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Bubberstation/code/__DEFINES/DNA.dm
2025-11-08 13:49:00 +01:00

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/*ALL DNA, SPECIES, AND GENETICS-RELATED DEFINES GO HERE*/
#define CHECK_DNA_AND_SPECIES(C) if(!(C.dna?.species)) return
#define UE_CHANGED "ue changed"
#define UI_CHANGED "ui changed"
#define UF_CHANGED "uf changed"
#define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204
// String identifiers for associative list lookup
//Types of usual mutations
#define POSITIVE 1
#define NEGATIVE 2
#define MINOR_NEGATIVE 4
//Mutation sources. As long as there is at least one, the mutation will stay up after a remove_mutation call
///Source for mutations that have been activated by completing a sequence or using an activator
#define MUTATION_SOURCE_ACTIVATED "activated"
///Source for mutations that have been added via mutators
#define MUTATION_SOURCE_MUTATOR "mutator"
///From timed dna injectors.
#define MUTATION_SOURCE_TIMED_INJECTOR "timed_injector"
///From mob/living/carbon/human/proc/crewlike_monkify()
#define MUTATION_SOURCE_CREW_MONKEY "crew_monkey"
#define MUTATION_SOURCE_MEDIEVAL_CTF "medieval_ctf"
#define MUTATION_SOURCE_DNA_VAULT "dna_vault"
///From the /datum/action/cooldown/spell/apply_mutations spell
#define MUTATION_SOURCE_SPELL "spell"
///From the heart eater component
#define MUTATION_SOURCE_HEART_EATER "heart_eater"
#define MUTATION_SOURCE_RAT_HEART "rat_heart"
#define MUTATION_SOURCE_CLOWN_CLUMSINESS "clown_clumsiness"
#define MUTATION_SOURCE_CHANGELING "changeling"
#define MUTATION_SOURCE_GHOST_ROLE "ghost_role"
#define MUTATION_SOURCE_WISHGRANTER "wishgranter"
#define MUTATION_SOURCE_VV "vv"
#define MUTATION_SOURCE_MANNITOIL "mannitoil"
#define MUTATION_SOURCE_MAINT_ADAPT "maint_adapt"
#define MUTATION_SOURCE_BURDENED_TRAUMA "burdened_trauma"
#define MUTATION_SOURCE_GENE_SYMPTOM "gene_symptom"
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
#define DNA_BLOCK_SIZE_COLOR DEFAULT_HEX_COLOR_LEN
#define DNA_SEQUENCE_LENGTH 4
#define DNA_MUTATION_BLOCKS 8
#define DNA_UNIQUE_ENZYMES_LEN 32
//Features - No more magic strings
//These can't just simply use dna block paths like identities, because there's keys that aren't tied to blocks
// Block tied
#define FEATURE_MUTANT_COLOR "mcolor"
#define FEATURE_ETHEREAL_COLOR "ethcolor"
#define FEATURE_EARS "ears"
#define FEATURE_TAIL_CAT "tail_cat"
#define FEATURE_TAIL_LIZARD "tail_lizard"
#define FEATURE_TAIL_FISH "fish_tail"
#define FEATURE_SNOUT "snout"
#define FEATURE_LIZARD_MARKINGS "marking_lizard"
#define FEATURE_HORNS "horns"
#define FEATURE_FRILLS "frills"
#define FEATURE_SPINES "spines"
#define FEATURE_MOTH_WINGS "moth_wings"
#define FEATURE_MOTH_ANTENNAE "moth_antennae"
#define FEATURE_MOTH_MARKINGS "moth_markings"
#define FEATURE_MUSH_CAP "caps"
#define FEATURE_POD_HAIR "pod_hair"
// Other
#define FEATURE_WINGS "wings"
#define FEATURE_WINGS_OPEN "wingsopen"
#define FEATURE_TAIL_MONKEY "tail_monkey"
#define FEATURE_TAIL_XENO "tail_xeno"
#define FEATURE_TAILSPINES "tailspines" // Different from regular spines, these appear on tails
#define FEATURE_LEGS "legs"
///flag for the transfer_flag argument from dna/proc/copy_dna(). This one makes it so the SE is copied too.
