203 lines
6.6 KiB
Plaintext
203 lines
6.6 KiB
Plaintext
/*ALL MOB-RELATED DEFINES THAT DON'T BELONG IN ANOTHER FILE GO HERE*/
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//Misc mob defines
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//Ready states at roundstart for mob/dead/new_player
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#define PLAYER_NOT_READY 0
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#define PLAYER_READY_TO_PLAY 1
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#define PLAYER_READY_TO_OBSERVE 2
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//movement intent defines for the m_intent var
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#define MOVE_INTENT_WALK "walk"
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#define MOVE_INTENT_RUN "run"
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//Blood levels
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#define BLOOD_VOLUME_MAXIMUM 2000
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#define BLOOD_VOLUME_SLIME_SPLIT 1120
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#define BLOOD_VOLUME_NORMAL 560
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#define BLOOD_VOLUME_SAFE 475
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#define BLOOD_VOLUME_OKAY 336
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#define BLOOD_VOLUME_BAD 224
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#define BLOOD_VOLUME_SURVIVE 122
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//Sizes of mobs, used by mob/living/var/mob_size
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#define MOB_SIZE_TINY 0
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#define MOB_SIZE_SMALL 1
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#define MOB_SIZE_HUMAN 2
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#define MOB_SIZE_LARGE 3
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//Ventcrawling defines
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#define VENTCRAWLER_NONE 0
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#define VENTCRAWLER_NUDE 1
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#define VENTCRAWLER_ALWAYS 2
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//Bloodcrawling defines
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#define BLOODCRAWL 1
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#define BLOODCRAWL_EAT 2
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//Organ defines for carbon mobs
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#define ORGAN_ORGANIC 1
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#define ORGAN_ROBOTIC 2
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#define BODYPART_ORGANIC 1
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#define BODYPART_ROBOTIC 2
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#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
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#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
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#define MONKEY_BODYPART "monkey"
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#define ALIEN_BODYPART "alien"
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#define LARVA_BODYPART "larva"
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#define DEVIL_BODYPART "devil"
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/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
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//Brain Damage defines
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#define BRAIN_DAMAGE_MILD 20
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#define BRAIN_DAMAGE_SEVERE 100
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#define BRAIN_DAMAGE_DEATH 200
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#define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild
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#define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe
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#define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special
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#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
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#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
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#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
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#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay
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//Limit of traumas for each resilience tier
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#define TRAUMA_LIMIT_BASIC 3
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#define TRAUMA_LIMIT_SURGERY 2
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#define TRAUMA_LIMIT_LOBOTOMY 3
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#define TRAUMA_LIMIT_MAGIC 3
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#define TRAUMA_LIMIT_ABSOLUTE INFINITY
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#define BRAIN_DAMAGE_INTEGRITY_MULTIPLIER 0.5
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//Surgery Defines
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#define BIOWARE_GENERIC "generic"
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#define BIOWARE_NERVES "nerves"
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#define BIOWARE_CIRCULATION "circulation"
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//Health hud screws for carbon mobs
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#define SCREWYHUD_NONE 0
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#define SCREWYHUD_CRIT 1
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#define SCREWYHUD_DEAD 2
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#define SCREWYHUD_HEALTHY 3
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//Nutrition levels for humans
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#define NUTRITION_LEVEL_FAT 600
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#define NUTRITION_LEVEL_FULL 550
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#define NUTRITION_LEVEL_WELL_FED 450
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#define NUTRITION_LEVEL_FED 350
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#define NUTRITION_LEVEL_HUNGRY 250
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#define NUTRITION_LEVEL_STARVING 150
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#define NUTRITION_LEVEL_START_MIN 250
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#define NUTRITION_LEVEL_START_MAX 400
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//Disgust levels for humans
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#define DISGUST_LEVEL_MAXEDOUT 150
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#define DISGUST_LEVEL_DISGUSTED 75
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#define DISGUST_LEVEL_VERYGROSS 50
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#define DISGUST_LEVEL_GROSS 25
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//Slime evolution threshold. Controls how fast slimes can split/grow
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#define SLIME_EVOLUTION_THRESHOLD 10
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//Slime commands defines
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#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
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#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
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#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
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#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
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#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
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#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
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#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
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//Sentience types, to prevent things like sentience potions from giving bosses sentience
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#define SENTIENCE_ORGANIC 1
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#define SENTIENCE_ARTIFICIAL 2
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// #define SENTIENCE_OTHER 3 unused
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#define SENTIENCE_MINEBOT 4
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#define SENTIENCE_BOSS 5
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//Mob AI Status
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//Hostile simple animals
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//If you add a new status, be sure to add a list for it to the simple_animals global in _globalvars/lists/mobs.dm
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#define AI_ON 1
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#define AI_IDLE 2
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#define AI_OFF 3
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#define AI_Z_OFF 4
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//determines if a mob can smash through it
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#define ENVIRONMENT_SMASH_NONE 0
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#define ENVIRONMENT_SMASH_STRUCTURES 1 //crates, lockers, ect
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#define ENVIRONMENT_SMASH_WALLS 2 //walls
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#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
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#define NO_SLIP_WHEN_WALKING 1
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#define SLIDE 2
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#define GALOSHES_DONT_HELP 4
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#define SLIDE_ICE 8
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#define MAX_CHICKENS 50
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#define UNHEALING_EAR_DAMAGE 100
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#define INCORPOREAL_MOVE_BASIC 1
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#define INCORPOREAL_MOVE_SHADOW 2 // leaves a trail of shadows
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#define INCORPOREAL_MOVE_JAUNT 3 // is blocked by holy water/salt
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//Secbot and ED209 judgement criteria bitflag values
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#define JUDGE_EMAGGED 1
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#define JUDGE_IDCHECK 2
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#define JUDGE_WEAPONCHECK 4
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#define JUDGE_RECORDCHECK 8
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//ED209's ignore monkeys
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#define JUDGE_IGNOREMONKEYS 16
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#define MEGAFAUNA_DEFAULT_RECOVERY_TIME 5
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#define SHADOW_SPECIES_LIGHT_THRESHOLD 0.2
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// Offsets defines
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#define OFFSET_UNIFORM "uniform"
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#define OFFSET_ID "id"
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#define OFFSET_GLOVES "gloves"
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#define OFFSET_GLASSES "glasses"
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#define OFFSET_EARS "ears"
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#define OFFSET_SHOES "shoes"
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#define OFFSET_S_STORE "s_store"
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#define OFFSET_FACEMASK "mask"
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#define OFFSET_HEAD "head"
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#define OFFSET_FACE "face"
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#define OFFSET_BELT "belt"
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#define OFFSET_BACK "back"
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#define OFFSET_SUIT "suit"
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#define OFFSET_NECK "neck"
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//MINOR TWEAKS/MISC
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#define AGE_MIN 18 //youngest a character can be
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#define AGE_MAX 85 //oldest a character can be
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#define WIZARD_AGE_MIN 30 //youngest a wizard can be
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#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
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#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
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#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
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#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
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#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
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#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
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#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
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// Roundstart trait system
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#define MAX_TRAITS 6 //The maximum amount of traits one character can have at roundstart
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// AI Toggles
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#define AI_CAMERA_LUMINOSITY 5
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#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
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