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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>
273 lines
10 KiB
Plaintext
273 lines
10 KiB
Plaintext
//This is the lowest supported version, anything below this is completely obsolete and the entire savefile will be wiped.
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#define SAVEFILE_VERSION_MIN 8
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//This is the current version, anything below this will attempt to update (if it's not obsolete)
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#define SAVEFILE_VERSION_MAX 9
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/*
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SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
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This proc checks if the current directory of the savefile S needs updating
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It is to be used by the load_character and load_preferences procs.
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(S.cd=="/" is preferences, S.cd=="/character[integer]" is a character slot, etc)
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if the current directory's version is below SAVEFILE_VERSION_MIN it will simply wipe everything in that directory
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(if we're at root "/" then it'll just wipe the entire savefile, for instance.)
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if its version is below SAVEFILE_VERSION_MAX but above the minimum, it will load data but later call the
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respective update_preferences() or update_character() proc.
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Those procs allow coders to specify format changes so users do not lose their setups and have to redo them again.
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Failing all that, the standard sanity checks are performed. They simply check the data is suitable, reverting to
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initial() values if necessary.
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*/
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/datum/preferences/proc/savefile_needs_update(savefile/S)
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var/savefile_version
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S["version"] >> savefile_version
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if(savefile_version < SAVEFILE_VERSION_MIN)
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S.dir.Cut()
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return -2
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if(savefile_version < SAVEFILE_VERSION_MAX)
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return savefile_version
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return -1
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/datum/preferences/proc/update_preferences(current_version)
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return
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//should this proc get fairly long (say 3 versions long),
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//just increase SAVEFILE_VERSION_MIN so it's not as far behind
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//SAVEFILE_VERSION_MAX and then delete any obsolete if clauses
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//from this proc.
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//It's only really meant to avoid annoying frequent players
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//if your savefile is 3 months out of date, then 'tough shit'.
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/datum/preferences/proc/update_character(current_version)
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if(current_version < 9) //an example, underwear were an index for a hardcoded list, converting to a string
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if(gender == MALE)
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switch(underwear)
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if(1) underwear = "Mens White"
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if(2) underwear = "Mens Grey"
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if(3) underwear = "Mens Green"
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if(4) underwear = "Mens Blue"
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if(5) underwear = "Mens Black"
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if(6) underwear = "Mankini"
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if(7) underwear = "Mens Hearts Boxer"
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if(8) underwear = "Mens Black Boxer"
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if(9) underwear = "Mens Grey Boxer"
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if(10) underwear = "Mens Striped Boxer"
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if(11) underwear = "Mens Kinky"
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if(12) underwear = "Mens Red"
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if(13) underwear = "Nude"
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else
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switch(underwear)
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if(1) underwear = "Ladies Red"
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if(2) underwear = "Ladies White"
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if(3) underwear = "Ladies Yellow"
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if(4) underwear = "Ladies Blue"
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if(5) underwear = "Ladies Black"
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if(6) underwear = "Ladies Thong"
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if(7) underwear = "Babydoll"
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if(8) underwear = "Ladies Baby-Blue"
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if(9) underwear = "Ladies Green"
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if(10) underwear = "Ladies Pink"
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if(11) underwear = "Ladies Kinky"
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if(12) underwear = "Tankini"
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if(13) underwear = "Nude"
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/*
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if(current_version < 10) //would be the step to upgrade 9 to 10
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//do stuff
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if(current_version < 11) //and so on...
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//more stuff
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*/
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return
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/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
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if(!ckey) return
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path = "data/player_saves/[copytext(ckey,1,2)]/[ckey]/[filename]"
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/datum/preferences/proc/load_preferences()
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if(!path) return 0
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if(!fexists(path)) return 0
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var/savefile/S = new /savefile(path)
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if(!S) return 0
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S.cd = "/"
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var/needs_update = savefile_needs_update(S)
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if(needs_update == -2) //fatal, can't load any data
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return 0
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//general preferences
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S["ooccolor"] >> ooccolor
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S["lastchangelog"] >> lastchangelog
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S["UI_style"] >> UI_style
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S["be_special"] >> be_special
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S["default_slot"] >> default_slot
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S["toggles"] >> toggles
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//try to fix any outdated data if necessary
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if(needs_update >= 0)
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update_preferences(needs_update) //needs_update = savefile_version if we need an update (positive integer)
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//Sanitize
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ooccolor = sanitize_hexcolor(ooccolor, initial(ooccolor))
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lastchangelog = sanitize_text(lastchangelog, initial(lastchangelog))
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UI_style = sanitize_inlist(UI_style, list("Midnight", "Plasmafire", "Retro"), initial(UI_style))
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be_special = sanitize_integer(be_special, 0, 65535, initial(be_special))
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default_slot = sanitize_integer(default_slot, 1, MAX_SAVE_SLOTS, initial(default_slot))
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toggles = sanitize_integer(toggles, 0, 65535, initial(toggles))
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return 1
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/datum/preferences/proc/save_preferences()
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if(!path) return 0
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var/savefile/S = new /savefile(path)
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if(!S) return 0
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S.cd = "/"
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S["version"] << SAVEFILE_VERSION_MAX //updates (or failing that the sanity checks) will ensure data is not invalid at load. Assume up-to-date
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//general preferences
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S["ooccolor"] << ooccolor
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S["lastchangelog"] << lastchangelog
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S["UI_style"] << UI_style
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S["be_special"] << be_special
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S["default_slot"] << default_slot
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S["toggles"] << toggles
