Files
GS13NG/code/__DEFINES/radiation.dm
DeltaFire 410ffffcc3 there we go
robot rad safe: 250, 750 with upgrade (500 for normal mobs)

Also some typo fixes
2020-11-15 20:30:50 +01:00

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/*
These defines are the balancing points of various parts of the radiation system.
Changes here can have widespread effects: make sure you test well.
Ask ninjanomnom if they're around
*/
#define RAD_BACKGROUND_RADIATION 9 // How much radiation is harmless to a mob, this is also when radiation waves stop spreading
// WARNING: Lowering this value significantly increases SSradiation load
// apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), IRRADIATE, blocked)
#define RAD_MOB_COEFFICIENT 0.20 // Radiation applied is multiplied by this
#define RAD_MOB_SKIN_PROTECTION ((1/RAD_MOB_COEFFICIENT)+RAD_BACKGROUND_RADIATION)
#define RAD_LOSS_PER_TICK 0.5
#define RAD_TOX_COEFFICIENT 0.05 // Toxin damage per tick coefficient
#define RAD_OVERDOSE_REDUCTION 0.000001 // Coefficient to the reduction in applied rads once the thing, usualy mob, has too much radiation
// WARNING: This number is highly sensitive to change, graph is first for best results
#define RAD_BURN_THRESHOLD 1000 // Applied radiation must be over this to burn
#define RAD_MOB_SAFE 500 // How much stored radiation in a mob with no ill effects
#define RAD_DEFAULT_ROBOT_SAFE 250 // Like above, except for robotic carbons. Far more susceptible to corruption from radiation.
#define RAD_UPGRADED_ROBOT_SAFE 750 // If the robot has been upgraded via an implant, their radiation threshold is raised to be somewhat above that of organics.
#define RAD_MOB_HAIRLOSS 800 // How much stored radiation to check for hair loss
#define RAD_MOB_MUTATE 1250 // How much stored radiation to check for mutation
#define RAD_MONKEY_GORILLIZE 1650 // How much stored radiation to check for Harambe time.
#define RAD_MOB_GORILLIZE_FACTOR 100
#define RAD_MONKEY_GORILLIZE_EXPONENT 0.5
#define RAD_MOB_VOMIT 2000 // The amount of radiation to check for vomitting
#define RAD_MOB_VOMIT_PROB 1 // Chance per tick of vomitting
#define RAD_MOB_KNOCKDOWN 2000 // How much stored radiation to check for stunning
#define RAD_MOB_KNOCKDOWN_PROB 1 // Chance of knockdown per tick when over threshold
#define RAD_MOB_KNOCKDOWN_AMOUNT 3 // Amount of knockdown when it occurs
#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
#define RAD_LIGHT_INSULATION 0.8
#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
#define RAD_FULL_INSULATION 0 // Unused
// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
// contamination_chance = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_CHANCE_COEFFICIENT * min(1/(steps*RAD_DISTANCE_COEFFICIENT), 1))
// contamination_strength = (strength-RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
#define RAD_MINIMUM_CONTAMINATION 300 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_CHANCE_COEFFICIENT 0.005 // Higher means higher strength scaling contamination chance
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.99 // Higher means higher strength scaling contamination strength
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects