Files
Bubberstation/code/datums/dna/dna.dm
Waterpig 9197e23f98 [NO GBP] fish infusion and other mutant feature fixes (#92161)
## About The Pull Request

fixes #92156

<img width="72" height="74" alt="image"
src="https://github.com/user-attachments/assets/607384a8-b0d1-4cdf-ac42-fdf071df1789"
/>

## Why It's Good For The Game

Fix bug

## Changelog

🆑
fix: Fish tails now correctly show up
fix: Mutant colors and other features now apply correctly in some cases
where they previously didn't
/🆑
2025-07-15 19:59:23 +02:00

726 lines
26 KiB
Plaintext

/**
* A list of numbers that keeps track of where ui blocks start in the unique_identity string variable of the dna datum.
* Commonly used by the datum/dna/set_uni_identity_block and datum/dna/get_uni_identity_block procs.
*/
GLOBAL_LIST_INIT(total_ui_len_by_block, populate_total_ui_len_by_block())
GLOBAL_LIST_INIT(standard_mutation_sources, list(MUTATION_SOURCE_ACTIVATED, MUTATION_SOURCE_MUTATOR, MUTATION_SOURCE_TIMED_INJECTOR))
/proc/populate_total_ui_len_by_block()
. = list()
var/total_block_len = 1
for(var/block_path in GLOB.dna_identity_blocks)
var/datum/dna_block/identity/block = GLOB.dna_identity_blocks[block_path]
.[block_path] += total_block_len
total_block_len += block.block_length
///Ditto but for unique features. Used by the datum/dna/set_uni_feature_block and datum/dna/get_uni_feature_block procs.
GLOBAL_LIST_INIT(total_uf_len_by_block, populate_total_uf_len_by_block())
/proc/populate_total_uf_len_by_block()
. = list()
var/total_block_len = 1
for(var/block_path in GLOB.dna_feature_blocks)
var/datum/dna_block/feature/block = GLOB.dna_feature_blocks[block_path]
.[block_path] += total_block_len
total_block_len += block.block_length
/////////////////////////// DNA DATUM
/datum/dna
///An md5 hash of the dna holder's real name
var/unique_enzymes
///Stores the hashed values of traits such as skin tones, hair style, and gender
var/unique_identity
///The blood type datum, usually a singleton
var/datum/blood_type/blood_type
///The type of mutant race the player is if applicable (i.e. potato-man)
var/datum/species/species = new /datum/species/human
/// Assoc list of feature keys to their value
/// Note if you set these manually, and do not update [unique_features] afterwards, it will likely be reset.
var/list/features = list(FEATURE_MUTANT_COLOR = COLOR_WHITE)
///Stores the hashed values of the person's non-human features
var/unique_features
///Stores the real name of the person who originally got this dna datum. Used primarily for changelings
var/real_name
///All mutations are from now on here
var/list/mutations = list()
///Temporary changes to the UE
var/list/temporary_mutations = list()
///For temporary name/ui/ue/blood_type modifications
var/list/previous = list()
var/mob/living/holder
///List of which mutations this carbon has and its assigned block
var/mutation_index[DNA_MUTATION_BLOCKS]
///List of the default genes from this mutation to allow DNA Scanner highlighting
var/default_mutation_genes[DNA_MUTATION_BLOCKS]
var/stability = 100
///Did we take something like mutagen? In that case we can't get our genes scanned to instantly cheese all the powers.
var/scrambled = FALSE
/// Weighted list of nonlethal meltdowns
var/static/list/nonfatal_meltdowns = list()
/// Weighted list of lethal meltdowns
var/static/list/fatal_meltdowns = list()
/datum/dna/New(mob/living/new_holder)
if(istype(new_holder))
holder = new_holder
/datum/dna/Destroy()
if (iscarbon(holder))
var/mob/living/carbon/as_carbon = holder
for(var/datum/mutation/mutation as anything in mutations)
remove_mutation(mutation, mutation.sources) // mutations hold a reference to the dna, we need to delete them.
if(as_carbon.dna == src)
as_carbon.dna = null
holder = null
QDEL_NULL(species)
mutations.Cut() //This only references mutations, just dereference.
temporary_mutations.Cut() //^
previous.Cut() //^
return ..()
///Copies the variables of a dna datum onto another.
/datum/dna/proc/copy_dna(datum/dna/new_dna, transfer_flags = COPY_DNA_SE|COPY_DNA_SPECIES)
new_dna.unique_enzymes = unique_enzymes
new_dna.unique_identity = unique_identity
new_dna.unique_features = unique_features
new_dna.features = features.Copy()
new_dna.real_name = real_name
new_dna.temporary_mutations = temporary_mutations.Copy()
new_dna.mutation_index = mutation_index
new_dna.default_mutation_genes = default_mutation_genes
//if the new DNA has a holder, transform them immediately, otherwise save it
if(new_dna.holder)
if (iscarbon(new_dna.holder))
var/mob/living/carbon/as_carbon = new_dna.holder
as_carbon.set_blood_type(blood_type)
if(transfer_flags & COPY_DNA_SPECIES)
new_dna.holder.set_species(species.type, icon_update = FALSE)
else
new_dna.blood_type = blood_type
if(transfer_flags & COPY_DNA_SPECIES)
new_dna.species = new species.type
if(transfer_flags & COPY_DNA_MUTATIONS && holder?.can_mutate())
// Mutations aren't gc managed, but they still aren't templates
// Let's do a proper copy
for(var/datum/mutation/mutation in mutations)
var/list/valid_sources = mutation.sources & GLOB.standard_mutation_sources
if(!length(valid_sources))
continue
new_dna.add_mutation(mutation, valid_sources)
///Adds a mutation to the dna if possible. See defines/dna.dm for all sources.
/datum/dna/proc/add_mutation(mutation_to_add, list/sources)
if(!islist(sources))
if(!sources)
CRASH("add_mutation() called without set source(s)")
sources = list(sources)
var/datum/mutation/actual_mutation = get_mutation(mutation_to_add)
var/list/sources_to_add = sources.Copy() //make sure not to modify the original if it's stored in a variable outside this proc
if(!actual_mutation)
if(istype(mutation_to_add, /datum/mutation))
var/datum/mutation/mutation_instance = mutation_to_add
actual_mutation = mutation_instance.make_copy()
else
actual_mutation = new mutation_to_add
SEND_SIGNAL(holder, COMSIG_CARBON_GAIN_MUTATION, actual_mutation.type, sources_to_add)
else
sources_to_add -= actual_mutation.sources
if(!length(sources_to_add)) //no new sources to add, don't do anything.
return
if(!length(actual_mutation.sources))
if(!actual_mutation.on_acquiring(holder))
qdel(actual_mutation)
return
actual_mutation.setup()
actual_mutation.sources |= sources
if(MUTATION_SOURCE_ACTIVATED in sources)
set_se(1, actual_mutation)
update_instability()
/datum/dna/proc/remove_mutation(mutation_to_remove, list/sources)
if(!islist(sources))
if(!sources)
CRASH("remove_mutation() called without set source(s)")
sources = list(sources)
var/datum/mutation/actual_mutation = get_mutation(mutation_to_remove)
if(!actual_mutation || !(sources & actual_mutation.sources))
return
actual_mutation.sources -= sources
if(MUTATION_SOURCE_ACTIVATED in sources)
set_se(0, actual_mutation)
// Check that it exists first before trying to remove it with mutadone
if(!length(actual_mutation.sources))
SEND_SIGNAL(holder, COMSIG_CARBON_LOSE_MUTATION, actual_mutation.type)
actual_mutation.on_losing(holder)
qdel(actual_mutation)
update_instability(FALSE)
/datum/dna/proc/check_mutation(mutation_type)
return get_mutation(mutation_type)
/datum/dna/proc/remove_all_mutations(sources = GLOB.standard_mutation_sources)
remove_mutation_group(mutations, sources)
scrambled = FALSE
/datum/dna/proc/remove_mutation_group(list/group, sources = GLOB.standard_mutation_sources)
if(!group)
return
for(var/mutation in group)
remove_mutation(mutation, sources)
/datum/dna/proc/generate_unique_identity()
. = ""
for(var/block_type in GLOB.dna_identity_blocks)
var/datum/dna_block/identity/block = GLOB.dna_identity_blocks[block_type]
. += block.unique_block(holder)
/datum/dna/proc/generate_unique_features()
. = ""
for(var/block_type in GLOB.dna_feature_blocks)
var/datum/dna_block/feature/block = GLOB.dna_feature_blocks[block_type]
if(isnull(features[block.feature_key]))
. += random_string(block.block_length, GLOB.hex_characters)
continue
. += block.unique_block(holder)
/**
* Picks what mutations this DNA has innate and generates DNA blocks for them
*
* * mutation_blacklist - Optional list of mutation typepaths to exclude from generation.
*/
/datum/dna/proc/generate_dna_blocks(list/mutation_blacklist)
var/list/mutations_temp = list() + GLOB.good_mutations + GLOB.bad_mutations + GLOB.not_good_mutations
if(species?.inert_mutation)
mutations_temp |= GET_INITIALIZED_MUTATION(species.inert_mutation)
for(var/mutation_type in mutation_blacklist)
mutations_temp -= GET_INITIALIZED_MUTATION(mutation_type)
if(!length(mutations_temp))
return
mutation_index.Cut()
default_mutation_genes.Cut()
shuffle_inplace(mutations_temp)
mutation_index[/datum/mutation/race] = create_sequence(/datum/mutation/race, FALSE)
default_mutation_genes[/datum/mutation/race] = mutation_index[/datum/mutation/race]
for(var/i in 2 to DNA_MUTATION_BLOCKS)
var/datum/mutation/M = mutations_temp[i]
mutation_index[M.type] = create_sequence(M.type, FALSE, M.difficulty)
default_mutation_genes[M.type] = mutation_index[M.type]
shuffle_inplace(mutation_index)
//Used to generate original gene sequences for every mutation
/proc/generate_gene_sequence(length=4)
var/static/list/active_sequences = list("AT","TA","GC","CG")
var/sequence
for(var/i in 1 to length*DNA_SEQUENCE_LENGTH)
sequence += pick(active_sequences)
return sequence
//Used to create a chipped gene sequence
/proc/create_sequence(mutation, active, difficulty)
if(!difficulty)
var/datum/mutation/A = GET_INITIALIZED_MUTATION(mutation) //leaves the possibility to change difficulty mid-round
if(!A)
return
difficulty = A.difficulty
difficulty += rand(-2,4)
var/sequence = GET_SEQUENCE(mutation)
if(active)
return sequence
while(difficulty)
var/randnum = rand(1, length(sequence))
sequence = copytext(sequence, 1, randnum) + "X" + copytext(sequence, randnum + 1)
difficulty--
return sequence
/datum/dna/proc/generate_unique_enzymes()
. = ""
if(istype(holder))
real_name = holder.real_name
. += md5(holder.real_name)
else
. += random_string(DNA_UNIQUE_ENZYMES_LEN, GLOB.hex_characters)
return .
///Setter macro used to modify unique features blocks.
/datum/dna/proc/set_uni_feature_block(blocknum, input)
var/precesing_blocks = copytext(unique_features, 1, GLOB.total_uf_len_by_block[blocknum])
var/succeeding_blocks = blocknum < GLOB.total_uf_len_by_block.len ? copytext(unique_features, GLOB.total_uf_len_by_block[blocknum+1]) : ""
unique_features = precesing_blocks + input + succeeding_blocks
/datum/dna/proc/update_ui_block(blocktype)
if(isnull(blocktype))
CRASH("UI block type is null")
if(!ishuman(holder))
CRASH("Non-human mobs shouldn't have DNA")
var/datum/dna_block/identity/block = GLOB.dna_identity_blocks[blocktype]
unique_identity = block.modified_hash(unique_identity, block.unique_block(holder))
/datum/dna/proc/update_uf_block(blocktype)
if(!blocktype)
CRASH("UF block type is null")
if(!ishuman(holder))
CRASH("Non-human mobs shouldn't have DNA")
var/datum/dna_block/feature/block = GLOB.dna_feature_blocks[blocktype]
unique_features = block.modified_hash(unique_features, block.unique_block(holder))
/**
* Checks if two DNAs are practically the same by comparing their most defining features
*
* Arguments:
* * target_dna The DNA that we are comparing to
*/
/datum/dna/proc/is_same_as(datum/dna/target_dna)
if( \
unique_identity == target_dna.unique_identity \
&& mutation_index == target_dna.mutation_index \
&& real_name == target_dna.real_name \
&& species.type == target_dna.species.type \
&& compare_list(features, target_dna.features) \
&& blood_type.type == target_dna.blood_type.type \
)
return TRUE
return FALSE
/datum/dna/proc/update_instability(alert=TRUE)
var/old_stability = stability
stability = 100
for(var/datum/mutation/mutation in mutations)
if((MUTATION_SOURCE_MUTATOR in mutation.sources) || mutation.instability < 0)
stability -= mutation.instability * GET_MUTATION_STABILIZER(mutation)
if(holder)
var/message
if(alert)
switch(stability)
if(70 to 90)
message = span_warning("You shiver.")
if(60 to 69)
message = span_warning("You feel cold.")
if(40 to 59)
message = span_warning("You feel sick.")
if(20 to 39)
message = span_warning("It feels like your skin is moving.")
if(1 to 19)
message = span_warning("You can feel your cells burning.")
if(-INFINITY to 0)
message = span_boldwarning("You can feel your DNA exploding, we need to do something fast!")
if(stability <= 0)
holder.apply_status_effect(/datum/status_effect/dna_melt)
if(message && stability < old_stability)
to_chat(holder, message)
/// Updates the UI, UE, and UF of the DNA according to the features, appearance, name, etc. of the DNA / holder.
/datum/dna/proc/update_dna_identity()
if(!holder.has_dna())
return
unique_identity = generate_unique_identity()
unique_enzymes = generate_unique_enzymes()
unique_features = generate_unique_features()
/**
* Sets up DNA codes and initializes some features.
*
* * newblood_type - Optional, the blood type to set the DNA to
* * create_mutation_blocks - If true, generate_dna_blocks is called, which is used to set up mutation blocks (what a mob can naturally mutate).
* * randomize_features - If true, all entries in the features list will be randomized.
*/
/datum/dna/proc/initialize_dna(newblood_type = random_human_blood_type(), create_mutation_blocks = TRUE, randomize_features = TRUE)
if(newblood_type)
blood_type = newblood_type
if(create_mutation_blocks) //I hate this
generate_dna_blocks(mutation_blacklist = list(/datum/mutation/headless))
if(randomize_features)
for(var/species_type in GLOB.species_prototypes)
var/list/new_features = GLOB.species_prototypes[species_type].randomize_features()
for(var/feature in new_features)
features[feature] = new_features[feature]
features[FEATURE_MUTANT_COLOR] = "#[random_color()]"
update_dna_identity()
/datum/dna/stored //subtype used by brain mob's stored_dna and the crew manifest
/datum/dna/stored/add_mutation(mutation_name, list/sources) //no mutation changes on stored dna.
return
/datum/dna/stored/remove_mutation(mutation_name, list/sources)
return
/datum/dna/stored/check_mutation(mutation_name)
return
/datum/dna/stored/remove_all_mutations(list/classes, list/sources)
return
/datum/dna/stored/remove_mutation_group(list/group)
return
/////////////////////////// DNA MOB-PROCS //////////////////////
/mob/proc/set_species(datum/species/mrace, icon_update = 1)
SHOULD_NOT_SLEEP(TRUE)
return
/mob/living/brain/set_species(datum/species/mrace, icon_update = 1)
if(mrace)
if(ispath(mrace))
stored_dna.species = new mrace()
else
stored_dna.species = mrace //not calling any species update procs since we're a brain, not a monkey/human
/mob/living/carbon/set_species(datum/species/mrace, icon_update = TRUE, pref_load = FALSE, replace_missing = TRUE)
if(QDELETED(src))
CRASH("You're trying to change your species post deletion, this is a recipe for madness")
if(isnull(mrace))
CRASH("set_species called without a species to set to")
if(!has_dna())
return
var/datum/species/new_race
if(ispath(mrace))
new_race = new mrace
else if(istype(mrace))
if(QDELING(mrace))
CRASH("someone is calling set_species() and is passing it a qdeling species datum, this is VERY bad, stop it")
new_race = mrace
else
CRASH("set_species called with an invalid mrace [mrace]")
death_sound = new_race.death_sound
var/datum/species/old_species = dna.species
dna.species = new_race
if (old_species.properly_gained)
old_species.on_species_loss(src, new_race, pref_load)
dna.species.on_species_gain(src, old_species, pref_load, icon_update, replace_missing)
log_mob_tag("TAG: [tag] SPECIES: [key_name(src)] \[[mrace]\]")
/mob/living/carbon/human/set_species(datum/species/mrace, icon_update = TRUE, pref_load = FALSE, replace_missing = TRUE)
..()
if(icon_update)
update_body(is_creating = TRUE)
update_mutations_overlay()// no lizard with human hulk overlay please.
/mob/proc/has_dna()
return
/mob/living/carbon/has_dna()
return dna
/// Returns TRUE if the mob is allowed to mutate via its DNA, or FALSE if otherwise.
/// Only an organic Carbon with valid DNA may mutate; not robots, AIs, aliens, Ians, or other mobs.
/mob/proc/can_mutate()
return FALSE
/mob/living/carbon/can_mutate()
if(!(mob_biotypes & MOB_ORGANIC))
return FALSE
if(has_dna() && !HAS_TRAIT(src, TRAIT_GENELESS) && !HAS_TRAIT(src, TRAIT_BADDNA))
return TRUE
/// Sets the DNA of the mob to the given DNA.
/mob/living/carbon/human/proc/hardset_dna(unique_identity, list/mutation_index, list/default_mutation_genes, newreal_name, newblood_type, datum/species/mrace, newfeatures, list/mutations, force_transfer_mutations)
if(newfeatures)
dna.features = newfeatures
dna.generate_unique_features()
if(mrace)
var/datum/species/newrace = new mrace.type
newrace.copy_properties_from(mrace)
set_species(newrace, icon_update=0)
if(newreal_name)
dna.real_name = newreal_name
dna.generate_unique_enzymes()
if(newblood_type)
set_blood_type(newblood_type)
if(unique_identity)
dna.unique_identity = unique_identity
updateappearance(icon_update = 0)
if(LAZYLEN(mutation_index))
dna.mutation_index = mutation_index.Copy()
if(LAZYLEN(default_mutation_genes))
dna.default_mutation_genes = default_mutation_genes.Copy()
else
dna.default_mutation_genes = mutation_index.Copy()
domutcheck()
if(mrace || newfeatures || unique_identity)
update_body(is_creating = TRUE)
update_mutations_overlay()
if(LAZYLEN(mutations) && force_transfer_mutations && can_mutate())
for(var/datum/mutation/mutation as anything in mutations)
var/list/allowed_sources = mutation.sources & GLOB.standard_mutation_sources
if(allowed_sources)
dna.add_mutation(mutation, allowed_sources)
/mob/living/carbon/proc/create_dna()
dna = new /datum/dna(src)
if(!dna.species)
var/rando_race = pick(get_selectable_species())
dna.species = new rando_race()
//proc used to update the mob's appearance after its dna UI has been changed
//2025: Im unsure if dna is meant to be living, carbon, or human level.. there's contradicting stuff and bugfixes going back 8 years
//If youre reading this, and you know for sure, update this, or maybe remove the carbon part entirely
/mob/living/carbon/proc/updateappearance(icon_update = TRUE, mutcolor_update = FALSE, mutations_overlay_update = FALSE)
if(!has_dna())
return
/mob/living/carbon/human/updateappearance(icon_update = TRUE, mutcolor_update = FALSE, mutations_overlay_update = FALSE)
. = ..()
for(var/block_type in GLOB.dna_identity_blocks)
var/datum/dna_block/identity/block_to_apply = GLOB.dna_identity_blocks[block_type]
block_to_apply.apply_to_mob(src, dna.unique_identity)
for(var/block_type in GLOB.dna_feature_blocks)
var/datum/dna_block/feature/block_to_apply = GLOB.dna_feature_blocks[block_type]
if(dna.features[block_to_apply.feature_key])
block_to_apply.apply_to_mob(src, dna.unique_features)
for(var/obj/item/organ/organ in organs)
organ.mutate_feature(dna.unique_features, src)
if(icon_update)
update_body(is_creating = mutcolor_update)
if(mutations_overlay_update)
update_mutations_overlay()
/mob/proc/domutcheck()
return
/mob/living/carbon/domutcheck()
if(!has_dna())
return
for(var/mutation in dna.mutation_index)
dna.check_block(mutation)
update_mutations_overlay()
