Merge branch 'master' into typing_indicators
This commit is contained in:
+10
-7
@@ -25,35 +25,38 @@
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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//subsystem does not initialize.
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#define SS_NO_INIT 1
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#define SS_NO_INIT (1<<0)
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//subsystem does not fire.
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// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
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// (Requires a MC restart to change)
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#define SS_NO_FIRE 2
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#define SS_NO_FIRE (1<<1)
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//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
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// SS_BACKGROUND has its own priority bracket
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#define SS_BACKGROUND 4
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#define SS_BACKGROUND (1<<2)
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//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
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#define SS_NO_TICK_CHECK 8
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#define SS_NO_TICK_CHECK (1<<3)
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//Treat wait as a tick count, not DS, run every wait ticks.
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// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
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// (implies all runlevels because of how it works)
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// (overrides SS_BACKGROUND)
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// This is designed for basically anything that works as a mini-mc (like SStimer)
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#define SS_TICKER 16
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#define SS_TICKER (1<<4)
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//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
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// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
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#define SS_KEEP_TIMING 32
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#define SS_KEEP_TIMING (1<<5)
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//Calculate its next fire after its fired.
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// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
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// This flag overrides SS_KEEP_TIMING
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#define SS_POST_FIRE_TIMING 64
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#define SS_POST_FIRE_TIMING (1<<6)
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/// Show in stat() by default even if SS_NO_FIRE
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#define SS_ALWAYS_SHOW_STAT (1<<7)
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//SUBSYSTEM STATES
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#define SS_IDLE 0 //aint doing shit.
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@@ -259,10 +259,10 @@
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//HELPERS
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#define PIPING_LAYER_SHIFT(T, PipingLayer) \
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if(T.dir & NORTH || T.dir & SOUTH) { \
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if(T.dir & (NORTH|SOUTH)) { \
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T.pixel_x = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X;\
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} \
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if(T.dir & WEST || T.dir & EAST) { \
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if(T.dir & (WEST|EAST)) { \
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T.pixel_y = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y;\
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}
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@@ -298,6 +298,8 @@ GLOBAL_LIST_INIT(atmos_adjacent_savings, list(0,0))
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#define ARCHIVE_TEMPERATURE(gas) gas.temperature_archived = gas.temperature
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#define ARCHIVE(gas) gas.temperature_archived = gas.temperature; gas.gas_archive = gas.gases.Copy();
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GLOBAL_LIST_INIT(pipe_paint_colors, list(
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"amethyst" = rgb(130,43,255), //supplymain
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"blue" = rgb(0,0,255),
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@@ -43,6 +43,7 @@
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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@@ -35,9 +35,9 @@
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/// Default combat flags for those affected by ((stamina combat))
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#define COMBAT_FLAGS_DEFAULT NONE
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/// Default combat flags for everyone else (so literally everyone but humans)
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#define COMBAT_FLAGS_STAMSYSTEM_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_COMBAT_TOGGLED)
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#define COMBAT_FLAGS_STAMSYSTEM_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_COMBAT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED | COMBAT_FLAG_COMBAT_FORCED)
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/// Default combat flags for those only affected by sprint (so just silicons)
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#define COMBAT_FLAGS_STAMEXEMPT_YESSPRINT (COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_COMBAT_TOGGLED)
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#define COMBAT_FLAGS_STAMEXEMPT_YESSPRINT (COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_COMBAT_TOGGLED | COMBAT_FLAG_COMBAT_FORCED)
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/// The user wants combat mode on
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#define COMBAT_FLAG_COMBAT_TOGGLED (1<<0)
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@@ -57,6 +57,10 @@
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#define COMBAT_FLAG_INTENTIONALLY_RESTING (1<<7)
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/// Currently stamcritted but not as violently
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#define COMBAT_FLAG_SOFT_STAMCRIT (1<<8)
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/// Force combat mode on at all times, overrides everything including combat disable traits.
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#define COMBAT_FLAG_COMBAT_FORCED (1<<9)
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/// Force sprint mode on at all times, overrides everything including sprint disable traits.
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#define COMBAT_FLAG_SPRINT_FORCED (1<<10)
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// Helpers for getting someone's stamcrit state. Cast to living.