#define COPY_DNA_SE (1<<0)
///flag for the transfer_flag argument from dna/proc/copy_dna(). This one copies the species.
#define COPY_DNA_SPECIES (1<<1)
///flag for the transfer_flag argument from dna/proc/copy_dna(). This one copies the mutations.
#define COPY_DNA_MUTATIONS (1<<2)
//organ slots
#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
#define ORGAN_SLOT_APPENDIX "appendix"
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_BRAIN_CEREBELLUM "brain_antidrop"
#define ORGAN_SLOT_BRAIN_CNS "brain_antistun"
#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
#define ORGAN_SLOT_EARS "ears"
#define ORGAN_SLOT_EYES "eye_sight"
#define ORGAN_SLOT_HEART "heart"
#define ORGAN_SLOT_HEART_AID "heartdrive"
#define ORGAN_SLOT_HUD "eye_hud"
#define ORGAN_SLOT_LIVER "liver"
#define ORGAN_SLOT_LUNGS "lungs"
#define ORGAN_SLOT_PARASITE_EGG "parasite_egg"
#define ORGAN_SLOT_MONSTER_CORE "monstercore"
#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device" //This one ignores alphabetical order cause the arms should be together
#define ORGAN_SLOT_RIGHT_ARM_MUSCLE "r_arm_muscle"
#define ORGAN_SLOT_LEFT_ARM_MUSCLE "l_arm_muscle" //same as above
#define ORGAN_SLOT_SPINE "spine"
#define ORGAN_SLOT_STOMACH "stomach"
#define ORGAN_SLOT_STOMACH_AID "stomach_aid"
#define ORGAN_SLOT_THRUSTERS "thrusters"
#define ORGAN_SLOT_TONGUE "tongue"
#define ORGAN_SLOT_VOICE "vocal_cords"
#define ORGAN_SLOT_ZOMBIE "zombie_infection"
/// Organ slot external
#define ORGAN_SLOT_EXTERNAL_TAIL "tail"
#define ORGAN_SLOT_EXTERNAL_SPINES "spines"
#define ORGAN_SLOT_EXTERNAL_SNOUT "snout"
#define ORGAN_SLOT_EXTERNAL_FRILLS "frills"
#define ORGAN_SLOT_EXTERNAL_HORNS "horns"
#define ORGAN_SLOT_EXTERNAL_WINGS "wings"
#define ORGAN_SLOT_EXTERNAL_ANTENNAE "antennae"
#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"
/// Xenomorph organ slots
#define ORGAN_SLOT_XENO_ACIDGLAND "acid_gland"
#define ORGAN_SLOT_XENO_EGGSAC "eggsac"
#define ORGAN_SLOT_XENO_HIVENODE "hive_node"
#define ORGAN_SLOT_XENO_NEUROTOXINGLAND "neurotoxin_gland"
#define ORGAN_SLOT_XENO_PLASMAVESSEL "plasma_vessel"
#define ORGAN_SLOT_XENO_RESINSPINNER "resin_spinner"
//organ defines
#define STANDARD_ORGAN_THRESHOLD 100
#define STANDARD_ORGAN_HEALING (50 / 100000)
/// designed to fail organs when left to decay for ~15 minutes
#define STANDARD_ORGAN_DECAY (111 / 100000)
//used for the can_chromosome var on mutations
#define CHROMOSOME_NEVER 0
#define CHROMOSOME_NONE 1
#define CHROMOSOME_USED 2
#define MUTATION_COEFFICIENT_UNMODIFIABLE -1
//used for mob's genetic gender (mainly just for pronouns, members of sexed species with plural gender refer to their physique for the actual sprites, which is not genetic)
