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I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.
For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.
For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.
Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.
Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
189 lines
6.9 KiB
Plaintext
189 lines
6.9 KiB
Plaintext
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
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#define ONE_ATMOSPHERE 101.325 //kPa
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#define CELL_VOLUME 2500 //liters in a cell
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#define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC
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#define O2STANDARD 0.21
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#define N2STANDARD 0.79
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#define MOLES_O2STANDARD MOLES_CELLSTANDARD*O2STANDARD // O2 standard value (21%)
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#define MOLES_N2STANDARD MOLES_CELLSTANDARD*N2STANDARD // N2 standard value (79%)
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#define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible
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#define BREATH_VOLUME 0.5 //liters in a normal breath
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#define BREATH_PERCENTAGE BREATH_VOLUME/CELL_VOLUME
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//Amount of air to take a from a tile
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#define HUMAN_NEEDED_OXYGEN MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16
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//Amount of air needed before pass out/suffocation commences
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// Factor of how fast mob nutrition decreases
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#define HUNGER_FACTOR 0.1
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#define REAGENTS_METABOLISM 0.4
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#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05
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//Minimum ratio of air that must move to/from a tile to suspend group processing
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#define MINIMUM_AIR_TO_SUSPEND MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND
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//Minimum amount of air that has to move before a group processing can be suspended
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#define MINIMUM_MOLES_DELTA_TO_MOVE MOLES_CELLSTANDARD*MINIMUM_AIR_RATIO_TO_SUSPEND //Either this must be active
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#define MINIMUM_TEMPERATURE_TO_MOVE T20C+100 //or this (or both, obviously)
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#define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012
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#define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4
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//Minimum temperature difference before group processing is suspended
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#define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5
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//Minimum temperature difference before the gas temperatures are just set to be equal
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#define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION T20C+10
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#define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION T20C+200
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#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.08
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#define WALL_HEAT_TRANSFER_COEFFICIENT 0.03
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#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.20 //a hack to partly simulate radiative heat
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#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.40
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#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.10 //a hack for now
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//Must be between 0 and 1. Values closer to 1 equalize temperature faster
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//Should not exceed 0.4 else strange heat flow occur
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#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C
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#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
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#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
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#define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile
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#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
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#define FIRE_GROWTH_RATE 25000 //For small fires
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//Plasma fire properties
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#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
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#define PLASMA_UPPER_TEMPERATURE 1370+T0C
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#define PLASMA_MINIMUM_OXYGEN_NEEDED 2
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#define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30
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#define PLASMA_OXYGEN_FULLBURN 10
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#define T0C 273.15 // 0degC
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#define T20C 293.15 // 20degC
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#define TCMB 2.7 // -270.3degC
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#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) // Tank starts leaking
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#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) // Tank spills all contents into atmosphere
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#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) // Boom 3x3 base explosion
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#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) // +1 for each SCALE kPa aboe threshold
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// was 2 atm
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#define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE
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#define NORMPIPERATE 30 //pipe-insulation rate divisor
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#define HEATPIPERATE 8 //heat-exch pipe insulation
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#define FLOWFRAC 0.99 // fraction of gas transfered per process
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#define SHOES_SLOWDOWN -1.0 // How much shoes slow you down by default. Negative values speed you up
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//FLAGS BITMASK
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#define ONBACK 1 // can be put in back slot
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#define TABLEPASS 2 // can pass by a table or rack
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#define HALFMASK 4 // mask only gets 1/2 of air supply from internals
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#define HEADSPACE 4 // head wear protects against space
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#define MASKINTERNALS 8 // mask allows internals
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#define SUITSPACE 8 // suit protects against space
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#define USEDELAY 16 // 1 second extra delay on use
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#define NOSHIELD 32 // weapon not affected by shield
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#define CONDUCT 64 // conducts electricity (metal etc.)
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#define ONBELT 128 // can be put in belt slot
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#define FPRINT 256 // takes a fingerprint
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#define ON_BORDER 512 // item has priority to check when entering or leaving
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#define GLASSESCOVERSEYES 1024
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#define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags
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#define HEADCOVERSEYES 1024 // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH 2048
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#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
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#define OPENCONTAINER 4096 // is an open container for chemistry purposes
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#define ONESIZEFITSALL 8192 // can be worn by fatties (or children? ugh)
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#define NOREACT 16384 //Reagents dont' react inside this container.
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// bitflags for clothing parts
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#define HEAD 1
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#define UPPER_TORSO 2
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#define LOWER_TORSO 4
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#define LEG_LEFT 8
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#define LEG_RIGHT 16
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#define LEGS 24
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#define FOOT_LEFT 32
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#define FOOT_RIGHT 64
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#define FEET 96
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#define ARM_LEFT 128
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#define ARM_RIGHT 256
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#define ARMS 384
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#define HAND_LEFT 512
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#define HAND_RIGHT 1024
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#define HANDS 1536
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#define FULL_BODY 2047
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//bitflags for mutations
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#define PORTALS 1
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#define COLD_RESISTANCE 2
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#define XRAY 4
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#define HULK 8
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#define CLOWN 16
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#define FAT 32
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#define HUSK 64 //changeling-drained
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// channel numbers for power
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#define EQUIP 1
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#define LIGHT 2
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#define ENVIRON 3
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#define TOTAL 4 //for total power used only
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// bitflags for machine stat variable
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#define BROKEN 1
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#define NOPOWER 2
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#define POWEROFF 4 // tbd
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#define MAINT 8 // under maintaince
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#define EMPED 16 // temporary broken by EMP pulse
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#define ENGINE_EJECT_Z 3
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//metal, glass, rod stacks
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#define MAX_STACK_AMOUNT_METAL 50
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#define MAX_STACK_AMOUNT_GLASS 50
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#define MAX_STACK_AMOUNT_RODS 60
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var/const
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GAS_O2 = 1 << 0
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GAS_N2 = 1 << 1
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GAS_PL = 1 << 2
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GAS_CO2 = 1 << 3
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GAS_N2O = 1 << 4
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// bitflags for preferences
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#define BE_TRAITOR (1<<0)
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#define BE_OPERATIVE (1<<1)
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#define BE_CHANGELING (1<<2)
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#define BE_WIZARD (1<<3)
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#define BE_MALF (1<<4)
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#define BE_REV (1<<5)
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#define BE_ALIEN (1<<6)
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#define BE_CULTIST (1<<7)
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#define BE_MONKEY (1<<8)
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//#define BE_CIVILIAN (1<<15) //well, I must stop here. --rastaf0
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var/list/accessable_z_levels = list("1" = 10, "3" = 15, "4" = 60, "5" = 15) //This list contains the z-level numbers which can be accessed via space travel and the percentual chances to get there. (Exceptions: extended, sandbox and nuke) -Errorage
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#define IS_MODE_COMPILED(MODE) (ispath(text2path("/datum/game_mode/"+(MODE))))
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