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#define NOT_STAMCRIT 0
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@@ -248,13 +252,32 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
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#define TOTAL_MASS_TOY_SWORD 1.5
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//stamina cost defines.
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#define STAM_COST_ATTACK_OBJ_MULT 1.2
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#define STAM_COST_ATTACK_MOB_MULT 0.8
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#define STAM_COST_BATON_MOB_MULT 1
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#define STAM_COST_NO_COMBAT_MULT 1.25
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#define STAM_COST_W_CLASS_MULT 1.25
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#define STAM_COST_THROW_MULT 2
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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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/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
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/// Wrapper for do_run_block(). The arguments on that means the same as for this.
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#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
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do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
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/// Runs a block "sequence", effectively checking and then doing effects if necessary.
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/// Wrapper for do_run_block(). The arguments on that means the same as for this.
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#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
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do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
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/// Bitflags for check_block() and run_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Attack was not blocked
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#define BLOCK_NONE NONE
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/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
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@@ -59,8 +59,6 @@
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//let's just pretend fulltile windows being children of border windows is fine
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#define FULLTILE_WINDOW_DIR NORTHEAST
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//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
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#define MINERAL_MATERIAL_AMOUNT 2000
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//The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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//maximum amount of cable in a coil
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@@ -183,7 +183,28 @@
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// #define SPEECH_FORCED 7
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#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_ACTION_SKILL_MOD "mob_action_skill_mod" //from base of /datum/skill_holder/action_skills_mod() : (proc args list, list/mod_values)
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#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
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#define ACTION_SKILL_MOD_VALUE 2
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#define ACTION_SKILL_MOD_THRESHOLD 3
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#define ACTION_SKILL_MOD_IS_MULTI 4
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//other mod values, kept separate from the args
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#define MOD_VALUES_SKILL_MOD 1
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#define COMSIG_MOB_ITEM_ACTION_SKILLS_MOD "mob_item_action_skills_mod" //from base of /datum/skill_holder/item_action_skills_mod() : (proc args list, mod_values)
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#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
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#define ITEM_SKILLS_MOD_VALUE 2
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#define ITEM_SKILLS_MOD_FLAGS 3
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#define ITEM_SKILLS_MOD_BAD_FLAGS 4
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#define ITEM_SKILLS_MOD_IS_MULTI 5
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//other mod values, kept separate from the args
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#define MOD_VALUES_ITEM_SKILLS_SUM 1
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#define MOD_VALUES_ITEM_SKILLS_DIV 2
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#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
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#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
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// /mob/living signals
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#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
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@@ -3,5 +3,24 @@
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#define LANGUAGE_HIDE_ICON_IF_UNDERSTOOD 4
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#define LANGUAGE_HIDE_ICON_IF_NOT_UNDERSTOOD 8
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#define LANGUAGE_KNOWN "language_known"
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#define LANGUAGE_SHADOWED "language_shadowed"
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// LANGUAGE SOURCE DEFINES
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#define LANGUAGE_ALL "all" // For use in full removal only.
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#define LANGUAGE_ATOM "atom"
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#define LANGUAGE_MIND "mind"
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#define LANGUAGE_ABSORB "absorb"
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#define LANGUAGE_APHASIA "aphasia"
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#define LANGUAGE_BLOODSUCKER "bloodsucker"
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#define LANGUAGE_CLOCKIE "clockie"
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#define LANGUAGE_CULTIST "cultist"
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#define LANGUAGE_CURATOR "curator"
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#define LANGUAGE_DEVIL "devil"
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#define LANGUAGE_GLAND "gland"
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#define LANGUAGE_HAT "hat"
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#define LANGUAGE_HIGH "high"
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#define LANGUAGE_MALF "malf"
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#define LANGUAGE_MASTER "master"
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#define LANGUAGE_SOFTWARE "software"
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#define LANGUAGE_STONER "stoner"
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#define LANGUAGE_VASSAL "vassal"
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#define LANGUAGE_VOICECHANGE "voicechange"
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@@ -0,0 +1,2 @@
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/// cm3 of material matter per sheet
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#define MINERAL_MATERIAL_AMOUNT 2000
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@@ -138,6 +138,7 @@
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#define MOOD_LEVEL_SAD4 -25
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//Sanity levels for humans
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#define SANITY_AMAZING 150
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#define SANITY_GREAT 125
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#define SANITY_NEUTRAL 100
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#define SANITY_DISTURBED 75
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@@ -291,4 +292,8 @@
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#define TYPING_INDICATOR_TIMEOUT 5 MINUTES
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#define GRAB_PIXEL_SHIFT_PASSIVE 6
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#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
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#define GRAB_PIXEL_SHIFT_NECK 16
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#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
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@@ -0,0 +1,5 @@
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// the clamps are just sanity checks.
