Merge remote-tracking branch 'citadel/master' into backend_sync

This commit is contained in:
silicons
2021-06-10 22:36:26 -07:00
314 changed files with 7991 additions and 2751 deletions
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@@ -53,6 +53,7 @@
#define GELADIKINESIS /datum/mutation/human/geladikinesis
#define CRYOKINESIS /datum/mutation/human/cryokinesis
#define SPIDER_WEB /datum/mutation/human/webbing
#define CLUWNEMUT /datum/mutation/human/cluwne
#define UI_CHANGED "ui changed"
#define UE_CHANGED "ue changed"
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@@ -56,8 +56,6 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define UNUSED_RESERVATION_TURF_1 (1<<1)
/// If a turf can be made dirty at roundstart. This is also used in areas.
#define CAN_BE_DIRTY_1 (1<<2)
/// If blood cultists can draw runes or build structures on this turf
#define CULT_PERMITTED_1 (1<<3)
/// Blocks lava rivers being generated on the turf
#define NO_LAVA_GEN_1 (1<<6)
/// Blocks ruins spawning on the turf
@@ -92,6 +90,8 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define ABDUCTOR_PROOF (1<<11)
/// If an area should be hidden from power consoles, power/atmosphere alerts, etc.
#define NO_ALERTS (1<<12)
/// If blood cultists can draw runes or build structures on this AREA.
#define CULT_PERMITTED (1<<13)
/*
These defines are used specifically with the atom/pass_flags bitmask
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@@ -82,6 +82,7 @@
#define ADMIN_PUNISHMENT_PICKLE "Pickle-ify"
#define ADMIN_PUNISHMENT_FRY "Fry"
#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate"
#define ADMIN_PUNISHMENT_CLUWNE "Cluwne"
#define AHELP_ACTIVE 1
#define AHELP_CLOSED 2
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@@ -160,7 +160,7 @@
#define ATMOS_TANK_PLASMA "plasma=70000;TEMP=293.15"
#define ATMOS_TANK_O2 "o2=100000;TEMP=293.15"
#define ATMOS_TANK_N2 "n2=100000;TEMP=293.15"
#define ATMOS_TANK_AIRMIX "o2=2644;n2=10580;TEMP=293.15"
#define ATMOS_TANK_AIRMIX "o2=2811;n2=10583;TEMP=293.15"
//LAVALAND
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 50 //what pressure you have to be under to increase the effect of equipment meant for lavaland
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@@ -158,7 +158,7 @@
/// how long they're staggered for
#define SHOVE_STAGGER_DURATION 35
/// how long they're off balance for
#define SHOVE_OFFBALANCE_DURATION 30
#define SHOVE_OFFBALANCE_DURATION 3 SECONDS
//Embedded objects
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@@ -23,6 +23,14 @@
#define WINDOW_IN_FRAME 1
#define WINDOW_SCREWED_TO_FRAME 2
//reinforced plasma window construction states
#define PRWINDOW_FRAME_BOLTED 3
#define PRWINDOW_BARS_CUT 4
#define PRWINDOW_POPPED 5
#define PRWINDOW_BOLTS_OUT 6
#define PRWINDOW_BOLTS_HEATED 7
#define PRWINDOW_SECURE 8
//airlock assembly construction states
#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
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@@ -83,6 +83,8 @@
#define COMSIG_ATOM_EXIT "atom_exit" //from base of atom/Exit(): (/atom/movable/exiting, /atom/newloc)
#define COMPONENT_ATOM_BLOCK_EXIT 1
#define COMSIG_ATOM_EXITED "atom_exited" //from base of atom/Exited(): (atom/movable/exiting, atom/newloc)
/// From base of atom/wave_ex_act(): (datum/wave_explosion/explosion, args)
#define COMSIG_ATOM_WAVE_EX_ACT "atom_wave_ex_act"
///from base of atom/ex_act(): (severity, target)
#define COMSIG_ATOM_EX_ACT "atom_ex_act"
///from base of atom/emp_act(): (severity)
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@@ -0,0 +1,86 @@
// THIS IS INSANITY
// These are how wave explosions track when there's not only one direction to keep track of (diagonals, etc)
#define WEX_DIR_NORTH NORTH
#define WEX_DIR_SOUTH SOUTH
#define WEX_DIR_EAST EAST
#define WEX_DIR_WEST WEST
#define WEX_ALLDIRS (WEX_DIR_NORTH | WEX_DIR_SOUTH | WEX_DIR_EAST | WEX_DIR_WEST)
/// Default explosion power to consider an explosion over
#define EXPLOSION_POWER_DEAD 2.5
/// Default explosion falloff
#define EXPLOSION_DEFAULT_FALLOFF_MULTIPLY 0.98
/// Default explosion constant falloff
#define EXPLOSION_DEFAULT_FALLOFF_SUBTRACT 5
/// Block amount at which point having 0 block resistance will result in a full block
#define EXPLOSION_POWER_NO_RESIST_THRESHOLD 5
/// Explosion power quantization
#define EXPLOSION_POWER_QUANTIZATION_ACCURACY 0.1
// [explosion_flags] variable on /atom
/// No blocking if we're not dense
#define EXPLOSION_FLAG_DENSITY_DEPENDENT (1<<0)
/// If we survive the explosion, we block ALL the power and ignore the results of wave_ex_act().
