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| 1 | +#define WATER_HEIGH_DIFFERENCE_SOUND_CHANCE 50 |
| 2 | +#define WATER_HEIGH_DIFFERENCE_DELTA_SPLASH 7 //Delta needed for the splash effect to be made in 1 go |
| 3 | + |
| 4 | +#define REQUIRED_MEMBER_PROCESSES 10 |
| 5 | + |
| 6 | +#define REQUIRED_EVAPORATION_PROCESSES 20 |
| 7 | +#define EVAPORATION_CHANCE 50 |
| 8 | + |
| 9 | +#define REQUIRED_FIRE_PROCESSES 10 |
| 10 | +#define REQUIRED_FIRE_POWER_PER_UNIT 5 |
| 11 | +#define FIRE_BURN_PERCENT 10 |
| 12 | + |
| 13 | +#define REQUIRED_OCEAN_PROCESSES 5 |
| 14 | + |
| 15 | +#define PARTIAL_TRANSFER_AMOUNT 0.3 |
| 16 | + |
| 17 | +#define LIQUID_MUTUAL_SHARE 1 |
| 18 | +#define LIQUID_NOT_MUTUAL_SHARE 2 |
| 19 | + |
| 20 | +#define LIQUID_GIVER 1 |
| 21 | +#define LIQUID_TAKER 2 |
| 22 | + |
| 23 | +//Required amount of a reagent to be simulated on turf exposures from liquids (to prevent gaming the system with cheap dillutions) |
| 24 | +#define LIQUID_REAGENT_THRESHOLD_TURF_EXPOSURE 5 |
| 25 | + |
| 26 | +//Threshold at which the difference of height makes us need to climb/blocks movement/allows to fall down |
| 27 | +#define TURF_HEIGHT_BLOCK_THRESHOLD 20 |
| 28 | + |
| 29 | +#define LIQUID_HEIGHT_DIVISOR 10 |
| 30 | + |
| 31 | +#define ONE_LIQUIDS_HEIGHT LIQUID_HEIGHT_DIVISOR |
| 32 | + |
| 33 | +#define LIQUID_ATTRITION_TO_STOP_ACTIVITY 2 |
| 34 | + |
| 35 | +//Percieved heat capacity for calculations with atmos sharing |
| 36 | +#define REAGENT_HEAT_CAPACITY 5 |
| 37 | + |
| 38 | +#define LIQUID_STATE_PUDDLE 1 |
| 39 | +#define LIQUID_STATE_ANKLES 2 |
| 40 | +#define LIQUID_STATE_WAIST 3 |
| 41 | +#define LIQUID_STATE_SHOULDERS 4 |
| 42 | +#define LIQUID_STATE_FULLTILE 5 |
| 43 | +#define TOTAL_LIQUID_STATES 5 |
| 44 | +#define LYING_DOWN_SUBMERGEMENT_STATE_BONUS 2 |
| 45 | + |
| 46 | +#define LIQUID_STATE_FOR_HEAT_EXCHANGERS LIQUID_STATE_WAIST |
| 47 | + |
| 48 | +#define LIQUID_ANKLES_LEVEL_HEIGHT 8 |
| 49 | +#define LIQUID_WAIST_LEVEL_HEIGHT 19 |
| 50 | +#define LIQUID_SHOULDERS_LEVEL_HEIGHT 29 |
| 51 | +#define LIQUID_FULLTILE_LEVEL_HEIGHT 39 |
| 52 | + |
| 53 | +#define LIQUID_FIRE_STATE_NONE 0 |
| 54 | +#define LIQUID_FIRE_STATE_SMALL 1 |
| 55 | +#define LIQUID_FIRE_STATE_MILD 2 |
| 56 | +#define LIQUID_FIRE_STATE_MEDIUM 3 |
| 57 | +#define LIQUID_FIRE_STATE_HUGE 4 |
| 58 | +#define LIQUID_FIRE_STATE_INFERNO 5 |
| 59 | + |
| 60 | +//Threshold at which we "choke" on the water, instead of holding our breath |
| 61 | +#define OXYGEN_DAMAGE_CHOKING_THRESHOLD 15 |
| 62 | + |
| 63 | +#define IMMUTABLE_LIQUID_SHARE 1 |
| 64 | + |
| 65 | +#define LIQUID_RECURSIVE_LOOP_SAFETY 255 |
| 66 | + |
| 67 | +//Height at which we consider the tile "full" and dont drop liquids on it from the upper Z level |
| 68 | +#define LIQUID_HEIGHT_CONSIDER_FULL_TILE 50 |
| 69 | + |
| 70 | +#define LIQUID_GROUP_DECAY_TIME 3 |
| 71 | + |
| 72 | +//Scaled with how much a person is submerged |
| 73 | +#define SUBMERGEMENT_REAGENTS_TOUCH_AMOUNT 60 |
| 74 | + |
| 75 | +#define CHOKE_REAGENTS_INGEST_ON_FALL_AMOUNT 4 |
| 76 | + |
| 77 | +#define CHOKE_REAGENTS_INGEST_ON_BREATH_AMOUNT 2 |
| 78 | + |
| 79 | +#define SUBMERGEMENT_PERCENT(carbon, liquids) min(1,(!MOBILITY_STAND ? liquids.liquid_group.group_overlay_state+LYING_DOWN_SUBMERGEMENT_STATE_BONUS : liquids.liquid_group.group_overlay_state)/TOTAL_LIQUID_STATES) |
| 80 | + |
| 81 | +#define LIQUID_PROTECTION "liquid_protection" |
| 82 | + |
| 83 | +GLOBAL_LIST_INIT(liquid_blacklist, list( |
| 84 | + /datum/reagent/sorium, |
| 85 | + /datum/reagent/liquid_dark_matter |
| 86 | +)) |
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