Files
Paradise/code/__DEFINES/combat_defines.dm
T
036b8e0182 Mindflayers v0.9, Playable Edition! (#26596)
* adds antaghud icon

* TGUI bundle build dont push changes i didnt stage challenge 2025 (IMPOSSIBLE)

* Adds organ repair passive

* Description fix

* Runs prettier

* Fixes desc 2

* Fix revert

* Remove vamp text

* Fix some CI + Partial refactor

* Fixes CI

* Fixes gamemodes I messed with

* Moves these procs over

* Description fix again

* Add back limit requiring drainees to have ckeys

* Adds terminator icon

* Update code/datums/status_effects/buffs.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_internal.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/powers/flayer_stealth_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* More lewv review

* Clamps the EMP severity

* Fixes "surveilance" typos

* The TODO is gone and can't hurt me anymore

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/game/objects/items/weapons/pneumaticCannon.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/game/objects/items/weapons/stunbaton.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* More lewc reviews

* Update code/modules/antagonists/_common/antag_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/_common/antag_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Fixes some camera bug issues + lewc reviews

* Update code/modules/antagonists/mind_flayer/powers/flayer_passives.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Updates a comment and fixes whitespace

* Autodocs flayerprod

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* qdel things we dont need anymore + typing an argument of add_abillity

* Remove debug log

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Slightly buffs, and fixes GC issues of tether

* I no longer feel i am a mindflayer

* Fixes formatting of greeting

* Better greeting

* Worlds shittiest sprite

* Don't need this TODO anymore

* Fixes double description

* Changes the wording on the borg laws

* and bundle too

* The cannon uses shrapnel now

* Initial style changes

* Ratios for brain damage

* Adds a chemical to test for flayerism

* Fixes the brain damage ratios

* Abilities are purchasable again

* Updates TGUI properly

* im sorry linter

* Steam smoke

* Hi bundle

* Re-abstracts this proc post syndi orgs

* Fixes gamemode logic post cling round removal

* I WONT FORGET IT THIS TIME

* Fix name of steam ability

* I'm a fool

* Fixes processed passives + removes debug message

* Fixes updating abilities inside UI

* Better description for quicksilver form

* First part lewc review

* Remove debug thingy

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Fixes defines + GCs weapon spells

* We don't need this

* Eyes GC properly

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* adds better logging to the assimilate

* Adds parenthesis

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* TGUI Bundle Rebuild

* Fixes and Reworks TGUI

* Cleaner JS and Fixes

* adds anti-snitching clause to borg laws

* changes the span for the borg messages

* No holoparasites

* Puts baton silence in line with glare

* Fixes total_swarms_gathered

* Nuke old trait

* Gun no longer not stuck

* Rejuv clears delayed knockdown

* Some weapon ability fixes

* Makes radio enable timers not counterintuitive

* Fixes beepsky runtimes

* Makes naming more consistent

* Adds one-click-antag

* Adds the mind flayer toggle (doesn't technically work)

* Adds flayers to check_antagonist

* Gives IDs to the status effects

* Also this one

* Makes retracting work again if it's in your offhand

* Fixes pacification tech levels

* Grapple is a weapon ability now, nullifcation retracts implants

* Fixed descriptions

* Adds some pizzaz to torque enhancer

* This actually needs to be like this

* Moves a helper proc over to a helper proc file

* Extra admin visibility

* Nukes the wacky flayer mob

* Makes silicon administrative access more sane

* Terminator form better description

* Makes rejuv set stamina to 0

* Various price increases

* AAAAAAAAAAAAA

* Better feedback + logging on cyborg subversion

* Swarm purchase display (temp fix)

* Makes mindflayer sounds more silent

* UI improvements

* Various mindflayer fixes

* Typo

* More fixes

* Fixes innates from being stupid

* Forgot to add this check earlier

* Oh this is how you add things to the protolathe

* Changes some description and upgrade messages

* Allows you to drain people beyond your limit

* Fixes some weapon upgrade issues

* Fix CI

* Fixes some draining issues

* More UI Tweaks and QoL

* Fixes most of the issues

* text

* Fixes

* Adds a radio jamming option to intruder

* Gives obfusciation to jammer ability

* Small passive cleanup

* Fixes Search and Adds Ability Stages to UI

* Adds freebie abilities

* Restructuring chain and adding blackbox

* Tgui polish

* Small fix for traceroute

* Fixes one click antag

* Increases EMP resistance cost

* Changes the pneumatic cannon into a shotgun

* Slightly lower static

* Fixed innate building rendering in upgrades

* Fixes icon and description

* Consistency

* Punctuation fix.

