Files
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

199 lines
8.2 KiB
Plaintext

/// Use in fish tables to denote miss chance.
#define FISHING_DUD "dud"
///Used in the the hydro tray fishing spot to define a random seed reward
#define FISHING_RANDOM_SEED "Random seed"
// Baseline fishing difficulty levels
#define FISHING_DEFAULT_DIFFICULTY 15
#define FISHING_EASY_DIFFICULTY 10
/// Difficulty modifier when bait is fish's favorite
#define FAV_BAIT_DIFFICULTY_MOD -5
/// Difficulty modifier when bait is fish's disliked
#define DISLIKED_BAIT_DIFFICULTY_MOD 15
/// Difficulty modifier when our fisherman has the trait TRAIT_EXPERT_FISHER
#define EXPERT_FISHER_DIFFICULTY_MOD -5
#define FISH_TRAIT_MINOR_DIFFICULTY_BOOST 5
///Slot defines for the fishing rod and its equipment
#define ROD_SLOT_BAIT "bait"
#define ROD_SLOT_LINE "line"
#define ROD_SLOT_HOOK "hook"
#define ADDITIVE_FISHING_MOD "additive"
#define MULTIPLICATIVE_FISHING_MOD "multiplicative"
// These defines are intended for use to interact with fishing hooks when going
// through the fishing rod, and not the hook itself. They could probably be
// handled differently, but for now that's how they work. It's grounds for
// a future refactor, however.
/// Fishing hook trait that signifies that it's shiny. Useful for fishes
/// that care about shiner hooks more.
#define FISHING_HOOK_SHINY (1 << 0)
/// Fishing hook trait that lessens the bounce from hitting the edges of the minigame bar.
#define FISHING_HOOK_WEIGHTED (1 << 1)
///See FISHING_MINIGAME_RULE_BIDIRECTIONAL
#define FISHING_HOOK_BIDIRECTIONAL (1 << 2)
///Prevents the user from losing the game by letting the fish get away.
#define FISHING_HOOK_NO_ESCAPE (1 << 3)
///Limits the completion loss of the minigame when the fsh is not on the bait area.
#define FISHING_HOOK_ENSNARE (1 << 4)
///Automatically kills the fish after a while, at the cost of killing it.
#define FISHING_HOOK_KILL (1 << 5)
///Reduces the difficulty of the minigame
#define FISHING_LINE_CLOAKED (1 << 0)
///Required to cast a line on lava.
#define FISHING_LINE_REINFORCED (1 << 1)
/// Much like FISHING_HOOK_ENSNARE but for the fishing line.
#define FISHING_LINE_BOUNCY (1 << 2)
/// The sorta opposite of FISHING_LINE_BOUNCY. It makes it slower to gain completion and faster to lose it.
#define FISHING_LINE_STIFF (1 << 3)
///Skip the biting phase and go straight to the fishing phase.
#define FISHING_LINE_AUTOREEL (1 << 4)
///Keeps the bait from falling from gravity, instead allowing the player to move the bait down with right click.
#define FISHING_MINIGAME_RULE_BIDIRECTIONAL (1 << 0)
///Prevents the player from losing the minigame when the completion reaches 0
#define FISHING_MINIGAME_RULE_NO_ESCAPE (1 << 1)
///Automatically kills the fish after a while, at the cost of killing it
#define FISHING_MINIGAME_RULE_KILL (1 << 2)
///Prevents the fishing skill from having an effect on the minigame and experience from being awarded
#define FISHING_MINIGAME_RULE_NO_EXP (1 << 3)
///If enabled, the minigame will occasionally screw around and invert the velocity of the bait
#define FISHING_MINIGAME_RULE_ANTIGRAV (1 << 4)
///Will filp the minigame hud for the duration of the effect
#define FISHING_MINIGAME_RULE_FLIP (1 << 5)
///Skip the biting phase and go straight to the minigame, avoiding the penalty for having slow reflexes.
#define FISHING_MINIGAME_AUTOREEL (1 << 6)
///The fish will fade in and out at intervals
#define FISHING_MINIGAME_RULE_CAMO (1 << 7)
///all the effects that are active and will last for a few seconds before triggering a cooldown
#define FISHING_MINIGAME_ACTIVE_EFFECTS (FISHING_MINIGAME_RULE_ANTIGRAV|FISHING_MINIGAME_RULE_FLIP|FISHING_MINIGAME_RULE_CAMO)
/// The default additive value for fishing hook catch weight modifiers.
#define FISHING_DEFAULT_HOOK_BONUS_ADDITIVE 0
/// The default multiplicative value for fishing hook catch weight modifiers.