#define GENDERS 4
#define G_MALE 1
#define G_FEMALE 2
#define G_PLURAL 3
#define G_NEUTER 4
/// Defines how a mob's organs_slot is ordered
/// Exists so Life()'s organ process order is consistent
GLOBAL_LIST_INIT(organ_process_order, list(
ORGAN_SLOT_BRAIN,
ORGAN_SLOT_APPENDIX,
ORGAN_SLOT_RIGHT_ARM_AUG,
ORGAN_SLOT_LEFT_ARM_AUG,
ORGAN_SLOT_LEFT_ARM_MUSCLE,
ORGAN_SLOT_RIGHT_ARM_MUSCLE,
ORGAN_SLOT_STOMACH,
ORGAN_SLOT_STOMACH_AID,
ORGAN_SLOT_BREATHING_TUBE,
ORGAN_SLOT_EARS,
ORGAN_SLOT_EYES,
ORGAN_SLOT_LUNGS,
ORGAN_SLOT_HEART,
ORGAN_SLOT_ZOMBIE,
ORGAN_SLOT_THRUSTERS,
ORGAN_SLOT_HUD,
ORGAN_SLOT_LIVER,
ORGAN_SLOT_TONGUE,
ORGAN_SLOT_VOICE,
ORGAN_SLOT_ADAMANTINE_RESONATOR,
ORGAN_SLOT_HEART_AID,
ORGAN_SLOT_BRAIN_CEREBELLUM,
ORGAN_SLOT_BRAIN_CNS,
ORGAN_SLOT_PARASITE_EGG,
ORGAN_SLOT_MONSTER_CORE,
ORGAN_SLOT_XENO_PLASMAVESSEL,
ORGAN_SLOT_XENO_HIVENODE,
ORGAN_SLOT_XENO_RESINSPINNER,
ORGAN_SLOT_XENO_ACIDGLAND,
ORGAN_SLOT_XENO_NEUROTOXINGLAND,
ORGAN_SLOT_XENO_EGGSAC,
))
// Defines for used in creating "perks" for the species preference pages.
/// A key that designates UI icon displayed on the perk.
#define SPECIES_PERK_ICON "ui_icon"
/// A key that designates the name of the perk.
#define SPECIES_PERK_NAME "name"
/// A key that designates the description of the perk.
#define SPECIES_PERK_DESC "description"
/// A key that designates what type of perk it is (see below).
#define SPECIES_PERK_TYPE "perk_type"
// The possible types each perk can be.
// Positive perks are shown in green, negative in red, and neutral in grey.
#define SPECIES_POSITIVE_PERK "positive"
#define SPECIES_NEGATIVE_PERK "negative"
#define SPECIES_NEUTRAL_PERK "neutral"
/// Golem food defines
#define GOLEM_FOOD_IRON "golem_food_iron"
#define GOLEM_FOOD_GLASS "golem_food_glass"
#define GOLEM_FOOD_URANIUM "golem_food_uranium"
#define GOLEM_FOOD_SILVER "golem_food_silver"
#define GOLEM_FOOD_PLASMA "golem_food_plasma"
#define GOLEM_FOOD_GOLD "golem_food_gold"
#define GOLEM_FOOD_DIAMOND "golem_food_diamond"
#define GOLEM_FOOD_TITANIUM "golem_food_titanium"
#define GOLEM_FOOD_PLASTEEL "golem_food_plasteel"
#define GOLEM_FOOD_BANANIUM "golem_food_bananium"
#define GOLEM_FOOD_BLUESPACE "golem_food_bluespace"
#define GOLEM_FOOD_GIBTONITE "golem_food_gibtonite"
#define GOLEM_FOOD_LIGHTBULB "golem_food_lightbulb"
/// Golem food datum singletons
GLOBAL_LIST_INIT(golem_stack_food_types, list(
GOLEM_FOOD_IRON = new /datum/golem_food_buff/iron(),
GOLEM_FOOD_GLASS = new /datum/golem_food_buff/glass(),
GOLEM_FOOD_URANIUM = new /datum/golem_food_buff/uranium(),
GOLEM_FOOD_SILVER = new /datum/golem_food_buff/silver(),
