mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-19 21:46:42 +00:00
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily. DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave. DNA strings can be spliced together using merge_text(). e.g. string 1: "Hello World" string 2: "Seeya______" result: "Seeya World" This isn't used except for admin-spawnable SE injectors at the moment. r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors. Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc. Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy() var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna. DNA modifier console has almost all controls on one screen. UIs and UEs can be injected separately (appearance and name, respectively) dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning) Every block of SEs are in randomised positions. Disabled automatic logging of world.log, as it produced undesirable behaviour. Mr Muggles and God Emperor of Mankind disks removed. Floor() removed. (it was completely uneccesary, that is what round() is). Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity) Tanning removed from beaches (again) Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob)) This is mainly due to the way everything is hardcoded into New(). Changelog.html updated Signed-off-by: carnie <elly1989@rocketmail.com>
389 lines
11 KiB
Plaintext
389 lines
11 KiB
Plaintext
/mob/living/carbon/human/proc/monkeyize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
if (W==w_uniform) // will be torn
|
|
continue
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
stunned = 1
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
|
|
animation.icon_state = "blank"
|
|
animation.icon = 'icons/mob/mob.dmi'
|
|
animation.master = src
|
|
flick("h2monkey", animation)
|
|
sleep(48)
|
|
//animation = null
|
|
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
|
|
del(animation)
|
|
|
|
O.name = "monkey"
|
|
O.dna = dna
|
|
dna = null
|
|
O.dna.struc_enzymes = setblock(O.dna.struc_enzymes, RACEBLOCK, construct_block(BAD_MUTATION_DIFFICULTY,BAD_MUTATION_DIFFICULTY))
|
|
O.loc = loc
|
|
O.viruses = viruses
|
|
viruses = list()
|
|
for(var/datum/disease/D in O.viruses)
|
|
D.affected_mob = O
|
|
|
|
if (client)
|
|
client.mob = O
|
|
if(mind)
|
|
mind.transfer_to(O)
|
|
O.a_intent = "harm"
|
|
O << "<B>You are now a monkey.</B>"
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return O
|
|
|
|
/mob/new_player/AIize()
|
|
spawning = 1
|
|
return ..()
|
|
|
|
/mob/living/carbon/human/AIize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
return ..()
|
|
|
|
/mob/living/carbon/AIize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
return ..()
|
|
|
|
/mob/proc/AIize()
|
|
if(client)
|
|
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
|
|
var/mob/living/silicon/ai/O = new (loc, /datum/ai_laws/asimov,,1)//No MMI but safety is in effect.
|
|
O.invisibility = 0
|
|
O.aiRestorePowerRoutine = 0
|
|
|
|
if(mind)
|
|
mind.transfer_to(O)
|
|
else
|
|
O.key = key
|
|
|
|
var/obj/loc_landmark
|
|
for(var/obj/effect/landmark/start/sloc in landmarks_list)
|
|
if (sloc.name != "AI")
|
|
continue
|
|
if (locate(/mob/living) in sloc.loc)
|
|
continue
|
|
loc_landmark = sloc
|
|
if (!loc_landmark)
|
|
for(var/obj/effect/landmark/tripai in landmarks_list)
|
|
if (tripai.name == "tripai")
|
|
if(locate(/mob/living) in tripai.loc)
|
|
continue
|
|
loc_landmark = tripai
|
|
if (!loc_landmark)
|
|
O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
|
|
for(var/obj/effect/landmark/start/sloc in landmarks_list)
|
|
if (sloc.name == "AI")
|
|
loc_landmark = sloc
|
|
|
|
O.loc = loc_landmark.loc
|
|
for (var/obj/item/device/radio/intercom/comm in O.loc)
|
|
comm.ai += O
|
|
|
|
O << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
|
|
O << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
|
|
O << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
|
|
O << "To use something, simply click on it."
|
|
O << {"Use say ":b to speak to your cyborgs through binary."}
|
|
if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_ai)))
|
|
O.show_laws()
|
|
O << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
|
|
|
|
O.verbs += /mob/living/silicon/ai/proc/ai_call_shuttle
|
|
O.verbs += /mob/living/silicon/ai/proc/show_laws_verb
|
|
O.verbs += /mob/living/silicon/ai/proc/ai_camera_track
|
|
O.verbs += /mob/living/silicon/ai/proc/ai_alerts
|
|
O.verbs += /mob/living/silicon/ai/proc/ai_camera_list
|
|
O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
|
|
O.verbs += /mob/living/silicon/ai/proc/ai_roster
|
|
|
|
O.job = "AI"
|
|
|
|
O.rename_self("ai",1)
|
|
. = O
|
|
del(src)
|
|
|
|
|
|
//human -> robot
|
|
/mob/living/carbon/human/proc/Robotize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc )
|
|
|
|
// cyborgs produced by Robotize get an automatic power cell
|
|
O.cell = new(O)
|
|
O.cell.maxcharge = 7500
|
|
O.cell.charge = 7500
|
|
|
|
|
|
O.gender = gender
|
|
O.invisibility = 0
|
|
|
|
|
|
if(mind) //TODO
|
|
mind.transfer_to(O)
|
|
if(mind.special_role)
|
|
O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
|
|
else
|
|
O.key = key
|
|
|
|
O.loc = loc
|
|
O.job = "Cyborg"
|
|
|
|
O.mmi = new /obj/item/device/mmi(O)
|
|
O.mmi.transfer_identity(src)//Does not transfer key/client.