#define EXPLOSION_FLAG_HARD_OBSTACLE (1<<1)
// Standardized explosion powers
/// Maxcap
#define EXPLOSION_POWER_MAXCAP 500
/// erases shreds from explosions/item damage
#define EXPLOSION_POWER_ERASE_SHREDS 400
/// Gibs most mobs
#define EXPLOSION_POWER_NORMAL_MOB_GIB 400
// Walls
#define EXPLOSION_POWER_WALL_SCRAPE 400
#define EXPLOSION_POWER_WALL_DISMANTLE 300
#define EXPLOSION_POWER_WALL_MINIMUM_DISMANTLE 200
#define EXPLOSION_POWER_RWALL_SCRAPE 450
#define EXPLOSION_POWER_RWALL_DISMANTLE 400
#define EXPLOSION_POWER_RWALL_MINIMUM_DISMANTLE 300
// Floors
#define EXPLOSION_POWER_FLOOR_TILE_BREAK 50
#define EXPLOSION_POWER_FLOOR_MINIMUM_TURF_BREAK 125
#define EXPLOSION_POWER_FLOOR_TURF_BREAK_BONUS 225
#define EXPLOSION_POWER_FLOOR_TURF_BREAK 350
#define EXPLOSION_POWER_FLOOR_TURF_SCRAPE 425
#define EXPLOSION_POWER_FLOOR_SHIELDED_IMMUNITY 250
// Helpers
/// Explosion power to object damage (without taking into consideration armor)
#define EXPLOSION_POWER_STANDARD_SCALE_OBJECT_DAMAGE(power, multiplier) (power>500)?(10*(power**0.6)*multiplier):(0.1*(power**1.3)*multiplier)
/// Explosion power to object damage for hard obstacles
#define EXPLOSION_POWER_STANDARD_SCALE_HARD_OBSTACLE_DAMAGE(power, multiplier) (power>500)?(10*(power**0.6)*multiplier):(0.15*(power**1.3)*multiplier)
/// Explosion power to object damage for windows
#define EXPLOSION_POWER_STANDARD_SCALE_WINDOW_DAMAGE(power, multiplier) (power>500)?(10*(power**0.6)*multiplier):(0.2*(power**1.3)*multiplier)
/// Default brute damage to do to living things
#define EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, multiplier) ((power / 2) * multiplier)
// Damage factors
/// Factor to multiply damage to a door by if it's open (and therefore not blocking the explosion)
#define EXPLOSION_DAMAGE_OPEN_DOOR_FACTOR 0.25
// Standardized explosion constant blocks
#define EXPLOSION_BLOCK_WINDOW 10
#define EXPLOSION_BLOCK_MACHINE 20
#define EXPLOSION_BLOCK_SPACE 20
#define EXPLOSION_BLOCK_REINFORCED_WINDOW 50
#define EXPLOSION_BLOCK_DENSE_FILLER 50
#define EXPLOSION_BLOCK_WALL 75
#define EXPLOSION_BLOCK_BLAST_PROOF 250
#define EXPLOSION_BLOCK_BOROSILICATE_WINDOW 250
#define EXPLOSION_BLOCK_EXTREME 250
// Standardized explosion factor blocks
#define EXPLOSION_DAMPEN_MACHINE 0.95
#define EXPLOSION_DAMPEN_SPACE 0.95
#define EXPLOSION_DAMPEN_WINDOW 0.95
#define EXPLOSION_DAMPEN_REINFORCED_WINDOW 0.9
#define EXPLOSION_DAMPEN_DENSE_FILLER 0.85
#define EXPLOSION_DAMPEN_WALL 0.8
#define EXPLOSION_DAMPEN_BOROSILICATE_WINDOW 0.65
#define EXPLOSION_DAMPEN_BLAST_PROOF 0.65
#define EXPLOSION_DAMPEN_EXTREME 0.5
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@@ -77,6 +77,7 @@
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define TRAY_LAYER 2.85
#define GATEWAY_UNDERLAY_LAYER 2.85
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
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@@ -180,6 +180,7 @@
#define FIRE_PRIORITY_PROJECTILES 200
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_ATMOS_ADJACENCY 300
#define FIRE_PRIORITY_EXPLOSIONS 350
#define FIRE_PRIORITY_STATPANEL 390
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_RUNECHAT 410
@@ -219,7 +220,6 @@
A.flags_1 &= ~OVERLAY_QUEUED_1;\
} while(FALSE)
/**
Create a new timer and add it to the queue.
* Arguments:
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@@ -165,6 +165,7 @@
#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
#define TRAIT_PUGILIST "pugilist" //This guy punches people for a living
#define TRAIT_NOPUGILIST "nopugilist" // for preventing ((((((((((extreme)))))))))) punch stacking
#define TRAIT_KI_VAMPIRE "ki-vampire" //when someone with this trait rolls maximum damage on a punch and stuns the target, they regain some stamina and do clone damage
#define TRAIT_MAULER "mauler" // this guy punches the shit out of people to hurt them, not to drain their stamina
#define TRAIT_PASSTABLE "passtable"