/*ALL DEFINES RELATED TO COMBAT GO HERE*/ //Damage and status effect defines //Damage defines //TODO: merge these down to reduce on defines #define BRUTE "brute" #define BURN "fire" #define TOX "tox" #define OXY "oxy" #define CLONE "clone" #define STAMINA "stamina" #define BRAIN "brain" //bitflag damage defines used for suicide_act #define BRUTELOSS (1<<0) #define FIRELOSS (1<<1) #define TOXLOSS (1<<2) #define OXYLOSS (1<<3) #define SHAME (1<<4) #define MANUAL_SUICIDE (1<<5) //suicide_act will do the actual killing. #define EFFECT_STUN "stun" #define EFFECT_KNOCKDOWN "knockdown" #define EFFECT_UNCONSCIOUS "unconscious" #define EFFECT_IRRADIATE "irradiate" #define EFFECT_STUTTER "stutter" #define EFFECT_SLUR "slur" #define EFFECT_EYE_BLUR "eye_blur" #define EFFECT_DROWSY "drowsy" #define EFFECT_JITTER "jitter" //Bitflags defining which status effects could be or are inflicted on a mob #define CANSTUN (1<<0) #define CANKNOCKDOWN (1<<1) #define CANUNCONSCIOUS (1<<2) #define CANPUSH (1<<3) #define GODMODE (1<<4) //Health Defines #define HEALTH_THRESHOLD_CRIT 0 #define HEALTH_THRESHOLD_FULLCRIT -30 #define HEALTH_THRESHOLD_DEAD -100 //Actual combat defines //click cooldowns, in tenths of a second, used for various combat actions #define CLICK_CD_MELEE 8 #define CLICK_CD_RANGE 4 #define CLICK_CD_RAPID 2 #define CLICK_CD_CLICK_ABILITY 6 #define CLICK_CD_BREAKOUT 100 #define CLICK_CD_HANDCUFFED 10 #define CLICK_CD_RESIST 20 #define CLICK_CD_GRABBING 10 //Cuff resist speeds #define FAST_CUFFBREAK 1 #define INSTANT_CUFFBREAK 2 //Grab levels #define GRAB_PASSIVE 0 #define GRAB_AGGRESSIVE 1 #define GRAB_NECK 2 #define GRAB_KILL 3 //slowdown when in softcrit #define SOFTCRIT_ADD_SLOWDOWN 6 //Attack types for checking shields/hit reactions #define MELEE_ATTACK 1 #define UNARMED_ATTACK 2 #define PROJECTILE_ATTACK 3 #define THROWN_PROJECTILE_ATTACK 4 #define LEAP_ATTACK 5 //attack visual effects #define ATTACK_EFFECT_PUNCH "punch" #define ATTACK_EFFECT_KICK "kick" #define ATTACK_EFFECT_SMASH "smash" #define ATTACK_EFFECT_CLAW "claw" #define ATTACK_EFFECT_DISARM "disarm" #define ATTACK_EFFECT_ASS_SLAP "ass_slap" #define ATTACK_EFFECT_FACE_SLAP "face_slap" #define ATTACK_EFFECT_BITE "bite" #define ATTACK_EFFECT_MECHFIRE "mech_fire" #define ATTACK_EFFECT_MECHTOXIN "mech_toxin" #define ATTACK_EFFECT_BOOP "boop" //Honk //intent defines #define INTENT_HELP "help" #define INTENT_GRAB "grab" #define INTENT_DISARM "disarm" #define INTENT_HARM "harm" //NOTE: INTENT_HOTKEY_* defines are not actual intents! //they are here to support hotkeys #define INTENT_HOTKEY_LEFT "left" #define INTENT_HOTKEY_RIGHT "right" //the define for visible message range in combat #define COMBAT_MESSAGE_RANGE 3 #define DEFAULT_MESSAGE_RANGE 7 //Shove knockdown lengths (deciseconds) #define SHOVE_KNOCKDOWN_SOLID 30 #define SHOVE_KNOCKDOWN_HUMAN 30 #define SHOVE_KNOCKDOWN_TABLE 30 #define SHOVE_KNOCKDOWN_COLLATERAL 10 //for the shove slowdown, see __DEFINES/movespeed_modification.dm #define SHOVE_SLOWDOWN_LENGTH 30 #define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier //Shove disarming item list GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list( /obj/item/gun))) //Combat object defines //Embedded objects #define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user) #define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object) #define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp) #define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class) #define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class) #define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class) #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) #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) #define EMBEDDED_UNSAFE_REMOVAL_TIME 150 //A Time in ticks, total removal time = (this/item.w_class) //Gun weapon weight #define WEAPON_LIGHT 1 #define WEAPON_MEDIUM 2 #define WEAPON_HEAVY 3 //Gun trigger guards #define TRIGGER_GUARD_ALLOW_ALL -1 #define TRIGGER_GUARD_NONE 0 #define TRIGGER_GUARD_NORMAL 1 //E-gun self-recharge values #define EGUN_NO_SELFCHARGE 0 #define EGUN_SELFCHARGE 1 #define EGUN_SELFCHARGE_BORG 2 //Object/Item sharpness #define IS_BLUNT 0 #define IS_SHARP 1 #define IS_SHARP_ACCURATE 2 //His Grace. #define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep. #define HIS_GRACE_PECKISH 20 //Slightly hungry. #define HIS_GRACE_HUNGRY 60 //Getting closer. Increases damage up to a minimum of 20. #define HIS_GRACE_FAMISHED 100 //Dangerous. Increases damage up to a minimum of 25 and cannot be dropped. #define HIS_GRACE_STARVING 120 //Incredibly close to breaking loose. Increases damage up to a minimum of 30. #define HIS_GRACE_CONSUME_OWNER 140 //His Grace consumes His owner at this point and becomes aggressive. #define HIS_GRACE_FALL_ASLEEP 160 //If it reaches this point, He falls asleep and resets. #define HIS_GRACE_FORCE_BONUS 4 //How much force is gained per kill. #define EXPLODE_NONE 0 //Don't even ask me why we need this. #define EXPLODE_DEVASTATE 1 #define EXPLODE_HEAVY 2 #define EXPLODE_LIGHT 3 #define EXPLODE_GIB_THRESHOLD 50 #define EMP_HEAVY 1 #define EMP_LIGHT 2 #define GRENADE_CLUMSY_FUMBLE 1 #define GRENADE_NONCLUMSY_FUMBLE 2 #define GRENADE_NO_FUMBLE 3 #define BODY_ZONE_HEAD "head" #define BODY_ZONE_CHEST "chest" #define BODY_ZONE_L_ARM "l_arm" #define BODY_ZONE_R_ARM "r_arm" #define BODY_ZONE_L_LEG "l_leg" #define BODY_ZONE_R_LEG "r_leg" #define BODY_ZONE_PRECISE_EYES "eyes" #define BODY_ZONE_PRECISE_MOUTH "mouth" #define BODY_ZONE_PRECISE_GROIN "groin" #define BODY_ZONE_PRECISE_L_HAND "l_hand" #define BODY_ZONE_PRECISE_R_HAND "r_hand" #define BODY_ZONE_PRECISE_L_FOOT "l_foot" #define BODY_ZONE_PRECISE_R_FOOT "r_foot" //We will round to this value in damage calculations. #define DAMAGE_PRECISION 0.01 //items total mass, used to calculate their attacks' stamina costs. If not defined, the cost will be (w_class * 1.25) #define TOTAL_MASS_TINY_ITEM 1.25 #define TOTAL_MASS_SMALL_ITEM 2.5 #define TOTAL_MASS_NORMAL_ITEM 3.75 #define TOTAL_MASS_BULKY_ITEM 5 #define TOTAL_MASS_HUGE_ITEM 6.25 #define TOTAL_MASS_GIGANTIC_ITEM 7.5 #define TOTAL_MASS_HAND_REPLACEMENT 5 //standard punching stamina cost. most hand replacements are huge items anyway. #define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds. #define TOTAL_MASS_TOY_SWORD 1.5 //bullet_act() return values #define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting. #define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting. #define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default. #define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.