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* Replaces internal_organs with organs * Makes all of the necessary internal_organs -> organs in our files to compile And it seems to work too! --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
242 lines
8.3 KiB
Plaintext
242 lines
8.3 KiB
Plaintext
/*ALL DNA, SPECIES, AND GENETICS-RELATED DEFINES GO HERE*/
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#define CHECK_DNA_AND_SPECIES(C) if(!(C.dna?.species)) return
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#define UE_CHANGED "ue changed"
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#define UI_CHANGED "ui changed"
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#define UF_CHANGED "uf changed"
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#define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204
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// String identifiers for associative list lookup
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//Types of usual mutations
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#define POSITIVE 1
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#define NEGATIVE 2
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#define MINOR_NEGATIVE 4
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//Mutation classes. Normal being on them, extra being additional mutations with instability and other being stuff you dont want people to fuck with like wizard mutate
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/// A mutation that can be activated and deactived by completing a sequence
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#define MUT_NORMAL 1
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/// A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before it's name in the mutation section of the dna console
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#define MUT_EXTRA 2
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/// Cannot be interacted with by players through normal means. I.E. wizards mutate
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#define MUT_OTHER 3
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//DNA - Because fuck you and your magic numbers being all over the codebase.
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#define DNA_BLOCK_SIZE 3
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#define DNA_BLOCK_SIZE_COLOR DEFAULT_HEX_COLOR_LEN
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#define DNA_EYE_COLOR_LEFT_BLOCK 4
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#define DNA_EYE_COLOR_RIGHT_BLOCK 4
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#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
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#define DNA_FACIAL_HAIRSTYLE_BLOCK 6
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#define DNA_GENDER_BLOCK 5
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#define DNA_HAIR_COLOR_BLOCK 1
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#define DNA_HAIRSTYLE_BLOCK 7
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#define DNA_SKIN_TONE_BLOCK 3
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#define DNA_UNI_IDENTITY_BLOCKS 7
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//SKYRAT EDIT REMOVAL BEGIN - CUSTOMIZATION (moved to modular_skyrat/modules/customization/_DEFINES/DNA.dm)
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/*
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/// This number needs to equal the total number of DNA blocks
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#define DNA_FEATURE_BLOCKS 15
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#define DNA_MUTANT_COLOR_BLOCK 1
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#define DNA_ETHEREAL_COLOR_BLOCK 2
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#define DNA_LIZARD_MARKINGS_BLOCK 3
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#define DNA_TAIL_BLOCK 4
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#define DNA_LIZARD_TAIL_BLOCK 5
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#define DNA_SNOUT_BLOCK 6
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#define DNA_HORNS_BLOCK 7
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#define DNA_FRILLS_BLOCK 8
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#define DNA_SPINES_BLOCK 9
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#define DNA_EARS_BLOCK 10
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#define DNA_MOTH_WINGS_BLOCK 11
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#define DNA_MOTH_ANTENNAE_BLOCK 12
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#define DNA_MOTH_MARKINGS_BLOCK 13
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#define DNA_MUSHROOM_CAPS_BLOCK 14
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*/ //SKYRAT EDIT CHANGE - ORIGINAL
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#define DNA_FEATURE_BLOCKS GLOB.dna_total_feature_blocks
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#define DNA_MANDATORY_COLOR_BLOCKS 5
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#define DNA_MUTANT_COLOR_BLOCK 1
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#define DNA_MUTANT_COLOR_2_BLOCK 2
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#define DNA_MUTANT_COLOR_3_BLOCK 3
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#define DNA_ETHEREAL_COLOR_BLOCK 4
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#define DNA_SKIN_COLOR_BLOCK 5
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// SKYRAT EDIT CHANGE END
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#define DNA_POD_HAIR_BLOCK 15
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#define DNA_SEQUENCE_LENGTH 4
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#define DNA_MUTATION_BLOCKS 8
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#define DNA_UNIQUE_ENZYMES_LEN 32
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//species traits for mutantraces
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#define MUTCOLORS 1
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#define HAIR 2
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#define FACEHAIR 3
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#define EYECOLOR 4
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#define LIPS 5
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#define NOTRANSSTING 7
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#define NOZOMBIE 8
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#define NO_UNDERWEAR 9
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#define NO_DNA_COPY 10
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#define DRINKSBLOOD 11
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/// Use this if you want to change the race's color without the player being able to pick their own color. AKA special color shifting
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#define DYNCOLORS 12
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#define AGENDER 13
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/// Do not draw eyes or eyeless overlay
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#define NOEYESPRITES 14
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///If we have a limb-specific overlay sprite
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#define HAS_MARKINGS 15
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/// Do not draw blood overlay
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#define NOBLOODOVERLAY 16
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///No augments, for monkeys in specific because they will turn into fucking freakazoids https://cdn.discordapp.com/attachments/326831214667235328/791313258912153640/102707682-fa7cad80-4294-11eb-8f13-8c689468aeb0.png
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#define NOAUGMENTS 17
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///will be assigned a universal vampire themed last name shared by their department. this is preferenced!
