/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/ //Defines for construction states /// girder construction states #define GIRDER_NORMAL 0 #define GIRDER_REINF_STRUTS 1 #define GIRDER_REINF 2 #define GIRDER_DISPLACED 3 #define GIRDER_DISASSEMBLED 4 /// rwall construction states #define RWALL_INTACT 0 #define RWALL_SUPPORT_LINES 1 #define RWALL_COVER 2 #define RWALL_CUT_COVER 3 #define RWALL_BOLTS 4 #define RWALL_SUPPORT_RODS 5 #define RWALL_SHEATH 6 /// window construction states #define WINDOW_OUT_OF_FRAME 0 #define WINDOW_IN_FRAME 1 #define WINDOW_SCREWED_TO_FRAME 2 /// airlock assembly construction states #define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0 #define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1 #define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2 /// used by airlocks and airlock wires. #define AICONTROLDISABLED_OFF 0 // Silicons can control the airlock normally. #define AICONTROLDISABLED_ON 1 // Silicons cannot control the airlock, but can hack the airlock. #define AICONTROLDISABLED_BYPASS 2 // Silicons can control the airlock because they succeeded on the hack #define AICONTROLDISABLED_PERMA 3 // Wire cutting an airlock on AICONTROLDISABLED_BYPASS toggles it between AICONTROLDISABLED_BYPASS and this. /// plastic flaps construction states #define PLASTIC_FLAPS_NORMAL 0 #define PLASTIC_FLAPS_DETACHED 1 /// Mounted Frames BITMASK #define MOUNTED_FRAME_SIMFLOOR (1 << 0) #define MOUNTED_FRAME_NOSPACE (1 << 1) /// ai core defines #define EMPTY_CORE 0 #define CIRCUIT_CORE 1 #define SCREWED_CORE 2 #define CABLED_CORE 3 #define GLASS_CORE 4 #define AI_READY_CORE 5 /// other construction-related things /// windows affected by nar'sie turn this color. #define NARSIE_WINDOW_COLOUR "#7D1919" /// let's just pretend fulltile windows being children of border windows is fine #define FULLTILE_WINDOW_DIR NORTHEAST /// Range of a tint control button, that works only in its area. #define TINT_CONTROL_RANGE_AREA 0 /// ID of a tint control button with no group specified, so it controls only windows also with no group specified ('null-like' id). #define TINT_CONTROL_GROUP_NONE 0 /// Material defines, for determining how much of a given material an item contains #define MAT_METAL "metal" #define MAT_GLASS "glass" #define MAT_SILVER "silver" #define MAT_GOLD "gold" #define MAT_DIAMOND "diamond" #define MAT_URANIUM "uranium" #define MAT_PLASMA "plasma" #define MAT_BLUESPACE "bluespace" #define MAT_BANANIUM "bananium" #define MAT_TRANQUILLITE "tranquillite" #define MAT_TITANIUM "titanium" #define MAT_BIOMASS "biomass" #define MAT_PLASTIC "plastic" /// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc #define MINERAL_MATERIAL_AMOUNT 2000 /// The maximum size of a stack object. #define MAX_STACK_SIZE 50 /// maximum amount of cable in a coil #define MAXCOIL 30