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return 1
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/datum/preferences/proc/load_character(slot)
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if(!path) return 0
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if(!fexists(path)) return 0
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var/savefile/S = new /savefile(path)
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if(!S) return 0
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S.cd = "/"
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if(!slot) slot = default_slot
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slot = sanitize_integer(slot, 1, MAX_SAVE_SLOTS, initial(default_slot))
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if(slot != default_slot)
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default_slot = slot
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S["default_slot"] << slot
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S.cd = "/character[slot]"
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var/needs_update = savefile_needs_update(S)
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if(needs_update == -2) //fatal, can't load any data
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return 0
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//Character
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S["OOC_Notes"] >> metadata
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S["real_name"] >> real_name
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S["name_is_always_random"] >> be_random_name
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S["gender"] >> gender
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S["age"] >> age
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S["hair_color"] >> h_color
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S["facial_hair_color"] >> f_color
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S["eye_color"] >> eye_color
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S["skin_tone"] >> s_tone
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S["hair_style_name"] >> h_style
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S["facial_style_name"] >> f_style
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S["underwear"] >> underwear
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S["backbag"] >> backbag
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//Jobs
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S["userandomjob"] >> userandomjob
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S["job_civilian_high"] >> job_civilian_high
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S["job_civilian_med"] >> job_civilian_med
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S["job_civilian_low"] >> job_civilian_low
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S["job_medsci_high"] >> job_medsci_high
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S["job_medsci_med"] >> job_medsci_med
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S["job_medsci_low"] >> job_medsci_low
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S["job_engsec_high"] >> job_engsec_high
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S["job_engsec_med"] >> job_engsec_med
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S["job_engsec_low"] >> job_engsec_low
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//try to fix any outdated data if necessary
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if(needs_update >= 0)
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update_character(needs_update) //needs_update == savefile_version if we need an update (positive integer)
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//Sanitize
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metadata = sanitize_text(metadata, initial(metadata))
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real_name = reject_bad_name(real_name)
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if(!real_name) real_name = random_name(gender)
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be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
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gender = sanitize_gender(gender)
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if(gender == MALE)
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h_style = sanitize_inlist(h_style, hair_styles_male_list)
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f_style = sanitize_inlist(f_style, facial_hair_styles_male_list)
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underwear = sanitize_inlist(underwear, underwear_m)
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else
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h_style = sanitize_inlist(h_style, hair_styles_female_list)
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f_style = sanitize_inlist(f_style, facial_hair_styles_female_list)
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underwear = sanitize_inlist(underwear, underwear_f)
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age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
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h_color = sanitize_hexcolor(h_color, 3, 0)
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f_color = sanitize_hexcolor(f_color, 3, 0)
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eye_color = sanitize_hexcolor(eye_color, 3, 0)
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s_tone = sanitize_inlist(s_tone, skin_tones)
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backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
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userandomjob = sanitize_integer(userandomjob, 0, 1, initial(userandomjob))
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job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
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job_civilian_med = sanitize_integer(job_civilian_med, 0, 65535, initial(job_civilian_med))
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job_civilian_low = sanitize_integer(job_civilian_low, 0, 65535, initial(job_civilian_low))
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job_medsci_high = sanitize_integer(job_medsci_high, 0, 65535, initial(job_medsci_high))
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job_medsci_med = sanitize_integer(job_medsci_med, 0, 65535, initial(job_medsci_med))
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job_medsci_low = sanitize_integer(job_medsci_low, 0, 65535, initial(job_medsci_low))
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job_engsec_high = sanitize_integer(job_engsec_high, 0, 65535, initial(job_engsec_high))
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job_engsec_med = sanitize_integer(job_engsec_med, 0, 65535, initial(job_engsec_med))
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job_engsec_low = sanitize_integer(job_engsec_low, 0, 65535, initial(job_engsec_low))
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return 1
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/datum/preferences/proc/save_character()
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if(!path) return 0
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var/savefile/S = new /savefile(path)
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if(!S) return 0
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S.cd = "/character[default_slot]"
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S["version"] << SAVEFILE_VERSION_MAX //load_character will sanitize any bad data, so assume up-to-date.
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//Character
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S["OOC_Notes"] << metadata
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S["real_name"] << real_name
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S["name_is_always_random"] << be_random_name
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S["gender"] << gender
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S["age"] << age
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S["hair_color"] << h_color
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S["facial_hair_color"] << f_color
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S["eye_color"] << eye_color
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S["skin_tone"] << s_tone
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S["hair_style_name"] << h_style
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S["facial_style_name"] << f_style
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S["underwear"] << underwear
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S["backbag"] << backbag
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//Jobs
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S["userandomjob"] << userandomjob
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S["job_civilian_high"] << job_civilian_high
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S["job_civilian_med"] << job_civilian_med
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S["job_civilian_low"] << job_civilian_low
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S["job_medsci_high"] << job_medsci_high
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S["job_medsci_med"] << job_medsci_med
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S["job_medsci_low"] << job_medsci_low
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S["job_engsec_high"] << job_engsec_high
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S["job_engsec_med"] << job_engsec_med
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S["job_engsec_low"] << job_engsec_low
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return 1
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#undef SAVEFILE_VERSION_MAX
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#undef SAVEFILE_VERSION_MIN
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/*
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//DEBUG
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//Some crude tools for testing savefiles
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//path is the savefile path
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/client/verb/savefile_export(path as text)
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var/savefile/S = new /savefile(path)
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S.ExportText("/",file("[path].txt"))
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//path is the savefile path
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/client/verb/savefile_import(path as text)
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var/savefile/S = new /savefile(path)
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S.ImportText("/",file("[path].txt"))
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*/ |