|
|
|
|
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return O
|
|
|
|
//human -> alien
|
|
/mob/living/carbon/human/proc/Alienize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/alien_caste = pick("Hunter","Sentinel","Drone")
|
|
var/mob/living/carbon/alien/humanoid/new_xeno
|
|
switch(alien_caste)
|
|
if("Hunter")
|
|
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
|
|
if("Sentinel")
|
|
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
|
|
if("Drone")
|
|
new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
|
|
|
|
new_xeno.a_intent = "harm"
|
|
new_xeno.key = key
|
|
|
|
new_xeno << "<B>You are now an alien.</B>"
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return
|
|
|
|
/mob/living/carbon/human/proc/slimeize(adult as num, reproduce as num)
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/mob/living/carbon/slime/new_slime
|
|
if(reproduce)
|
|
var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
|
|
var/list/babies = list()
|
|
for(var/i=1,i<=number,i++)
|
|
var/mob/living/carbon/slime/M = new/mob/living/carbon/slime(loc)
|
|
M.nutrition = round(nutrition/number)
|
|
step_away(M,src)
|
|
babies += M
|
|
new_slime = pick(babies)
|
|
else
|
|
if(adult)
|
|
new_slime = new /mob/living/carbon/slime/adult(loc)
|
|
else
|
|
new_slime = new /mob/living/carbon/slime(loc)
|
|
new_slime.a_intent = "harm"
|
|
new_slime.key = key
|
|
|
|
new_slime << "<B>You are now a slime. Skreee!</B>"
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return
|
|
|
|
/mob/living/carbon/human/proc/corgize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs) //this really should not be necessary
|
|
del(t)
|
|
|
|
var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
|
|
new_corgi.a_intent = "harm"
|
|
new_corgi.key = key
|
|
|
|
new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return
|
|
|
|
/mob/living/carbon/human/proc/blobize() // Oh boy, this is for you Int - Summoner
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/mob/living/blob/new_blob = new /mob/living/blob (loc)
|
|
new_blob.a_intent = "harm"
|
|
new_blob.key = key
|
|
|
|
new_blob << "<B>You are now a Blob Fragment. You can now sacrifice yourself to spawn blobs!</B>"
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return
|
|
|
|
/mob/living/carbon/human/Animalize()
|
|
|
|
var/list/mobtypes = typesof(/mob/living/simple_animal)
|
|
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
|
|
|
|
if(!safe_animal(mobpath))
|
|
usr << "\red Sorry but this mob type is currently unavailable."
|
|
return
|
|
|
|
if(monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/mob/new_mob = new mobpath(src.loc)
|
|
|
|
new_mob.key = key
|
|
new_mob.a_intent = "harm"
|
|
|
|
|
|
new_mob << "You suddenly feel more... animalistic."
|
|
spawn()
|
|
del(src)
|
|
return
|
|
|
|
/mob/proc/Animalize()
|
|
|
|
var/list/mobtypes = typesof(/mob/living/simple_animal)
|
|
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
|
|
|
|
if(!safe_animal(mobpath))
|
|
usr << "\red Sorry but this mob type is currently unavailable."
|
|
return
|
|
|
|
var/mob/new_mob = new mobpath(src.loc)
|
|
|
|
new_mob.key = key
|
|
new_mob.a_intent = "harm"
|
|
new_mob << "You feel more... animalistic"
|
|
|
|
del(src)
|
|
|
|
/* Certain mob types have problems and should not be allowed to be controlled by players.
|
|
*
|
|
* This proc is here to force coders to manually place their mob in this list, hopefully tested.
|
|
* This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them.
|
|
*/
|
|
/mob/proc/safe_animal(var/MP)
|
|
|
|
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
|
|
if(!MP)
|
|
return 0 //Sanity, this should never happen.
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/space_worm))
|
|
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
|
|
return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/construct/armoured))
|
|
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/construct/wraith))
|
|
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/construct/builder))
|
|
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
|
|
|
|
//Good mobs!
|
|
if(ispath(MP, /mob/living/simple_animal/cat))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/corgi))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/crab))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/mushroom))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/shade))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/tomato))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/mouse))
|
|
return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
|
|
return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
|
|
if(ispath(MP, /mob/living/simple_animal/parrot))
|
|
return 1 //Parrots are no longer unfinished! -Nodrak
|
|
|
|
//Not in here? Must be untested!
|
|
return 0
|
|
|
|
|
|
|