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- Backtick-escape code samples which contain `[]` syntax. - Fix all crosslinks to nonexistent symbols. - Somewhat improve docs for qdel defines, research defines, dynamic mode, and others. - Remove unused bloodcrawling defines. Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR. New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version.
334 lines
14 KiB
Plaintext
334 lines
14 KiB
Plaintext
#define SIGNAL_ADDTRAIT(trait_ref) "addtrait [trait_ref]"
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#define SIGNAL_REMOVETRAIT(trait_ref) "removetrait [trait_ref]"
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// trait accessor defines
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#define ADD_TRAIT(target, trait, source) \
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do { \
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var/list/_L; \
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if (!target.status_traits) { \
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target.status_traits = list(); \
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_L = target.status_traits; \
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_L[trait] = list(source); \
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SEND_SIGNAL(target, SIGNAL_ADDTRAIT(trait)); \
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} else { \
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_L = target.status_traits; \
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if (_L[trait]) { \
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_L[trait] |= list(source); \
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} else { \
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_L[trait] = list(source); \
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SEND_SIGNAL(target, SIGNAL_ADDTRAIT(trait)); \
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} \
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} \
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} while (0)
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#define REMOVE_TRAIT(target, trait, sources) \
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do { \
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var/list/_L = target.status_traits; \
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var/list/_S; \
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if (sources && !islist(sources)) { \
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_S = list(sources); \
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} else { \
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_S = sources\
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}; \
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if (_L && _L[trait]) { \
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for (var/_T in _L[trait]) { \
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if ((!_S && (_T != ROUNDSTART_TRAIT)) || (_T in _S)) { \
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_L[trait] -= _T \
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} \
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};\
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if (!length(_L[trait])) { \
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_L -= trait; \
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SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(trait)); \
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}; \
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if (!length(_L)) { \
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target.status_traits = null \
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}; \
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} \
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} while (0)
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#define REMOVE_TRAITS_NOT_IN(target, sources) \
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do { \
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var/list/_L = target.status_traits; \
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var/list/_S = sources; \
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if (_L) { \
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for (var/_T in _L) { \
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_L[_T] &= _S;\
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if (!length(_L[_T])) { \
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_L -= _T; \
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SEND_SIGNAL(target, SIGNAL_REMOVETRAIT(_T)); \
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}; \
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};\
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if (!length(_L)) { \
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target.status_traits = null\
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};\
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}\
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} while (0)
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#define HAS_TRAIT(target, trait) (target.status_traits ? (target.status_traits[trait] ? TRUE : FALSE) : FALSE)
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#define HAS_TRAIT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (source in target.status_traits[trait]) : FALSE) : FALSE)
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#define HAS_TRAIT_FROM_ONLY(target, trait, source) (\
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target.status_traits ?\
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(target.status_traits[trait] ?\
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((source in target.status_traits[trait]) && (length(target.status_traits) == 1))\
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: FALSE)\
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: FALSE)
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#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
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/*
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Remember to update _globalvars/traits.dm if you're adding/removing/renaming traits.
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*/
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//mob traits
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#define TRAIT_KNOCKEDOUT "knockedout" //Forces the user to stay unconscious.
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#define TRAIT_IMMOBILIZED "immobilized" //Prevents voluntary movement.
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#define TRAIT_FLOORED "floored" //Prevents standing or staying up on its own.
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#define TRAIT_INCAPACITATED "incapacitated"
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#define TRAIT_CRITICAL_CONDITION "critical-condition" //In some kind of critical condition. Is able to succumb.
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#define TRAIT_BLIND "blind"
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#define TRAIT_MUTE "mute"
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#define TRAIT_EMOTEMUTE "emotemute"
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#define TRAIT_DEAF "deaf"
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#define TRAIT_NEARSIGHT "nearsighted"
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#define TRAIT_FAT "fat"
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#define TRAIT_HUSK "husk"
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#define TRAIT_BADDNA "baddna"
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#define TRAIT_CLUMSY "clumsy"
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#define TRAIT_CHUNKYFINGERS "chunkyfingers" //means that you can't use weapons with normal trigger guards.