/datum/dna/proc/check_block(mutation_path)
var/datum/mutation/mutation = get_mutation(mutation_path)
if(check_block_string(mutation_path))
if(!mutation)
add_mutation(mutation_path, MUTATION_SOURCE_ACTIVATED)
return
if(MUTATION_SOURCE_ACTIVATED in mutation?.sources)
remove_mutation(mutation, MUTATION_SOURCE_ACTIVATED)
//Return the active mutation of a type if there is one
/datum/dna/proc/get_mutation(mutation_path)
if(istype(mutation_path, /datum/mutation))
var/datum/mutation/mutation = mutation_path
mutation_path = mutation.type
for(var/datum/mutation/mutation as anything in mutations)
if(mutation.type == mutation_path)
return mutation
return null
/datum/dna/proc/check_block_string(mutation)
if((LAZYLEN(mutation_index) > DNA_MUTATION_BLOCKS) || !(mutation in mutation_index))
return FALSE
return is_gene_active(mutation)
/datum/dna/proc/is_gene_active(mutation)
return (mutation_index[mutation] == GET_SEQUENCE(mutation))
/datum/dna/proc/set_se(on=TRUE, datum/mutation/HM)
if(!HM || !(HM.type in mutation_index) || (LAZYLEN(mutation_index) < DNA_MUTATION_BLOCKS))
return
. = TRUE
if(on)
mutation_index[HM.type] = GET_SEQUENCE(HM.type)
default_mutation_genes[HM.type] = mutation_index[HM.type]
else if(GET_SEQUENCE(HM.type) == mutation_index[HM.type])
mutation_index[HM.type] = create_sequence(HM.type, FALSE, HM.difficulty)
default_mutation_genes[HM.type] = mutation_index[HM.type]
/datum/dna/proc/activate_mutation(mutation) //note that this returns a boolean and not a new mob
if(!mutation)
return FALSE
var/mutation_type = mutation
if(istype(mutation, /datum/mutation))
var/datum/mutation/instance = mutation
mutation_type = instance.type
if(!mutation_in_sequence(mutation_type)) //can't activate what we don't have, use add_mutation
return FALSE
add_mutation(mutation, MUTATION_SOURCE_ACTIVATED)
return TRUE
/////////////////////////// DNA HELPER-PROCS //////////////////////////////
/datum/dna/proc/mutation_in_sequence(mutation)
if(!mutation)
return
if(istype(mutation, /datum/mutation))
var/datum/mutation/HM = mutation
if(HM.type in mutation_index)
return TRUE
else if(mutation in mutation_index)
return TRUE
/mob/living/carbon/proc/random_mutate(list/candidates)
if(!has_dna())
CRASH("[src] does not have DNA")
var/mutation = pick(candidates)
. = dna.add_mutation(mutation, MUTATION_SOURCE_MUTATOR)
///Returns a random mutation typepath based on the given arguments. By default, all available mutations in the dna sequence but the monkey one.
/mob/living/carbon/proc/get_random_mutation_path(quality = POSITIVE|NEGATIVE|MINOR_NEGATIVE, scrambled = TRUE, sequence = TRUE, list/excluded_mutations = list(/datum/mutation/race))
if(!has_dna())
return null
var/list/mutations = list()
if(quality & POSITIVE)
mutations += GLOB.good_mutations
if(quality & NEGATIVE)
mutations += GLOB.bad_mutations
if(quality & MINOR_NEGATIVE)
mutations += GLOB.not_good_mutations
var/list/possible = list()
for(var/datum/mutation/mutation in mutations)
if((!sequence || dna.mutation_in_sequence(mutation.type)) && !dna.get_mutation(mutation.type))
possible += mutation.type
possible -= excluded_mutations
return length(possible) ? pick(possible) : null //prevent runtimes from picking null
///Gives the mob a random mutation based on the given arguments.
