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* Create MiniStation new.dmm * ministation * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * ministayion * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * actual changes oops * Update MiniStation.dmm * Update MiniStation.dmm * miniaturestation * Update maps.txt * more fixes * fixes broken path * more fixes * Update MiniStation.dmm * Update MiniStation.dmm * filters * robotics changes * fixes pipes * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * spawns + job overrides * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * more work * Update MiniStation.dmm * misc stuff * maint stuff * uopdates * fixes bad area and chair * tool storage + fixes * mining APC * cargo + hooks up some disposals * more disposals + launcher * lights * more fixes * Update MiniStation.dmm * Update MiniStation.dmm * more fixes * sink * remove sign * expand janitor room * Update MiniStation.dmm * ai stuff + more firealarms * meeting room, etc * fixes wire * Update MiniStation.dmm * fixes * Update MiniStation.dmm * yep! * atmos area * fixes some map errors * bookbinder * robo shutters * stair and chem fix * fixes bad decals * honesly no clue what's different * disposals + pets * Update MiniStation.dmm * asteroid area * more fixes * medbay mixup * choom button * wire toxin room to grid * remove this * more fixes * Update ai_whale.dmm * more cameras * Update networking_machines.dm * update freezer * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * new service * hawk + tuah + backrooms * special charters * remove that lol * move him a little * Update MiniStation.dmm * yeah * Update MiniStation.dmm * psych office + more fixes + robo stuff * thermomachines * Update MiniStation.dmm * maints + APCs * all this stuff * cameras * air alarms * RD office and the like * Update MiniStation.dmm * fixes these * glass floors * Update MiniStation.dmm * more firelocks * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * extra pipe moment * Update MiniStation.dmm * looking up and down/fixes * neat * wire * Update MiniStation.dmm * fixes some issues * asdad * better SM stuff * amon gus * fixing falling * Update MiniStation.dmm * Update MiniStation.dmm * fixes this * fixes * Update MiniStation.dmm * remove stairs * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * fixes some ai stuff * Update MiniStation.dmm * adds some missing bells * maint * more maint stuff * ai upload and goodbye meeting room * fixes multiz pda stuff * fixes locker * ministation fixes * requested changes * shadows * removes shadows * adds medhuds * no smoking * move up/down * correct medhuds * brig stuff * cameras * fixes * more lights * more fixes * fix one turf * idk randomstuff * more lights * navigation nation (thanks plant) * fixes + better flooring * jamie changes * myriad changes * some more stuff * server room fix
311 lines
12 KiB
Plaintext
311 lines
12 KiB
Plaintext
/*ALL DEFINES RELATED TO COMBAT GO HERE*/
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//Damage and status effect defines
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//Damage defines //TODO: merge these down to reduce on defines
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/// Physical fracturing and warping of the material.
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#define BRUTE "brute"
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/// Scorching and charring of the material.
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#define BURN "burn"
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/// Poisoning. Mostly caused by reagents.
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#define TOX "toxin"
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/// Suffocation.
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#define OXY "oxygen"
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/// Cellular degredation. Rare and difficult to treat.
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#define CLONE "clone"
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/// Exhaustion and nonlethal damage.
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#define STAMINA "stamina"
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/// Brain damage. Should probably be decomissioned and replaced with proper organ damage.
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#define BRAIN "brain"
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//Damage flag defines //
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/// Involves a melee attack or a thrown object.
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#define MELEE "melee"
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/// Involves a solid projectile.
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#define BULLET "bullet"
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/// Involves a laser.
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#define LASER "laser"
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/// Involves an EMP or energy-based projectile.
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#define ENERGY "energy"
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/// Involves a shockwave, usually from an explosion.
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#define BOMB "bomb"
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/// Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
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#define BIO "bio"
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/// Involves ionizing radiation.
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#define RAD "rad"
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/// Involves electric shock.
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#define ELECTRIC "electric"
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/// Involves fire or temperature extremes.
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#define FIRE "fire"
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/// Involves corrosive substances.
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#define ACID "acid"
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/// Involves magic.
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#define MAGIC "magic"
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/// Involved in checking the likelyhood of applying a wound to a mob.
