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CHOMPStation2/code/game/dna/dna2_helpers.dm

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/////////////////////////////
// Helpers for DNA2
/////////////////////////////
// Pads 0s to t until length == u
/proc/add_zero2(t, u)
var/temp1
while (length(t) < u)
t = "0[t]"
temp1 = t
if (length(t) > u)
temp1 = copytext(t,2,u+1)
return temp1
// DNA Gene activation boundaries, see dna2.dm.
// Returns a list object with 4 numbers.
/proc/GetDNABounds(var/block)
var/list/BOUNDS=dna_activity_bounds[block]
if(!istype(BOUNDS))
return DNA_DEFAULT_BOUNDS
return BOUNDS
// Give Random Bad Mutation to M
/proc/randmutb(var/mob/living/M)
if(!M) return
M.dna.check_integrity()
var/block = pick(GLASSESBLOCK,COUGHBLOCK,FAKEBLOCK,NERVOUSBLOCK,CLUMSYBLOCK,TWITCHBLOCK,HEADACHEBLOCK,BLINDBLOCK,DEAFBLOCK,HALLUCINATIONBLOCK)
M.dna.SetSEState(block, 1)
// Give Random Good Mutation to M
/proc/randmutg(var/mob/living/M)
if(!M) return
M.dna.check_integrity()
var/block = pick(HULKBLOCK,XRAYBLOCK,FIREBLOCK,TELEBLOCK,NOBREATHBLOCK,REMOTEVIEWBLOCK,REGENERATEBLOCK,INCREASERUNBLOCK,REMOTETALKBLOCK,MORPHBLOCK,BLENDBLOCK,NOPRINTSBLOCK,SHOCKIMMUNITYBLOCK,SMALLSIZEBLOCK)
M.dna.SetSEState(block, 1)
// Random Appearance Mutation
/proc/randmuti(var/mob/living/M)
if(!M) return
M.dna.check_integrity()
M.dna.SetUIValue(rand(1,DNA_UI_LENGTH),rand(1,4095))
// Scramble UI or SE.
/proc/scramble(var/UI, var/mob/M, var/prob)
if(!M) return
M.dna.check_integrity()
if(UI)
for(var/i = 1, i <= DNA_UI_LENGTH-1, i++)
if(prob(prob))
M.dna.SetUIValue(i,rand(1,4095),1)
M.dna.UpdateUI()
M.UpdateAppearance()
else
for(var/i = 1, i <= DNA_SE_LENGTH-1, i++)
if(prob(prob))
M.dna.SetSEValue(i,rand(1,4095),1)
M.dna.UpdateSE()
domutcheck(M, null)
return
// I haven't yet figured out what the fuck this is supposed to do.
/proc/miniscramble(input,rs,rd)
var/output
output = null
if (input == "C" || input == "D" || input == "E" || input == "F")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"6",prob((rs*10));"7",prob((rs*5)+(rd));"0",prob((rs*5)+(rd));"1",prob((rs*10)-(rd));"2",prob((rs*10)-(rd));"3")
if (input == "8" || input == "9" || input == "A" || input == "B")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"A",prob((rs*10));"B",prob((rs*5)+(rd));"C",prob((rs*5)+(rd));"D",prob((rs*5)+(rd));"2",prob((rs*5)+(rd));"3")
if (input == "4" || input == "5" || input == "6" || input == "7")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"A",prob((rs*10));"B",prob((rs*5)+(rd));"C",prob((rs*5)+(rd));"D",prob((rs*5)+(rd));"2",prob((rs*5)+(rd));"3")
if (input == "0" || input == "1" || input == "2" || input == "3")
output = pick(prob((rs*10));"8",prob((rs*10));"9",prob((rs*10));"A",prob((rs*10));"B",prob((rs*10)-(rd));"C",prob((rs*10)-(rd));"D",prob((rs*5)+(rd));"E",prob((rs*5)+(rd));"F")
if (!output) output = "5"
return output
// HELLO I MAKE BELL CURVES AROUND YOUR DESIRED TARGET
// So a shitty way of replacing gaussian noise.