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#define BLOOD_CLANS 18
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//organ slots
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#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
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#define ORGAN_SLOT_APPENDIX "appendix"
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#define ORGAN_SLOT_BRAIN "brain"
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#define ORGAN_SLOT_BRAIN_ANTIDROP "brain_antidrop"
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#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
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#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
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#define ORGAN_SLOT_EARS "ears"
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#define ORGAN_SLOT_EYES "eye_sight"
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#define ORGAN_SLOT_HEART "heart"
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#define ORGAN_SLOT_HEART_AID "heartdrive"
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#define ORGAN_SLOT_HUD "eye_hud"
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#define ORGAN_SLOT_LIVER "liver"
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#define ORGAN_SLOT_LUNGS "lungs"
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#define ORGAN_SLOT_PARASITE_EGG "parasite_egg"
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#define ORGAN_SLOT_MONSTER_CORE "monstercore"
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#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
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#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device" //This one ignores alphabetical order cause the arms should be together
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#define ORGAN_SLOT_STOMACH "stomach"
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#define ORGAN_SLOT_STOMACH_AID "stomach_aid"
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#define ORGAN_SLOT_THRUSTERS "thrusters"
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#define ORGAN_SLOT_TONGUE "tongue"
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#define ORGAN_SLOT_VOICE "vocal_cords"
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#define ORGAN_SLOT_ZOMBIE "zombie_infection"
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/// Organ slot external
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#define ORGAN_SLOT_EXTERNAL_TAIL "tail"
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#define ORGAN_SLOT_EXTERNAL_SPINES "spines"
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#define ORGAN_SLOT_EXTERNAL_SNOUT "snout"
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#define ORGAN_SLOT_EXTERNAL_FRILLS "frills"
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#define ORGAN_SLOT_EXTERNAL_HORNS "horns"
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#define ORGAN_SLOT_EXTERNAL_WINGS "wings"
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#define ORGAN_SLOT_EXTERNAL_ANTENNAE "antennae"
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#define ORGAN_SLOT_EXTERNAL_BODYMARKINGS "bodymarkings"
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#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"
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/// Xenomorph organ slots
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#define ORGAN_SLOT_XENO_ACIDGLAND "acid_gland"
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#define ORGAN_SLOT_XENO_EGGSAC "eggsac"
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#define ORGAN_SLOT_XENO_HIVENODE "hive_node"
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#define ORGAN_SLOT_XENO_NEUROTOXINGLAND "neurotoxin_gland"
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#define ORGAN_SLOT_XENO_PLASMAVESSEL "plasma_vessel"
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#define ORGAN_SLOT_XENO_RESINSPINNER "resin_spinner"
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//organ defines
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#define STANDARD_ORGAN_THRESHOLD 100
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#define STANDARD_ORGAN_HEALING (50 / 100000)
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/// designed to fail organs when left to decay for ~15 minutes
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#define STANDARD_ORGAN_DECAY (111 / 100000)
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//used for the can_chromosome var on mutations
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#define CHROMOSOME_NEVER 0
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#define CHROMOSOME_NONE 1
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#define CHROMOSOME_USED 2
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//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)
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#define G_MALE 1
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#define G_FEMALE 2
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#define G_PLURAL 3
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/// Defines how a mob's organs_slot is ordered
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/// Exists so Life()'s organ process order is consistent
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GLOBAL_LIST_INIT(organ_process_order, list(
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ORGAN_SLOT_BRAIN,
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ORGAN_SLOT_APPENDIX,
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ORGAN_SLOT_RIGHT_ARM_AUG,
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ORGAN_SLOT_LEFT_ARM_AUG,
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ORGAN_SLOT_STOMACH,