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#define WOUND "wound"
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//bitflag damage defines used for suicide_act
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#define BRUTELOSS (1<<0)
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#define FIRELOSS (1<<1)
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#define TOXLOSS (1<<2)
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#define OXYLOSS (1<<3)
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#define SHAME (1<<4)
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#define MANUAL_SUICIDE (1<<5) //suicide_act will do the actual killing.
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#define MANUAL_SUICIDE_NONLETHAL (1<<6) //when the suicide is conditionally lethal
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#define EFFECT_STUN "stun"
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#define EFFECT_KNOCKDOWN "knockdown"
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#define EFFECT_UNCONSCIOUS "unconscious"
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#define EFFECT_PARALYZE "paralyze"
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#define EFFECT_IMMOBILIZE "immobilize"
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#define EFFECT_IRRADIATE "irradiate"
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#define EFFECT_STUTTER "stutter"
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#define EFFECT_SLUR "slur"
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#define EFFECT_EYE_BLUR "eye_blur"
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#define EFFECT_DROWSY "drowsy"
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#define EFFECT_JITTER "jitter"
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/// Alternate attack defines. Return these at the end of procs like afterattack_secondary.
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/// Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack.
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/// Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
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#define SECONDARY_ATTACK_CALL_NORMAL 1
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/// Cancels the attack chain entirely.
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#define SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN 2
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/// Proceed with the attack chain, but don't call the normal methods.
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#define SECONDARY_ATTACK_CONTINUE_CHAIN 3
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//Bitflags defining which status effects could be or are inflicted on a mob
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#define CANSTUN (1<<0)
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#define CANKNOCKDOWN (1<<1)
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#define CANUNCONSCIOUS (1<<2)
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#define CANPUSH (1<<3)
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#define GODMODE (1<<4)
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//Health Defines
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#define HEALTH_THRESHOLD_CRIT 0
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#define HEALTH_THRESHOLD_FULLCRIT -30
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#define HEALTH_THRESHOLD_DEAD -100
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#define HEALTH_THRESHOLD_NEARDEATH -90 //Not used mechanically, but to determine if someone is so close to death they hear the other side
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//Actual combat defines
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//click cooldowns, in seconds, used for various combat actions
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#define CLICK_CD_MELEE 0.8 SECONDS
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#define CLICK_CD_RANGE 0.4 SECONDS
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#define CLICK_CD_RAPID 0.2 SECONDS
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#define CLICK_CD_CLICK_ABILITY 0.6 SECONDS
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#define CLICK_CD_BREAKOUT 10 SECONDS
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#define CLICK_CD_HANDCUFFED 1 SECONDS
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#define CLICK_CD_RESIST 2 SECONDS
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#define CLICK_CD_GRABBING 1 SECONDS
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#define CLICK_CD_LOOK_UP 0.5 SECONDS
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//Cuff resist speeds
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#define FAST_CUFFBREAK 1
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#define INSTANT_CUFFBREAK 2
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//Grab levels
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#define GRAB_PASSIVE 0
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#define GRAB_AGGRESSIVE 1
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#define GRAB_NECK 2
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#define GRAB_KILL 3
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//Grab breakout odds
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#define BASE_GRAB_RESIST_CHANCE 30
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//slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
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#define SOFTCRIT_ADD_SLOWDOWN 2
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//slowdown when crawling
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#define CRAWLING_ADD_SLOWDOWN 4
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//Attack types for checking shields/hit reactions
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#define MELEE_ATTACK (1<<0)
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#define UNARMED_ATTACK (1<<1)
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#define PROJECTILE_ATTACK (1<<2)
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#define THROWN_PROJECTILE_ATTACK (1<<3)
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#define LEAP_ATTACK (1<<4)
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///Blocking projectiles reflects them back to whence they came.
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#define REFLECTIVE_BLOCK (1<<5)
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///Can block from any direction.
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#define OMNIDIRECTIONAL_BLOCK (1<<6)
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///The blocking item is transparent and cannot block beam projectiles.
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#define TRANSPARENT_BLOCK (1<<7)
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///Has the ability to parry, increasing block force for the first fraction of a second. Cannot block anything with TRAIT_UNPARRIABLE.
