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* Document the world (#46495) * Document drone verbs.dm * Document the outfit datum with autodoc (#45415) * Uncurse take_damage and document obj_defense.dm (#45146) The original take_damage proc defined vars for no good reason had some duplicate code and wasn't very readable. If you are wondering why it calls obj_break every time it takes damage while below integrity_failure, that's the way it used to be. Most (if not all) stuff that takes advantage of this functionality already accounts for this. * Convert some code docs into the auto doc format (#45101) * Commit Message * Fixes * e * Documents browserOutput.dm (#51439) * Add autodoc to the callback datum (#45463) * Autodoc the vending machine (#45468) * Autodoc the vending machine * Update code/modules/vending/_vending.dm Co-Authored-By: Tad Hardesty <tad@platymuus.com> * autodoc organ helpers (#45464) * timer proc autodocs (#46530) * bunch of define autodocs * ballistic guns autodoc (#45578) * ballistic guns autodoc * fixes * client vars autodoc (#46446) About The Pull Request Autodocs client vars * Autodoc for XB and Research * shuttle docking autodoc (#48677) * Add autodocs for reagents (#49478) * Fix Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Jonathan (JJRcop) Rubenstein <jrubcop@gmail.com> Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com> Co-authored-by: alexkar598 <> Co-authored-by: Tad Hardesty <tad@platymuus.com> Co-authored-by: spookydonut <github@spooksoftware.com> Co-authored-by: actioninja <actioninja@gmail.com>
215 lines
8.2 KiB
Plaintext
215 lines
8.2 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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#define BRUTE "brute"
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#define BURN "fire"
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#define TOX "tox"
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#define OXY "oxy"
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#define CLONE "clone"
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#define STAMINA "stamina"
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#define BRAIN "brain"
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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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//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 tenths of a second, used for various combat actions
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#define CLICK_CD_MELEE 8
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#define CLICK_CD_RANGE 4
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#define CLICK_CD_RAPID 2
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#define CLICK_CD_CLICK_ABILITY 6
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#define CLICK_CD_BREAKOUT 100
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#define CLICK_CD_HANDCUFFED 10
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#define CLICK_CD_RESIST 20
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#define CLICK_CD_GRABBING 10
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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
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#define UNARMED_ATTACK 2
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#define PROJECTILE_ATTACK 3
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#define THROWN_PROJECTILE_ATTACK 4
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#define LEAP_ATTACK 5
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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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//intent defines
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#define INTENT_HELP "help"
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#define INTENT_GRAB "grab"
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#define INTENT_DISARM "disarm"
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#define INTENT_HARM "harm"
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//NOTE: INTENT_HOTKEY_* defines are not actual intents!
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//they are here to support hotkeys
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#define INTENT_HOTKEY_LEFT "left"
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#define INTENT_HOTKEY_RIGHT "right"
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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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//Combat object defines
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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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//Projectile Reflect
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#define REFLECT_NORMAL (1<<0)
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#define REFLECT_FAKEPROJECTILE (1<<1)
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//Object/Item sharpness
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#define IS_BLUNT 0
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#define IS_SHARP 1
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#define IS_SHARP_ACCURATE 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_HEAVY 1
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#define EMP_LIGHT 2
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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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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
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