///////////////////////// // (mostly) DNA2 SETUP ///////////////////////// // Randomize block, assign a reference name, and optionally define difficulty (by making activation zone smaller or bigger) // The name is used on /vg/ for species with predefined genetic traits, // and for the DNA panel in the player panel. /proc/getAssignedBlock(var/name,var/list/blocksLeft, var/activity_bounds=DNA_DEFAULT_BOUNDS) var/assigned = pick(blocksLeft) blocksLeft.Remove(assigned) assigned_blocks[assigned]=name dna_activity_bounds[assigned]=activity_bounds //testing("[name] assigned to block #[assigned].") return assigned /proc/setupgenetics() if (prob(50)) // Currently unused. Will revisit. - N3X BLOCKADD = rand(-300,300) if (prob(75)) DIFFMUT = rand(0,20) /* Old, for reference (so I don't accidentally activate something) - N3X var/list/avnums = new/list() var/tempnum avnums.Add(2) avnums.Add(12) avnums.Add(10) avnums.Add(8) avnums.Add(4) avnums.Add(11) avnums.Add(13) avnums.Add(6) tempnum = pick(avnums) avnums.Remove(tempnum) HULKBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) TELEBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) FIREBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) XRAYBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) CLUMSYBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) FAKEBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) DEAFBLOCK = tempnum tempnum = pick(avnums) avnums.Remove(tempnum) BLINDBLOCK = tempnum */ var/list/numsToAssign=new() for(var/i=1;i