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ORGAN_SLOT_STOMACH_AID,
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ORGAN_SLOT_BREATHING_TUBE,
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ORGAN_SLOT_EARS,
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ORGAN_SLOT_EYES,
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ORGAN_SLOT_LUNGS,
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ORGAN_SLOT_HEART,
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ORGAN_SLOT_ZOMBIE,
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ORGAN_SLOT_THRUSTERS,
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ORGAN_SLOT_HUD,
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ORGAN_SLOT_LIVER,
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ORGAN_SLOT_TONGUE,
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ORGAN_SLOT_VOICE,
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ORGAN_SLOT_ADAMANTINE_RESONATOR,
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ORGAN_SLOT_HEART_AID,
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ORGAN_SLOT_BRAIN_ANTIDROP,
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ORGAN_SLOT_BRAIN_ANTISTUN,
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ORGAN_SLOT_PARASITE_EGG,
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ORGAN_SLOT_MONSTER_CORE,
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ORGAN_SLOT_XENO_PLASMAVESSEL,
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ORGAN_SLOT_XENO_HIVENODE,
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ORGAN_SLOT_XENO_RESINSPINNER,
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ORGAN_SLOT_XENO_ACIDGLAND,
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ORGAN_SLOT_XENO_NEUROTOXINGLAND,
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ORGAN_SLOT_XENO_EGGSAC,))
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//Defines for Golem Species IDs
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#define SPECIES_GOLEM "golem"
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#define SPECIES_GOLEM_ADAMANTINE "a_golem"
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#define SPECIES_GOLEM_PLASMA "p_golem"
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#define SPECIES_GOLEM_DIAMOND "diamond_golem"
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#define SPECIES_GOLEM_GOLD "gold_golem"
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#define SPECIES_GOLEM_SILVER "silver_golem"
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#define SPECIES_GOLEM_PLASTEEL "plasteel_golem"
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#define SPECIES_GOLEM_TITANIUM "titanium_golem"
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#define SPECIES_GOLEM_PLASTITANIUM "plastitanium_golem"
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#define SPECIES_GOLEM_ALIEN "alloy_golem"
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#define SPECIES_GOLEM_WOOD "wood_golem"
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#define SPECIES_GOLEM_URANIUM "uranium_golem"
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#define SPECIES_GOLEM_SAND "sand_golem"
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#define SPECIES_GOLEM_GLASS "glass_golem"
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#define SPECIES_GOLEM_BLUESPACE "bluespace_golem"
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#define SPECIES_GOLEM_BANANIUM "ba_golem"
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#define SPECIES_GOLEM_CULT "cultgolem"
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#define SPECIES_GOLEM_CLOTH "clothgolem"
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#define SPECIES_GOLEM_PLASTIC "plastic_golem"
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#define SPECIES_GOLEM_BRONZE "bronze_golem"
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#define SPECIES_GOLEM_CARDBOARD "c_golem"
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#define SPECIES_GOLEM_LEATHER "leather_golem"
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#define SPECIES_GOLEM_DURATHREAD "d_golem"
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#define SPECIES_GOLEM_BONE "b_golem"
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#define SPECIES_GOLEM_SNOW "sn_golem"
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#define SPECIES_GOLEM_HYDROGEN "metallic_hydrogen_golem"
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// Defines for used in creating "perks" for the species preference pages.
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/// A key that designates UI icon displayed on the perk.
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#define SPECIES_PERK_ICON "ui_icon"
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/// A key that designates the name of the perk.
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#define SPECIES_PERK_NAME "name"
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/// A key that designates the description of the perk.
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#define SPECIES_PERK_DESC "description"
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/// A key that designates what type of perk it is (see below).
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#define SPECIES_PERK_TYPE "perk_type"
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// The possible types each perk can be.
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// Positive perks are shown in green, negative in red, and neutral in grey.
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#define SPECIES_POSITIVE_PERK "positive"
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#define SPECIES_NEGATIVE_PERK "negative"
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#define SPECIES_NEUTRAL_PERK "neutral"
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