mirror of
https://github.com/ParadiseSS13/Paradise.git
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2ec55dbfbb
* cult 1 * massive data refactor * progress * More crap * IM SCARED IT COMPILES * oops * more fixes * good comment * hell yeah, team control * lol * blamo * blam * More stuff * team refactor * epic merge fail * src not _src_ * more * progress * cult * more stuff * water * goodbye __IMPLIED_TYPE__ * time to undraft * FUCK FUCK FUCK * okay this is better * goodbye todos * fix * order of operations * last fix? maybe * yeah * oops * okay this should be ALL the fixes * wow * hell yeah * wow * fixes duplicate teams + adds more team safeties * how the fuck did this happen * admin objective improvements * wah more bullshit * guh * fuuuuck * fucking hell * fixes
72 lines
3.2 KiB
Plaintext
72 lines
3.2 KiB
Plaintext
// Rune colors, for easy reference
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#define RUNE_COLOR_TALISMAN "#0000FF"
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#define RUNE_COLOR_TELEPORT "#551A8B"
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#define RUNE_COLOR_OFFER "#FFFFFF"
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#define RUNE_COLOR_DARKRED "#7D1717"
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#define RUNE_COLOR_MEDIUMRED "#C80000"
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#define RUNE_COLOR_BURNTORANGE "#CC5500"
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#define RUNE_COLOR_RED "#FF0000"
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#define RUNE_COLOR_LIGHTRED "#FF726F"
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#define RUNE_COLOR_EMP "#4D94FF"
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#define RUNE_COLOR_SUMMON "#00FF00"
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#define IS_SACRIFICE_TARGET(A) SSticker?.mode?.cult_team?.is_sac_target(A)
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// Blood magic
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/// Maximum number of spells with an empowering rune
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#define MAX_BLOODCHARGE 4
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/// Maximum number of spells without an empowering rune
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#define RUNELESS_MAX_BLOODCHARGE 1
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#define BLOOD_SPEAR_COST 150
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#define BLOOD_BARRAGE_COST 300
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#define BLOOD_ORB_COST 50
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#define BLOOD_RECHARGE_COST 75
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#define BLOOD_BEAM_COST 500
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#define METAL_TO_CONSTRUCT_SHELL_CONVERSION 50
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// Cult Status
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/// At what population does it switch to highpop values
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#define CULT_POPULATION_THRESHOLD 100
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/// Percent before rise (Lowpop)
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#define CULT_RISEN_LOW 0.2
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/// Percent before ascend (Lowpop)
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#define CULT_ASCENDANT_LOW 0.3
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/// Percent before rise (Highpop)
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#define CULT_RISEN_HIGH 0.1
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/// Percent before ascend (Highpop)
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#define CULT_ASCENDANT_HIGH 0.2
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// Screen locations
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#define DEFAULT_BLOODSPELLS "6:-29,4:-2"
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#define DEFAULT_BLOODTIP "14:6,14:27"
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#define DEFAULT_TOOLTIP "6:-29,5:-2"
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// Text
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#define CULT_CURSES list("A fuel technician just slit his own throat and begged for death.", \
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"The shuttle's navigation programming was replaced by a file containing two words, IT COMES.", \
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"The shuttle's custodian tore out his guts and began painting strange shapes on the floor.", \
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"A shuttle engineer began screaming 'DEATH IS NOT THE END' and ripped out wires until an arc flash seared off her flesh.", \
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"A shuttle inspector started laughing madly over the radio and then threw herself into an engine turbine.", \
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"The shuttle dispatcher was found dead with bloody symbols carved into their flesh.", \
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"Steve repeatedly touched a lightbulb until his hands fell off.")
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// Misc
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#define SOULS_TO_REVIVE 3
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#define BLOODCULT_EYE "#FF0000"
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#define SUMMON_POSSIBILITIES 3
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#define CULT_CLOTHING list(/obj/item/clothing/suit/hooded/cultrobes, /obj/item/clothing/suit/space/cult, /obj/item/clothing/suit/hooded/cultrobes/cult_shield, \
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/obj/item/clothing/suit/hooded/cultrobes/flagellant_robe, /obj/item/clothing/glasses/hud/health/night/cultblind)
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// Cult objective status
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#define NARSIE_IS_ASLEEP 0
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#define NARSIE_DEMANDS_SACRIFICE 1
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#define NARSIE_NEEDS_SUMMONING 2
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#define NARSIE_HAS_RISEN 3
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#define NARSIE_HAS_FALLEN -1
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/// Safely accesses SSticker.cult_data, returns the default if cult data is not set up yet. Allows for both variable and proc call access.
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#define GET_CULT_DATA(var_or_proc, default) (SSticker.cult_data ? SSticker.cult_data.var_or_proc : default)
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/// Checks that the given element is living an has a cult antag datum
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#define IS_CULTIST(mob) (isliving(mob) && mob?:mind?:has_antag_datum(/datum/antagonist/cultist)) // for someone TODO, move all antag checks over to TG's `IS_TRAITOR` defines. Also remove `isliving()` from this call someday
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