GOLEM_FOOD_PLASMA = new /datum/golem_food_buff/plasma(),
GOLEM_FOOD_GOLD = new /datum/golem_food_buff/gold(),
GOLEM_FOOD_DIAMOND = new /datum/golem_food_buff/diamond(),
GOLEM_FOOD_TITANIUM = new /datum/golem_food_buff/titanium(),
GOLEM_FOOD_PLASTEEL = new /datum/golem_food_buff/plasteel(),
GOLEM_FOOD_BANANIUM = new /datum/golem_food_buff/bananium(),
GOLEM_FOOD_BLUESPACE = new /datum/golem_food_buff/bluespace(),
GOLEM_FOOD_GIBTONITE = new /datum/golem_food_buff/gibtonite(),
GOLEM_FOOD_LIGHTBULB = new /datum/golem_food_buff/lightbulb(),
))
/// Associated list of stack types to a golem food
GLOBAL_LIST_INIT(golem_stack_food_directory, list(
/obj/item/gibtonite = GLOB.golem_stack_food_types[GOLEM_FOOD_GIBTONITE],
/obj/item/light = GLOB.golem_stack_food_types[GOLEM_FOOD_LIGHTBULB],
/obj/item/stack/sheet/iron = GLOB.golem_stack_food_types[GOLEM_FOOD_IRON],
/obj/item/stack/ore/iron = GLOB.golem_stack_food_types[GOLEM_FOOD_IRON],
/obj/item/stack/sheet/glass = GLOB.golem_stack_food_types[GOLEM_FOOD_GLASS],
/obj/item/stack/sheet/mineral/uranium = GLOB.golem_stack_food_types[GOLEM_FOOD_URANIUM],
/obj/item/stack/ore/uranium = GLOB.golem_stack_food_types[GOLEM_FOOD_URANIUM],
/obj/item/stack/sheet/mineral/silver = GLOB.golem_stack_food_types[GOLEM_FOOD_SILVER],
/obj/item/stack/ore/silver = GLOB.golem_stack_food_types[GOLEM_FOOD_SILVER],
/obj/item/stack/sheet/mineral/plasma = GLOB.golem_stack_food_types[GOLEM_FOOD_PLASMA],
/obj/item/stack/ore/plasma = GLOB.golem_stack_food_types[GOLEM_FOOD_PLASMA],
/obj/item/stack/sheet/mineral/gold = GLOB.golem_stack_food_types[GOLEM_FOOD_GOLD],
/obj/item/stack/ore/gold = GLOB.golem_stack_food_types[GOLEM_FOOD_GOLD],
/obj/item/stack/sheet/mineral/diamond = GLOB.golem_stack_food_types[GOLEM_FOOD_DIAMOND],
/obj/item/stack/ore/diamond = GLOB.golem_stack_food_types[GOLEM_FOOD_DIAMOND],
/obj/item/stack/sheet/mineral/titanium = GLOB.golem_stack_food_types[GOLEM_FOOD_TITANIUM],
/obj/item/stack/ore/titanium = GLOB.golem_stack_food_types[GOLEM_FOOD_TITANIUM],
/obj/item/stack/sheet/plasteel = GLOB.golem_stack_food_types[GOLEM_FOOD_PLASTEEL],
/obj/item/stack/ore/bananium = GLOB.golem_stack_food_types[GOLEM_FOOD_BANANIUM],
/obj/item/stack/sheet/mineral/bananium = GLOB.golem_stack_food_types[GOLEM_FOOD_BANANIUM],
/obj/item/stack/ore/bluespace_crystal = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
/obj/item/stack/ore/bluespace_crystal/refined = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
/obj/item/stack/ore/bluespace_crystal/artificial = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
/obj/item/stack/sheet/bluespace_crystal = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
))