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#define TRAIT_DUMB "dumb"
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#define TRAIT_MONKEYLIKE "monkeylike" //sets IsAdvancedToolUser to FALSE
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#define TRAIT_PACIFISM "pacifism"
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#define TRAIT_IGNORESLOWDOWN "ignoreslow"
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#define TRAIT_IGNOREDAMAGESLOWDOWN "ignoredamageslowdown"
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#define TRAIT_DEATHCOMA "deathcoma" //Causes death-like unconsciousness
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#define TRAIT_FAKEDEATH "fakedeath" //Makes the owner appear as dead to most forms of medical examination
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#define TRAIT_DISFIGURED "disfigured"
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#define TRAIT_XENO_HOST "xeno_host" //Tracks whether we're gonna be a baby alien's mummy.
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#define TRAIT_STUNIMMUNE "stun_immunity"
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#define TRAIT_STUNRESISTANCE "stun_resistance"
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#define TRAIT_IWASBATONED "iwasbatoned" //Anti Dual-baton cooldown bypass exploit.
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#define TRAIT_SLEEPIMMUNE "sleep_immunity"
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#define TRAIT_PUSHIMMUNE "push_immunity"
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#define TRAIT_SHOCKIMMUNE "shock_immunity"
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#define TRAIT_TESLA_SHOCKIMMUNE "tesla_shock_immunity"
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#define TRAIT_STABLEHEART "stable_heart"
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#define TRAIT_STABLELIVER "stable_liver"
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#define TRAIT_RESISTHEAT "resist_heat"
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#define TRAIT_RESISTHEATHANDS "resist_heat_handsonly" //For when you want to be able to touch hot things, but still want fire to be an issue.
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#define TRAIT_RESISTCOLD "resist_cold"
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#define TRAIT_RESISTHIGHPRESSURE "resist_high_pressure"
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#define TRAIT_RESISTLOWPRESSURE "resist_low_pressure"
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#define TRAIT_BOMBIMMUNE "bomb_immunity"
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#define TRAIT_RADIMMUNE "rad_immunity"
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#define TRAIT_GENELESS "geneless"
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#define TRAIT_VIRUSIMMUNE "virus_immunity"
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#define TRAIT_PIERCEIMMUNE "pierce_immunity"
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#define TRAIT_NODISMEMBER "dismember_immunity"
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#define TRAIT_NOFIRE "nonflammable"
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#define TRAIT_NOGUNS "no_guns"
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#define TRAIT_NOHUNGER "no_hunger"
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#define TRAIT_NOMETABOLISM "no_metabolism"
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#define TRAIT_NOCLONELOSS "no_cloneloss"
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#define TRAIT_TOXIMMUNE "toxin_immune"
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#define TRAIT_EASYDISMEMBER "easy_dismember"
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#define TRAIT_LIMBATTACHMENT "limb_attach"
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#define TRAIT_NOLIMBDISABLE "no_limb_disable"
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#define TRAIT_EASYLIMBWOUND "easy_limb_wound"
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#define TRAIT_HARDLIMBWOUND "hard_limb_wound"
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#define TRAIT_TOXINLOVER "toxinlover"
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#define TRAIT_NOBREATH "no_breath"
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#define TRAIT_ANTIMAGIC "anti_magic"
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#define TRAIT_HOLY "holy"
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#define TRAIT_DEPRESSION "depression"
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#define TRAIT_JOLLY "jolly"
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#define TRAIT_NOCRITDAMAGE "no_crit"
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#define TRAIT_NOSLIPWATER "noslip_water"
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#define TRAIT_NOSLIPALL "noslip_all"
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#define TRAIT_NODEATH "nodeath"
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#define TRAIT_NOHARDCRIT "nohardcrit"
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#define TRAIT_NOSOFTCRIT "nosoftcrit"
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#define TRAIT_MINDSHIELD "mindshield"
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#define TRAIT_DISSECTED "dissected"
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#define TRAIT_SIXTHSENSE "sixth_sense" //I can hear dead people
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#define TRAIT_FEARLESS "fearless"
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#define TRAIT_PARALYSIS_L_ARM "para-l-arm" //These are used for brain-based paralysis, where replacing the limb won't fix it