/mob/living/carbon/proc/easy_random_mutate(quality = POSITIVE|NEGATIVE|MINOR_NEGATIVE, scrambled = TRUE, sequence = TRUE, list/excluded_mutations = list(/datum/mutation/race))
var/mutation_path = get_random_mutation_path(quality, scrambled, sequence, excluded_mutations)
if(!mutation_path)
return
dna.add_mutation(mutation_path, MUTATION_SOURCE_ACTIVATED)
if(!scrambled)
return
var/datum/mutation/mutation = dna.get_mutation(mutation_path)
if(mutation)
mutation.scrambled = TRUE
/mob/living/carbon/proc/random_mutate_unique_identity()
if(!has_dna())
CRASH("[src] does not have DNA")
var/mutblock_path = pick(GLOB.dna_identity_blocks)
var/datum/dna_block/identity/mutblock = GLOB.dna_identity_blocks[mutblock_path]
dna.unique_identity = mutblock.modified_hash(dna.unique_identity, random_string(mutblock.block_length, GLOB.hex_characters))
updateappearance(mutations_overlay_update = TRUE)
/mob/living/carbon/proc/random_mutate_unique_features()
if(!has_dna())
CRASH("[src] does not have DNA")
var/mutblock_path = pick(GLOB.dna_feature_blocks)
var/datum/dna_block/feature/mutblock = GLOB.dna_feature_blocks[mutblock_path]
dna.unique_features = mutblock.modified_hash(dna.unique_features, random_string(mutblock.block_length, GLOB.hex_characters))
updateappearance(mutcolor_update = TRUE, mutations_overlay_update = TRUE)
/mob/living/carbon/proc/clean_dna()
if(!has_dna())
CRASH("[src] does not have DNA")
dna.remove_all_mutations()
/mob/living/carbon/proc/clean_random_mutate(list/candidates, difficulty = 2)
clean_dna()
random_mutate(candidates, difficulty)
/proc/scramble_dna(mob/living/carbon/M, ui = FALSE, se = FALSE, uf = FALSE, probability = 100)
if(!M.has_dna())
CRASH("[M] does not have DNA")
if(HAS_TRAIT(M, TRAIT_NO_DNA_SCRAMBLE))
return
if(se)
for(var/i=1, i <= DNA_MUTATION_BLOCKS, i++)
if(prob(probability))
M.dna.generate_dna_blocks()
M.domutcheck()
if(ui)
for(var/block_id in GLOB.dna_identity_blocks)
var/datum/dna_block/identity/block = GLOB.dna_identity_blocks[block_id]
if(prob(probability))
M.dna.unique_identity = block.modified_hash(M.dna.unique_identity, random_string(block.block_length, GLOB.hex_characters))
if(uf)
for(var/block_id in GLOB.dna_feature_blocks)
var/datum/dna_block/feature/block = GLOB.dna_feature_blocks[block_id]
if(prob(probability))
M.dna.unique_identity = block.modified_hash(M.dna.unique_identity, random_string(block.block_length, GLOB.hex_characters))
if(ui || uf)
M.updateappearance(mutcolor_update=uf, mutations_overlay_update=1)
//value in range 1 to values. values must be greater than 0
//all arguments assumed to be positive integers
/proc/construct_block(value, values, blocksize=DNA_BLOCK_SIZE)
var/width = round((16**blocksize)/values)
if(value < 1)
value = 1
value = (value * width) - rand(1,width)
return num2hex(value, blocksize)
//value is hex
/proc/deconstruct_block(value, values, blocksize=DNA_BLOCK_SIZE)
var/width = round((16**blocksize)/values)
value = round(hex2num(value) / width) + 1
if(value > values)
value = values
return value
/////////////////////////// DNA HELPER-PROCS
/mob/living/carbon/human/proc/something_horrible(ignore_stability)
if(!has_dna()) //shouldn't ever happen anyway so it's just in really weird cases
return
if(!ignore_stability && (dna.stability > 0))
return
var/instability = -dna.stability
dna.remove_all_mutations()
dna.stability = 100
var/nonfatal = prob(max(70-instability, 0))
if(!dna.nonfatal_meltdowns.len)
for(var/datum/instability_meltdown/meltdown_type as anything in typecacheof(/datum/instability_meltdown, ignore_root_path = TRUE))
if(initial(meltdown_type.abstract_type) == meltdown_type)
continue
if (initial(meltdown_type.fatal))
dna.fatal_meltdowns[meltdown_type] = initial(meltdown_type.meltdown_weight)
continue
dna.nonfatal_meltdowns[meltdown_type] = initial(meltdown_type.meltdown_weight)
var/picked_type = pick_weight(nonfatal ? dna.nonfatal_meltdowns : dna.fatal_meltdowns)
var/datum/instability_meltdown/meltdown = new picked_type
meltdown.meltdown(src)
/mob/living/carbon/human/proc/something_horrible_mindmelt()
if(!is_blind())
var/obj/item/organ/eyes/eyes = locate(/obj/item/organ/eyes) in organs
if(!eyes)
return
eyes.Remove(src)
qdel(eyes)
visible_message(span_notice("[src] looks up and their eyes melt away!"), span_userdanger("I understand now."))
addtimer(CALLBACK(src, PROC_REF(adjustOrganLoss), ORGAN_SLOT_BRAIN, 200), 2 SECONDS)