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Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
84 lines
3.4 KiB
Plaintext
84 lines
3.4 KiB
Plaintext
///If the machine is used/deleted in the crafting process
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#define CRAFTING_MACHINERY_CONSUME 1
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///If the structure is used/deleted in the crafting process
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#define CRAFTING_STRUCTURE_CONSUME 1
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///If the machine is only "used" i.e. it checks to see if it's nearby and allows crafting, but doesn't delete it
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#define CRAFTING_MACHINERY_USE 0
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///If the structure is only "used" i.e. it checks to see if it's nearby and allows crafting, but doesn't delete it
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#define CRAFTING_STRUCTURE_USE 0
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//stack recipe placement check types
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/// Checks if there is an object of the result type in any of the cardinal directions
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#define STACK_CHECK_CARDINALS (1<<0)
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/// Checks if there is an object of the result type within one tile
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#define STACK_CHECK_ADJACENT (1<<1)
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//---- Defines for var/crafting_flags
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///If this craft must be learned before it becomes available
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#define CRAFT_MUST_BE_LEARNED (1<<0)
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///Should only one object exist on the same turf?
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#define CRAFT_ONE_PER_TURF (1<<1)
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/// Setting this to true will effectively set check_direction to true.
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#define CRAFT_IS_FULLTILE (1<<2)
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/// If this craft should run the direction check, for use when building things like directional windows where you can have more than one per turf
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#define CRAFT_CHECK_DIRECTION (1<<3)
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/// If the craft requires a floor below
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#define CRAFT_ON_SOLID_GROUND (1<<4)
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/// If the craft checks that there are objects with density in the same turf when being built
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#define CRAFT_CHECK_DENSITY (1<<5)
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/// If the created atom will gain custom mat datums
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#define CRAFT_APPLIES_MATS (1<<6)
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/// Crafting passes reagents of components to the finished product
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#define CRAFT_TRANSFERS_REAGENTS (1<<7)
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/// Crafting clears all reagents present in the finished product
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#define CRAFT_CLEARS_REAGENTS (1<<8)
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/// For the crafting unit test, ensures that the custom materials of an item are the same when crafted and spawned.
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#define CRAFT_ENFORCE_MATERIALS_PARITY (1<<9)
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/// Exclusive to the personal_crafting component, skips the time spent crafting the recipe.
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#define CRAFT_IGNORE_DO_AFTER (1<<10)
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//food/drink crafting defines
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//When adding new defines, please make sure to also add them to the encompassing list
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#define CAT_FOOD "Foods"
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#define CAT_BREAD "Breads"
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#define CAT_BURGER "Burgers"
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#define CAT_CAKE "Cakes"
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#define CAT_EGG "Egg-Based Food"
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#define CAT_LIZARD "Lizard Food"
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#define CAT_MEAT "Meats"
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#define CAT_SEAFOOD "Seafood"
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#define CAT_MARTIAN "Martian Food"
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#define CAT_MISCFOOD "Misc. Food"
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#define CAT_MEXICAN "Mexican Food"
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#define CAT_MOTH "Mothic Food"
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#define CAT_PASTRY "Pastries"
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#define CAT_PIE "Pies"
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#define CAT_PIZZA "Pizzas"
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#define CAT_SALAD "Salads"
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#define CAT_SANDWICH "Sandwiches"
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#define CAT_SOUP "Soups"
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#define CAT_SPAGHETTI "Spaghettis"
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#define CAT_ICE "Frozen"
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#define CAT_DRINK "Drinks"
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//crafting defines
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//When adding new defines, please make sure to also add them to the encompassing list
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#define CAT_WEAPON_RANGED "Weapons Ranged"
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#define CAT_WEAPON_MELEE "Weapons Melee"
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#define CAT_WEAPON_AMMO "Weapon Ammo"
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#define CAT_ROBOT "Robotics"
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#define CAT_MISC "Misc"
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#define CAT_CLOTHING "Clothing"
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#define CAT_CHEMISTRY "Chemistry"
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#define CAT_ATMOSPHERIC "Atmospherics"
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#define CAT_STRUCTURE "Structures"
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#define CAT_TILES "Tiles"
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#define CAT_WINDOWS "Windows"
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#define CAT_DOORS "Doors"
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#define CAT_FURNITURE "Furniture"
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#define CAT_EQUIPMENT "Equipment"
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#define CAT_CONTAINERS "Containers"
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#define CAT_ENTERTAINMENT "Entertainment"
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#define CAT_TOOLS "Tools"
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#define CAT_CULT "Blood Cult"
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