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#define TRAIT_PARALYSIS_R_ARM "para-r-arm"
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#define TRAIT_PARALYSIS_L_LEG "para-l-leg"
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#define TRAIT_PARALYSIS_R_LEG "para-r-leg"
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#define TRAIT_CANNOT_OPEN_PRESENTS "cannot-open-presents"
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#define TRAIT_PRESENT_VISION "present-vision"
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#define TRAIT_DISK_VERIFIER "disk-verifier"
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#define TRAIT_NOMOBSWAP "no-mob-swap"
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#define TRAIT_XRAY_VISION "xray_vision"
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#define TRAIT_THERMAL_VISION "thermal_vision"
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#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
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#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
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#define TRAIT_SURGEON "surgeon"
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#define TRAIT_STRONG_GRABBER "strong_grabber"
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#define TRAIT_MAGIC_CHOKE "magic_choke"
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#define TRAIT_SOOTHED_THROAT "soothed-throat"
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#define TRAIT_LAW_ENFORCEMENT_METABOLISM "law-enforcement-metabolism"
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#define TRAIT_ALWAYS_CLEAN "always-clean"
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#define TRAIT_BOOZE_SLIDER "booze-slider"
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#define TRAIT_QUICK_CARRY "quick-carry"
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#define TRAIT_QUICKER_CARRY "quicker-carry"
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#define TRAIT_QUICK_BUILD "quick-build"
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#define TRAIT_UNINTELLIGIBLE_SPEECH "unintelligible-speech"
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#define TRAIT_UNSTABLE "unstable"
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#define TRAIT_OIL_FRIED "oil_fried"
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#define TRAIT_MEDICAL_HUD "med_hud"
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#define TRAIT_SECURITY_HUD "sec_hud"
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#define TRAIT_DIAGNOSTIC_HUD "diag_hud" //for something granting you a diagnostic hud
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#define TRAIT_MEDIBOTCOMINGTHROUGH "medbot" //Is a medbot healing you
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#define TRAIT_PASSTABLE "passtable"
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#define TRAIT_NOFLASH "noflash" //Makes you immune to flashes
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#define TRAIT_XENO_IMMUNE "xeno_immune"//prevents xeno huggies implanting skeletons
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#define TRAIT_NAIVE "naive"
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#define TRAIT_PRIMITIVE "primitive"
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#define TRAIT_GUNFLIP "gunflip"
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#define TRAIT_SPECIAL_TRAUMA_BOOST "special_trauma_boost" ///Increases chance of getting special traumas, makes them harder to cure
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#define TRAIT_BLOODCRAWL_EAT "bloodcrawl_eat"
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#define TRAIT_SPACEWALK "spacewalk"
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#define TRAIT_GAMERGOD "gamer-god" //double arcade prizes
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#define TRAIT_GIANT "giant"
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#define TRAIT_DWARF "dwarf"
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#define TRAIT_SILENT_FOOTSTEPS "silent_footsteps" //makes your footsteps completely silent
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#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
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#define TRAIT_TUMOR_SUPPRESSED "brain_tumor_suppressed" //prevents the damage done by a brain tumor
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#define TRAIT_PERMANENTLY_ONFIRE "permanently_onfire" //overrides the update_fire proc to always add fire (for lava)
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#define TRAIT_SIGN_LANG "sign_language" //Galactic Common Sign Language
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//SKILLS
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#define TRAIT_UNDERWATER_BASKETWEAVING_KNOWLEDGE "underwater_basketweaving"
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#define TRAIT_WINE_TASTER "wine_taster"
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#define TRAIT_BONSAI "bonsai"
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#define TRAIT_LIGHTBULB_REMOVER "lightbulb_remover"
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#define TRAIT_KNOW_CYBORG_WIRES "know_cyborg_wires"
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#define TRAIT_KNOW_ENGI_WIRES "know_engi_wires"
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//non-mob traits
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/// Used for limb-based paralysis, where replacing the limb will fix it.