#define FISHING_DEFAULT_HOOK_BONUS_MULTIPLICATIVE 1
//Fish icon defines, used by fishing minigame
#define FISH_ICON_DEF "fish"
#define FISH_ICON_HOSTILE "hostile"
#define FISH_ICON_STAR "star"
#define FISH_ICON_CHUNKY "chunky"
#define FISH_ICON_SLIME "slime"
#define FISH_ICON_COIN "coin"
#define FISH_ICON_GEM "gem"
#define FISH_ICON_CRAB "crab"
#define FISH_ICON_JELLYFISH "jellyfish"
#define FISH_ICON_BOTTLE "bottle"
#define FISH_ICON_BONE "bone"
#define FISH_ICON_ELECTRIC "electric"
#define FISH_ICON_WEAPON "weapon"
#define FISH_ICON_CRITTER "critter"
#define FISH_ICON_SEED "seed"
#define AQUARIUM_ANIMATION_FISH_SWIM "fish"
#define AQUARIUM_ANIMATION_FISH_DEAD "dead"
#define AQUARIUM_PROPERTIES_PX_MIN "px_min"
#define AQUARIUM_PROPERTIES_PX_MAX "px_max"
#define AQUARIUM_PROPERTIES_PY_MIN "py_min"
#define AQUARIUM_PROPERTIES_PY_MAX "py_max"
#define AQUARIUM_LAYER_MODE_BOTTOM "bottom"
#define AQUARIUM_LAYER_MODE_TOP "top"
#define AQUARIUM_LAYER_MODE_AUTO "auto"
#define AQUARIUM_LAYER_MODE_BEHIND_GLASS "behind_glass"
#define FISH_ALIVE "alive"
#define FISH_DEAD "dead"
///Fish size thresholds for w_class.
#define FISH_SIZE_TINY_MAX 30
#define FISH_SIZE_SMALL_MAX 50
#define FISH_SIZE_NORMAL_MAX 80
#define FISH_SIZE_BULKY_MAX 120
///size threshold for requiring two-handed carry
#define FISH_SIZE_TWO_HANDS_REQUIRED 135
#define FISH_SIZE_HUGE_MAX 165
///The coefficient for maximum weight/size divergence relative to the averages.
#define MAX_FISH_DEVIATION_COEFF 2.5
///The volume of the grind results is multiplied by the fish' weight and divided by this.
#define FISH_GRIND_RESULTS_WEIGHT_DIVISOR 500
///The number of fillets is multiplied by the fish' size and divided by this.
#define FISH_FILLET_NUMBER_SIZE_DIVISOR 30
///The slowdown of the fish when carried begins at this value
#define FISH_WEIGHT_SLOWDOWN 2100
///The value of the slowdown equals to the weight divided by this (and then at the power of a sub-1 exponent)
#define FISH_WEIGHT_SLOWDOWN_DIVISOR 500
///The sub-one exponent that results in the final slowdown of the fish item
#define FISH_WEIGHT_SLOWDOWN_EXPONENT 0.54
///Used to calculate the force of the fish by comparing (1 + log(weight/this_define)) and the w_class of the item.
#define FISH_WEIGHT_FORCE_DIVISOR 250
///The breeding timeout for newly instantiated fish is multiplied by this.
#define NEW_FISH_BREEDING_TIMEOUT_MULT 2
///The last feeding timestamp of newly instantiated fish is multiplied by this: ergo, they spawn 50% hungry.
#define NEW_FISH_LAST_FEEDING_MULT 0.5
#define MIN_AQUARIUM_TEMP T0C
#define MAX_AQUARIUM_TEMP (T0C + 100)
#define DEFAULT_AQUARIUM_TEMP (T0C + 24)
///How likely one's to find a given fish from random fish cases.
#define FISH_RARITY_BASIC 1000
#define FISH_RARITY_RARE 400
#define FISH_RARITY_VERY_RARE 200
#define FISH_RARITY_GOOD_LUCK_FINDING_THIS 5
#define FISH_RARITY_NOPE 0
///Aquarium fluid variables. The fish' required fluid has to match this, or it'll slowly die.
#define AQUARIUM_FLUID_FRESHWATER "Freshwater"
#define AQUARIUM_FLUID_SALTWATER "Saltwater"
#define AQUARIUM_FLUID_SULPHWATEVER "Sulfuric Water"
#define AQUARIUM_FLUID_AIR "Air"
#define AQUARIUM_FLUID_ANADROMOUS "Adaptive to both Freshwater and Saltwater"
#define AQUARIUM_FLUID_ANY_WATER "Adaptive to all kind of water"
///Fluff. The name of the aquarium company shown in the fish catalog
#define AQUARIUM_COMPANY "Aquatech Ltd."
/// how long between electrogenesis zaps
#define ELECTROGENESIS_DURATION 40 SECONDS
/// a random range the electrogenesis cooldown varies by
#define ELECTROGENESIS_VARIANCE (rand(-10 SECONDS, 10 SECONDS))
#define FISH_BEAUTY_DISGUSTING -500
#define FISH_BEAUTY_UGLY -300
#define FISH_BEAUTY_BAD -200
#define FISH_BEAUTY_NULL 0
#define FISH_BEAUTY_GENERIC 250
#define FISH_BEAUTY_GOOD 450
#define FISH_BEAUTY_GREAT 600
#define FISH_BEAUTY_EXCELLENT 700
//Fish breeding stops if fish count exceeds this.
#define AQUARIUM_MAX_BREEDING_POPULATION 20
//Minigame defines
/// The height of the minigame slider. Not in pixels, but minigame units.
#define FISHING_MINIGAME_AREA 1000
///Defines for fish properties from the collect_fish_properties proc
#define FISH_PROPERTIES_FAV_BAIT "fav_bait"
#define FISH_PROPERTIES_BAD_BAIT "bad_bait"
#define FISH_PROPERTIES_TRAITS "fish_traits"
///Define for favorite and disliked baits that aren't just item typepaths.
#define FISH_BAIT_TYPE "Type"
#define FISH_BAIT_FOODTYPE "Foodtype"
#define FISH_BAIT_REAGENT "Reagent"
#define FISH_BAIT_VALUE "Value"
#define FISH_BAIT_AMOUNT "Amount"