* Quick reboot + terminator form synergy

* Adds safety deleting

* Fix level for torque

* Fixes a bad bug

* Update code/game/gamemodes/objective.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Aaaaaaaaaaa

* Makes torque a martial art and some martial arts safeties

* Replaces vortex arm with barrier

* Fix paths

* Adds torque knockdown

* Part 1 lewc review

* HIIIII SQUIDWARD I'M IN YOUR BRANCH NOW

* Removes flak cannon

* Flayer respects mindshielding now on vamp+cling

* Fixes EMP resist

* More fixes

* DGL review

* Contra review

* Clean up weapon powers

* Various tweaks

* Borg hand slight improvements

* Parent call needs to be after this

* Fixes stuff

* Adds a new proc that is called when a spell is purchased

* NEW SPRITES WOOOO

* Traceroute update

* Slightly lower traceroute cost

* Formatting

* Oops

* Wow this could've been bad

* Overclock small buff

* Reduces cost of 1st level EMP immunity

* Lewc review

* TGUI Bundle Rebuild

* Fix barricades

* Lewc review

* Okay FINE qwerty I'll change this

* Traceroute thingy

* I am an idiot

* First part

* Lewc review

* Forgor  this one

* Last bits

* Update code/game/objects/items/control_wand.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Null

* Static-ness

* Update code/game/gamemodes/changeling/traitor_chan.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/__DEFINES/mindflayer_defines.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Last bits