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#define TRAIT_PARALYSIS "paralysis"
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/// Used for limbs.
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#define TRAIT_DISABLED_BY_WOUND "disabled-by-wound"
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///Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
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#define TRAIT_KEEP_TOGETHER "keep-together"
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// item traits
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#define TRAIT_NODROP "nodrop"
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#define TRAIT_NO_STORAGE_INSERT "no_storage_insert" //cannot be inserted in a storage.
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#define TRAIT_T_RAY_VISIBLE "t-ray-visible" // Visible on t-ray scanners if the atom/var/level == 1
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#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
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//quirk traits
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#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
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#define TRAIT_AGEUSIA "ageusia"
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#define TRAIT_HEAVY_SLEEPER "heavy_sleeper"
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#define TRAIT_NIGHT_VISION "night_vision"
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#define TRAIT_LIGHT_STEP "light_step"
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#define TRAIT_SPIRITUAL "spiritual"
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#define TRAIT_FAN_CLOWN "fan_clown"
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#define TRAIT_FAN_MIME "fan_mime"
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#define TRAIT_VORACIOUS "voracious"
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#define TRAIT_SELF_AWARE "self_aware"
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#define TRAIT_FREERUNNING "freerunning"
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#define TRAIT_SKITTISH "skittish"
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#define TRAIT_POOR_AIM "poor_aim"
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#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
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#define TRAIT_DRUNK_HEALING "drunk_healing"
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#define TRAIT_TAGGER "tagger"
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#define TRAIT_PHOTOGRAPHER "photographer"
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#define TRAIT_MUSICIAN "musician"
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#define TRAIT_LIGHT_DRINKER "light_drinker"
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#define TRAIT_EMPATH "empath"
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#define TRAIT_FRIENDLY "friendly"
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#define TRAIT_GRABWEAKNESS "grab_weakness"
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#define TRAIT_SNOB "snob"
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#define TRAIT_BALD "bald"
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//Medical Categories for quirks
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#define CAT_QUIRK_ALL 0
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#define CAT_QUIRK_NOTES 1
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#define CAT_QUIRK_MINOR_DISABILITY 2
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#define CAT_QUIRK_MAJOR_DISABILITY 3
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// common trait sources
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#define TRAIT_GENERIC "generic"
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#define GENERIC_ITEM_TRAIT "generic_item"
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#define UNCONSCIOUS_TRAIT "unconscious"
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#define EYE_DAMAGE "eye_damage"
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#define EAR_DAMAGE "ear_damage"
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#define GENETIC_MUTATION "genetic"
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#define OBESITY "obesity"
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#define MAGIC_TRAIT "magic"
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#define TRAUMA_TRAIT "trauma"
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#define DISEASE_TRAIT "disease"
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#define SPECIES_TRAIT "species"
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#define ORGAN_TRAIT "organ"
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#define ROUNDSTART_TRAIT "roundstart" //cannot be removed without admin intervention
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#define JOB_TRAIT "job"
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#define CYBORG_ITEM_TRAIT "cyborg-item"
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#define ADMIN_TRAIT "admin" // (B)admins only.