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#define PARRYING_BLOCK (1<<8)
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///Takes damage when blocking.
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#define DAMAGE_ON_BLOCK (1<<9)
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///Requires wielding to block.
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#define WIELD_TO_BLOCK (1<<10)
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///Will always block, even when not trying to.
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#define ALWAYS_BLOCK (1<<11)
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///Default block flags for melee weapons.
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#define WEAPON_BLOCK_FLAGS MELEE_ATTACK|UNARMED_ATTACK|THROWN_PROJECTILE_ATTACK|PARRYING_BLOCK
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///Default block flags for shields.
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#define SHIELD_BLOCK_FLAGS MELEE_ATTACK|UNARMED_ATTACK|PROJECTILE_ATTACK|THROWN_PROJECTILE_ATTACK|LEAP_ATTACK|DAMAGE_ON_BLOCK
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//attack visual effects
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#define ATTACK_EFFECT_PUNCH "punch"
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#define ATTACK_EFFECT_KICK "kick"
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#define ATTACK_EFFECT_SMASH "smash"
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#define ATTACK_EFFECT_CLAW "claw"
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#define ATTACK_EFFECT_SLASH "slash"
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#define ATTACK_EFFECT_DISARM "disarm"
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#define ATTACK_EFFECT_BITE "bite"
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#define ATTACK_EFFECT_MECHFIRE "mech_fire"
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#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
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#define ATTACK_EFFECT_BOOP "boop" //Honk
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//the define for visible message range in combat
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#define COMBAT_MESSAGE_RANGE 3
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#define DEFAULT_MESSAGE_RANGE 7
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//Shove knockdown lengths (deciseconds)
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#define SHOVE_KNOCKDOWN_HUMAN 10
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#define SHOVE_CHAIN_PARALYZE 30
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//Shove slowdown
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#define SHOVE_SLOWDOWN_LENGTH 30
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#define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier
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//Shove disarming item list
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GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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/obj/item/gun)))
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//Embedded objects
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#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
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#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
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#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
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#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
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#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
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#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
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#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)
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#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)
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#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
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//Gun weapon weight
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#define WEAPON_LIGHT 1
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#define WEAPON_MEDIUM 2
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#define WEAPON_HEAVY 3
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//Gun trigger guards
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#define TRIGGER_GUARD_ALLOW_ALL -1
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#define TRIGGER_GUARD_NONE 0
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#define TRIGGER_GUARD_NORMAL 1
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//Gun bolt types
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///Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted.
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/// Example: c20, shotguns, m90
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#define BOLT_TYPE_STANDARD 1
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///Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed.
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/// Example: Some SMGs, the L6
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#define BOLT_TYPE_OPEN 2
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///Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine.
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/// Example: Break action shotguns, revolvers
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#define BOLT_TYPE_NO_BOLT 3
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///Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in.
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/// Example: Pistols with a slide lock, some SMGs
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#define BOLT_TYPE_LOCKING 4
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//Sawn off nerfs
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///accuracy penalty of sawn off guns
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#define SAWN_OFF_ACC_PENALTY 25
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///added recoil of sawn off guns
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#define SAWN_OFF_RECOIL 1
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//ammo box sprite defines
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///ammo box will always use provided icon state
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#define AMMO_BOX_ONE_SPRITE 0
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///ammo box will have a different state for each bullet; <icon_state>-<bullets left>
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#define AMMO_BOX_PER_BULLET 1
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///ammo box will have a different state for full and empty; <icon_state>-max_ammo and <icon_state>-0
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#define AMMO_BOX_FULL_EMPTY 2
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#define SUPPRESSED_NONE 0
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#define SUPPRESSED_QUIET 1 ///standard suppressed
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#define SUPPRESSED_VERY 2 /// no message
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//Projectile Reflect
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#define REFLECT_NORMAL (1<<0)
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#define REFLECT_FAKEPROJECTILE (1<<1)
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// Casing Flags //
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/* Flags for /obj/item/ammo_casing */
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/// If the ammo casing doesn't have a different live and spent icon, it will just use the non-live sprite instead
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#define CASINGFLAG_NO_LIVE_SPRITE (1<<0)
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/// If the ammo casing should be force eject when fired even when the gun is not semi-auto, useful for casings that delete themselves. Only works with balistic weapons
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#define CASINGFLAG_FORCE_CLEAR_CHAMBER (1<<1)
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/// If the ammo casing should not spin when thrown
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#define CASINGFLAG_NOT_HEAVY_METAL (1<<2)
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//Object/Item sharpness
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#define SHARP_NONE 0
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#define SHARP_EDGED 1
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#define SHARP_POINTY 2
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//His Grace.