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/// Efficiency scaling for stock part level to material usage. All code concerning lathing and production from raw material sheet should be using this.
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#define STANDARD_PART_LEVEL_LATHE_COEFFICIENT(level) clamp(1 - (level * 0.1), 0, 1)
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/// Efficiency scaling for stock part level to ore factor. All code concerning lathing and production from raw ores to raw material sheets should be using this.
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#define STANDARD_PART_LEVEL_ORE_COEFFICIENT(level) clamp(1 + (level * 0.125), 1, 10)
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@@ -0,0 +1,77 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Levels
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#define SKILL_PROGRESSION_LEVEL 4
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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#define STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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#define DEF_SKILL_GAIN 1
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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#define SKILL_AFFINITY_MOOD_BONUS 1.25
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///Items skill_flags and other defines
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#define SKILL_USE_TOOL (1<<0)
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#define SKILL_TRAINING_TOOL (1<<1)
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#define SKILL_ATTACK_MOB (1<<2)
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#define SKILL_TRAIN_ATTACK_MOB (1<<3)
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#define SKILL_ATTACK_OBJ (1<<4)
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#define SKILL_TRAIN_ATTACK_OBJ (1<<5)
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#define SKILL_STAMINA_COST (1<<6) //Influences the stamina cost from weapon usage.
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#define SKILL_THROW_STAM_COST (1<<7)
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#define SKILL_COMBAT_MODE (1<<8) //The user must have combat mode on.
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#define SKILL_USE_MOOD (1<<9) //Is the skill negatively affected by bad mood.
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#define SKILL_TRAIN_MOOD (1<<10) //Is this skill training affected by good mood.
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///competency_threshold index defines
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#define THRESHOLD_COMPETENT 1
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#define THRESHOLD_EXPERT 2
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#define THRESHOLD_MASTER 3
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/// Level/Experience skills defines.
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#define STD_XP_LVL_UP 100
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#define STD_XP_LVL_MULTI 2
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#define STD_MAX_LVL 4
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#define RPG_MAX_LVL 100
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#define DORF_XP_LVL_UP 400
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#define DORF_XP_LVL_MULTI 100
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#define DORF_MAX_LVL 20 // Dabbling, novice, adequate, [...], legendary +3, legendary +4, legendary +5
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//level up methods defines
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#define STANDARD_LEVEL_UP "standard_level_up"
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#define DWARFY_LEVEL_UP "dwarfy_level_up"
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//job skill level defines
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#define JOB_SKILL_UNTRAINED 0
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#define JOB_SKILL_BASIC 1
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#define JOB_SKILL_TRAINED 2
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#define JOB_SKILL_EXPERT 3
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#define JOB_SKILL_MASTER 4
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//other skill level defines, not an exhaustive catalogue, only contains be most relevant ones.
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#define DORF_SKILL_COMPETENT 3
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#define DORF_SKILL_EXPERT 8
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#define DORF_SKILL_MASTER 12
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@@ -0,0 +1,8 @@
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//How experience levels are calculated.
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#define XP_LEVEL(std, multi, lvl) (std*((multi**lvl)/(multi-1))-std/(multi-1)) //don't use 1 as multi, you'll get division by zero errors
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#define DORF_XP_LEVEL(std, extra, lvl) (std*lvl+extra*(lvl*(lvl/2+0.5)))
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//More experience value getter macros
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#define GET_STANDARD_LVL(lvl) XP_LEVEL(STD_XP_LVL_UP, STD_XP_LVL_MULTI, lvl)
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#define GET_DORF_LVL(lvl) DORF_XP_LEVEL(DORF_XP_LVL_UP, DORF_XP_LVL_MULTI, lvl)
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@@ -1,28 +0,0 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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// Misc
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/// 40% speedup at 100 skill
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#define SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(number) clamp(number / 250, 1, 2)
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