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#define CHANGELING_TRAIT "changeling"
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#define CULT_TRAIT "cult"
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#define CURSED_ITEM_TRAIT "cursed-item" // The item is magically cursed
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#define ABSTRACT_ITEM_TRAIT "abstract-item"
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#define STATUS_EFFECT_TRAIT "status-effect"
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#define CLOTHING_TRAIT "clothing"
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#define HELMET_TRAIT "helmet"
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#define MASK_TRAIT "mask" //inherited from the mask
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#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
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#define GLASSES_TRAIT "glasses"
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#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
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#define INNATE_TRAIT "innate"
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#define CRIT_HEALTH_TRAIT "crit_health"
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#define OXYLOSS_TRAIT "oxyloss"
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#define TURF_TRAIT "turf"
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#define BUCKLED_TRAIT "buckled" //trait associated to being buckled
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#define CHOKEHOLD_TRAIT "chokehold" //trait associated to being held in a chokehold
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#define RESTING_TRAIT "resting" //trait associated to resting
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#define STAT_TRAIT "stat" //trait associated to a stat value or range of
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#define MAPPING_HELPER_TRAIT "mapping-helper" //obtained from mapping helper
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// unique trait sources, still defines
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#define CLONING_POD_TRAIT "cloning-pod"
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#define STATUE_MUTE "statue"
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#define CHANGELING_DRAIN "drain"
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#define CHANGELING_HIVEMIND_MUTE "ling_mute"
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#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
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#define HIGHLANDER "highlander"
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#define TRAIT_HULK "hulk"
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#define STASIS_MUTE "stasis"
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#define GENETICS_SPELL "genetics_spell"
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#define EYES_COVERED "eyes_covered"
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#define CULT_EYES "cult_eyes"
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#define TRAIT_SANTA "santa"
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#define SCRYING_ORB "scrying-orb"
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#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
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#define NUKEOP_TRAIT "nuke-op"
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#define DEATHSQUAD_TRAIT "deathsquad"
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#define MEGAFAUNA_TRAIT "megafauna"
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#define CLOWN_NUKE_TRAIT "clown-nuke"
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#define STICKY_MOUSTACHE_TRAIT "sticky-moustache"
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#define CHAINSAW_FRENZY_TRAIT "chainsaw-frenzy"
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#define CHRONO_GUN_TRAIT "chrono-gun"
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#define REVERSE_BEAR_TRAP_TRAIT "reverse-bear-trap"
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#define CURSED_MASK_TRAIT "cursed-mask"
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#define HIS_GRACE_TRAIT "his-grace"
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#define HAND_REPLACEMENT_TRAIT "magic-hand"
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#define HOT_POTATO_TRAIT "hot-potato"
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#define SABRE_SUICIDE_TRAIT "sabre-suicide"
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#define ABDUCTOR_VEST_TRAIT "abductor-vest"
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#define CAPTURE_THE_FLAG_TRAIT "capture-the-flag"
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#define EYE_OF_GOD_TRAIT "eye-of-god"
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#define SHAMEBRERO_TRAIT "shamebrero"
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#define CHRONOSUIT_TRAIT "chronosuit"
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#define LOCKED_HELMET_TRAIT "locked-helmet"
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#define NINJA_SUIT_TRAIT "ninja-suit"
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#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
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#define SLEEPING_CARP_TRAIT "sleeping_carp"
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#define MADE_UNCLONEABLE "made-uncloneable"
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#define TIMESTOP_TRAIT "timestop"
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#define STICKY_NODROP "sticky-nodrop" //sticky nodrop sounds like a bad soundcloud rapper's name
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#define SKILLCHIP_TRAIT "skillchip"
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#define PULLED_WHILE_SOFTCRIT_TRAIT "pulled-while-softcrit"
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#define LOCKED_BORG_TRAIT "locked-borg"
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#define LACKING_LOCOMOTION_APPENDAGES_TRAIT "lacking-locomotion-appengades" //trait associated to not having locomotion appendages nor the ability to fly or float
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