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
2024-10-30 18:35:29 +00:00

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//Damage things //TODO: merge these down to reduce on defines
//Way to waste perfectly good damagetype names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc...
#define BRUTE "brute"
#define BURN "fire"
#define TOX "tox"
#define OXY "oxy"
#define CLONE "clone"
#define STAMINA "stamina"
#define BRAIN "brain"
//damage flags
#define MELEE "melee"
#define BULLET "bullet"
#define LASER "laser"
#define ENERGY "energy"
#define BOMB "bomb"
#define RAD "rad"
#define FIRE "fire"
#define ACID "acid"
#define MAGIC "magic"
#define STUN "stun"
#define STAM_CRIT "stam_crit"
#define WEAKEN "weaken"
#define KNOCKDOWN "knockdown"
#define PARALYZE "paralize"
#define IRRADIATE "irradiate"
#define STUTTER "stutter"
#define SLUR "slur"
#define EYE_BLUR "eye_blur"
#define DROWSY "drowsy"
#define JITTER "jitter"
/// Jitter decays at a rate of 3 per life cycle, 15 if resting.
#define SECONDS_TO_JITTER SECONDS_TO_LIFE_CYCLES*3
//I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches
#define BRUTELOSS (1<<0)
#define FIRELOSS (1<<1)
#define TOXLOSS (1<<2)
#define OXYLOSS (1<<3)
/// Stam crits the effected mob, as well as ensures they dont die from suicide
#define SHAME (1<<4)
#define OBLITERATION (1<<5)
//Bitflags defining which status effects could be or are inflicted on a mob
#define CANSTUN (1<<0)
#define CANWEAKEN (1<<1)
#define CANPARALYSE (1<<2)
#define CANPUSH (1<<3)
#define PASSEMOTES (1<<4) //Mob has holders inside of it that need to see emotes.
#define GODMODE (1<<5)
#define TERMINATOR_FORM (1<<6)
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
#define HEALTH_THRESHOLD_SUCCUMB -30
#define HEALTH_THRESHOLD_KNOCKOUT -50
#define HEALTH_THRESHOLD_DEAD -100
//Grab levels
#define GRAB_PASSIVE 1
#define GRAB_AGGRESSIVE 2
#define GRAB_NECK 3
#define GRAB_UPGRADING 4
#define GRAB_KILL 5
//Attack types for checking shields/hit reactions
#define MELEE_ATTACK 1
#define UNARMED_ATTACK 2
#define PROJECTILE_ATTACK 3
#define THROWN_PROJECTILE_ATTACK 4
#define LEAP_ATTACK 5
#define ALL_ATTACK_TYPES list(MELEE_ATTACK, UNARMED_ATTACK, PROJECTILE_ATTACK, THROWN_PROJECTILE_ATTACK, LEAP_ATTACK)
#define NON_PROJECTILE_ATTACKS list(MELEE_ATTACK, UNARMED_ATTACK, LEAP_ATTACK)
// the standard parry time out time
#define PARRY_DEFAULT_TIMEOUT 1 SECONDS
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
#define ATTACK_EFFECT_KICK "kick"
#define ATTACK_EFFECT_SMASH "smash"
#define ATTACK_EFFECT_CLAW "claw"
#define ATTACK_EFFECT_DISARM "disarm"
#define ATTACK_EFFECT_BITE "bite"
#define ATTACK_EFFECT_MECHFIRE "mech_fire"
#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
#define ATTACK_EFFECT_BOOP "boop" //Honk
//NOTE: INTENT_HOTKEY_* defines are not actual intents!
//they are here to support hotkeys
#define INTENT_HOTKEY_LEFT "left"
#define INTENT_HOTKEY_RIGHT "right"
//Embedded objects
#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
// Body Parts
#define BODY_ZONE_HEAD "head"
#define BODY_ZONE_CHEST "chest"
#define BODY_ZONE_L_ARM "l_arm"
#define BODY_ZONE_R_ARM "r_arm"
#define BODY_ZONE_L_LEG "l_leg"
#define BODY_ZONE_R_LEG "r_leg"
#define BODY_ZONE_PRECISE_EYES "eyes"
#define BODY_ZONE_PRECISE_MOUTH "mouth"
#define BODY_ZONE_PRECISE_GROIN "groin"
#define BODY_ZONE_PRECISE_L_HAND "l_hand"
#define BODY_ZONE_PRECISE_R_HAND "r_hand"
#define BODY_ZONE_PRECISE_L_FOOT "l_foot"
#define BODY_ZONE_PRECISE_R_FOOT "r_foot"
//We will round to this value in damage calculations.
#define DAMAGE_PRECISION 0.1
//Gun Stuff
#define SAWN_INTACT 0
#define SAWN_OFF 1
#define WEAPON_DUAL_WIELD 0
#define WEAPON_LIGHT 1
#define WEAPON_MEDIUM 2
#define WEAPON_HEAVY 3
#define HIS_GRACE_SATIATED 0 // He hungers not. If bloodthirst is set to this, His Grace is asleep.
#define HIS_GRACE_PECKISH 20 // Slightly hungry.
#define HIS_GRACE_HUNGRY 60 // Getting closer.
#define HIS_GRACE_FAMISHED 100 // Dangerously close.
#define HIS_GRACE_STARVING 120 // Incredibly close to breaking loose.
#define HIS_GRACE_CONSUME_OWNER 140 // His Grace consumes His owner at this point and becomes aggressive.
#define HIS_GRACE_FALL_ASLEEP 160 // If it reaches this point, He falls asleep and resets.
#define HIS_GRACE_FORCE_BONUS 5 // How much force is gained per kill.
#define ASCEND_BONUS 20 // How much force we get on ascend per kill
#define EXPLODE_NONE 0 //Don't even ask me why we need this.
#define EXPLODE_DEVASTATE 1
#define EXPLODE_HEAVY 2
#define EXPLODE_LIGHT 3
#define EMP_HEAVY 1
#define EMP_LIGHT 2
#define EMP_WEAKENED 3
/*
* converts life cycle values into deciseconds. try and avoid usage of this.
* this is needed as many functions for stun durations used to output cycles as values, but we now track stun times in deciseconds.
*/
#define STATUS_EFFECT_CONSTANT * 20
#define IS_HORIZONTAL(x) x.body_position
/// Compatible firemode is in the gun. Wait until it's held in the user hands.
#define AUTOFIRE_STAT_IDLE (1<<0)
/// Gun is active and in the user hands. Wait until user does a valid click.
#define AUTOFIRE_STAT_ALERT (1<<1)
/// Gun is shooting.
#define AUTOFIRE_STAT_FIRING (1<<2)