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#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
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#define HIS_GRACE_PECKISH 20 //Slightly hungry.
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#define HIS_GRACE_HUNGRY 60 //Getting closer. Increases damage up to a minimum of 20.
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#define HIS_GRACE_FAMISHED 100 //Dangerous. Increases damage up to a minimum of 25 and cannot be dropped.
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#define HIS_GRACE_STARVING 120 //Incredibly close to breaking loose. Increases damage up to a minimum of 30.
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#define HIS_GRACE_CONSUME_OWNER 140 //His Grace consumes His owner at this point and becomes aggressive.
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#define HIS_GRACE_FALL_ASLEEP 160 //If it reaches this point, He falls asleep and resets.
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#define HIS_GRACE_FORCE_BONUS 4 //How much force is gained per kill.
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#define EXPLODE_NONE 0 //Don't even ask me why we need this.
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#define EXPLODE_DEVASTATE 1
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#define EXPLODE_HEAVY 2
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#define EXPLODE_LIGHT 3
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#define EXPLODE_GIB_THRESHOLD 50 //ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
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#define EMP_LIGHT 5 // maximum severity level without severe effects like organ failure and paralysis
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#define EMP_HEAVY 10 // max severity from most sources so you can't use a 5 billion tile EMP to instakill people
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#define GRENADE_CLUMSY_FUMBLE 1
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#define GRENADE_NONCLUMSY_FUMBLE 2
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#define GRENADE_NO_FUMBLE 3
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#define BODY_ZONE_HEAD "head"
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#define BODY_ZONE_CHEST "chest"
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#define BODY_ZONE_L_ARM "l_arm"
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#define BODY_ZONE_R_ARM "r_arm"
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#define BODY_ZONE_L_LEG "l_leg"
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#define BODY_ZONE_R_LEG "r_leg"
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#define BODY_ZONE_PRECISE_EYES "eyes"
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#define BODY_ZONE_PRECISE_MOUTH "mouth"
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#define BODY_ZONE_PRECISE_GROIN "groin"
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#define BODY_ZONE_PRECISE_L_HAND "l_hand"
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#define BODY_ZONE_PRECISE_R_HAND "r_hand"
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#define BODY_ZONE_PRECISE_L_FOOT "l_foot"
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#define BODY_ZONE_PRECISE_R_FOOT "r_foot"
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/// We will round to this value in damage calculations.
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#define DAMAGE_PRECISION 0.1
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/// Damage transferred to the chest when hitting a limb that has reached the damage cap
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#define DAMAGE_TRANSFER_COEFFICIENT 0.33
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//bullet_act() return values
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/// It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_HIT (1<<0) //It's a successful hit, whatever that means in the context of the thing it's hitting.
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/// It's a blocked hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK (1<<1)
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/// It pierces through the object regardless of the bullet being piercing by default.
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#define BULLET_ACT_FORCE_PIERCE (1<<2)
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/// It hit us but it should hit something on the same turf too. Usually used for turfs.
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#define BULLET_ACT_TURF (1<<3)
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/// It hit something, but it should just keep going until it hit something else
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#define BULLET_ACT_PENETRATE (1<<4)
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// Weather immunities //
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#define WEATHER_LAVA (1<<0)
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#define WEATHER_ACID (1<<1)
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#define WEATHER_ASH (1<<2)
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#define WEATHER_RAD (1<<3)
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#define WEATHER_SNOW (1<<4)
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#define WEATHER_VOIDSTORM (1<<5)
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#define WEATHER_RAIN (1<<6)
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#define WEATHER_STORM (WEATHER_ACID | WEATHER_ASH | WEATHER_RAD | WEATHER_SNOW | WEATHER_VOIDSTORM | WEATHER_RAIN)
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