chance of gorillization per tick when over threshold // Values here are for how much of the radiation is let through #define RAD_NO_INSULATION 1.0 // Default value for Gamma and Beta insulation #define RAD_ONE_PERCENT 0.99 // Used by geiger counters #define RAD_MOB_INSULATION 0.98 // Default value for mobs #define RAD_VERY_LIGHT_INSULATION 0.9 #define RAD_LIGHT_INSULATION 0.8 #define RAD_MEDIUM_INSULATION 0.7 #define RAD_HEAVY_INSULATION 0.6 #define RAD_VERY_HEAVY_INSULATION 0.5 #define RAD_EXTREME_INSULATION 0.4 #define RAD_VERY_EXTREME_INSULATION 0.2 #define RAD_GAMMA_WINDOW 0.4 // For directional windows that are activated by gamma radiation #define RAD_GAMMA_FULL_WINDOW 0.16 // For full tile windows that are activated by gamma radiation #define RAD_BETA_COLLECTOR 0.2 // Amount of Beta radiation absorbed by collectors #define RAD_BETA_BLOCKER 0.2 // Amount of Beta radiation blocked by metallic things like walls and airlocks #define RAD_ALPHA_BLOCKER 0.01 // default value for Alpha insulation #define RAD_FULL_INSULATION 0 // Unused // Contamination chance in percent. Mostly used by contaminate_adjacent(atom/source, intensity, emission_type) #define CONTAMINATION_CHANCE_TURF 1 // Chance to contaminate things while on/in a turf #define CONTAMINATION_CHANCE_OTHER 10 // Chance to contaminate things while in something like a bag #define RAD_HALF_LIFE 90 // The half-life of contaminated objects #define RAD_GEIGER_MEASURE_SMOOTHING 5 #define RAD_GEIGER_GRACE_PERIOD 2 /// The portion of a radiation wave that acts on the source tile. #define RAD_SOURCE_WEIGHT 0.25 #define ALPHA_RAD 1 #define BETA_RAD 2 #define GAMMA_RAD 3