// input: YOUR TARGET
// rs: RAD STRENGTH
// rd: DURATION
/proc/miniscrambletarget(input,rs,rd)
var/output = null
switch(input)
if("0")
output = pick(prob((rs*10)+(rd));"0",prob((rs*10)+(rd));"1",prob((rs*10));"2",prob((rs*10)-(rd));"3")
if("1")
output = pick(prob((rs*10)+(rd));"0",prob((rs*10)+(rd));"1",prob((rs*10)+(rd));"2",prob((rs*10));"3",prob((rs*10)-(rd));"4")
if("2")
output = pick(prob((rs*10));"0",prob((rs*10)+(rd));"1",prob((rs*10)+(rd));"2",prob((rs*10)+(rd));"3",prob((rs*10));"4",prob((rs*10)-(rd));"5")
if("3")
output = pick(prob((rs*10)-(rd));"0",prob((rs*10));"1",prob((rs*10)+(rd));"2",prob((rs*10)+(rd));"3",prob((rs*10)+(rd));"4",prob((rs*10));"5",prob((rs*10)-(rd));"6")
if("4")
output = pick(prob((rs*10)-(rd));"1",prob((rs*10));"2",prob((rs*10)+(rd));"3",prob((rs*10)+(rd));"4",prob((rs*10)+(rd));"5",prob((rs*10));"6",prob((rs*10)-(rd));"7")
if("5")
output = pick(prob((rs*10)-(rd));"2",prob((rs*10));"3",prob((rs*10)+(rd));"4",prob((rs*10)+(rd));"5",prob((rs*10)+(rd));"6",prob((rs*10));"7",prob((rs*10)-(rd));"8")
if("6")
output = pick(prob((rs*10)-(rd));"3",prob((rs*10));"4",prob((rs*10)+(rd));"5",prob((rs*10)+(rd));"6",prob((rs*10)+(rd));"7",prob((rs*10));"8",prob((rs*10)-(rd));"9")
if("7")
output = pick(prob((rs*10)-(rd));"4",prob((rs*10));"5",prob((rs*10)+(rd));"6",prob((rs*10)+(rd));"7",prob((rs*10)+(rd));"8",prob((rs*10));"9",prob((rs*10)-(rd));"A")
if("8")
output = pick(prob((rs*10)-(rd));"5",prob((rs*10));"6",prob((rs*10)+(rd));"7",prob((rs*10)+(rd));"8",prob((rs*10)+(rd));"9",prob((rs*10));"A",prob((rs*10)-(rd));"B")
if("9")
output = pick(prob((rs*10)-(rd));"6",prob((rs*10));"7",prob((rs*10)+(rd));"8",prob((rs*10)+(rd));"9",prob((rs*10)+(rd));"A",prob((rs*10));"B",prob((rs*10)-(rd));"C")
if("10")//A
output = pick(prob((rs*10)-(rd));"7",prob((rs*10));"8",prob((rs*10)+(rd));"9",prob((rs*10)+(rd));"A",prob((rs*10)+(rd));"B",prob((rs*10));"C",prob((rs*10)-(rd));"D")
if("11")//B
output = pick(prob((rs*10)-(rd));"8",prob((rs*10));"9",prob((rs*10)+(rd));"A",prob((rs*10)+(rd));"B",prob((rs*10)+(rd));"C",prob((rs*10));"D",prob((rs*10)-(rd));"E")
if("12")//C
output = pick(prob((rs*10)-(rd));"9",prob((rs*10));"A",prob((rs*10)+(rd));"B",prob((rs*10)+(rd));"C",prob((rs*10)+(rd));"D",prob((rs*10));"E",prob((rs*10)-(rd));"F")
if("13")//D
output = pick(prob((rs*10)-(rd));"A",prob((rs*10));"B",prob((rs*10)+(rd));"C",prob((rs*10)+(rd));"D",prob((rs*10)+(rd));"E",prob((rs*10));"F")
if("14")//E
output = pick(prob((rs*10)-(rd));"B",prob((rs*10));"C",prob((rs*10)+(rd));"D",prob((rs*10)+(rd));"E",prob((rs*10)+(rd));"F")
if("15")//F
output = pick(prob((rs*10)-(rd));"C",prob((rs*10));"D",prob((rs*10)+(rd));"E",prob((rs*10)+(rd));"F")
if(!input || !output) //How did this happen?
output = "8"
return output
// /proc/updateappearance has changed behavior, so it's been removed
// Use mob.UpdateAppearance() instead.
// Simpler. Don't specify UI in order for the mob to use its own.
/mob/proc/UpdateAppearance(var/list/UI=null)
if(istype(src, /mob/living/carbon/human))
if(UI!=null)
src.dna.UI=UI
src.dna.UpdateUI()
dna.check_integrity()
var/mob/living/carbon/human/H = src
H.r_hair = dna.GetUIValueRange(DNA_UI_HAIR_R, 255)
H.g_hair = dna.GetUIValueRange(DNA_UI_HAIR_G, 255)
H.b_hair = dna.GetUIValueRange(DNA_UI_HAIR_B, 255)
H.r_facial = dna.GetUIValueRange(DNA_UI_BEARD_R, 255)
H.g_facial = dna.GetUIValueRange(DNA_UI_BEARD_G, 255)
H.b_facial = dna.GetUIValueRange(DNA_UI_BEARD_B, 255)
H.r_skin = dna.GetUIValueRange(DNA_UI_SKIN_R, 255)
H.g_skin = dna.GetUIValueRange(DNA_UI_SKIN_G, 255)
H.b_skin = dna.GetUIValueRange(DNA_UI_SKIN_B, 255)
H.r_eyes = dna.GetUIValueRange(DNA_UI_EYES_R, 255)
H.g_eyes = dna.GetUIValueRange(DNA_UI_EYES_G, 255)
H.b_eyes = dna.GetUIValueRange(DNA_UI_EYES_B, 255)
H.s_tone = 35 - dna.GetUIValueRange(DNA_UI_SKIN_TONE, 220) // Value can be negative.
if (dna.GetUIState(DNA_UI_GENDER))
H.gender = FEMALE
else
H.gender = MALE
//Hair
var/hair = dna.GetUIValueRange(DNA_UI_HAIR_STYLE,hair_styles_list.len)
if((0 < hair) && (hair <= hair_styles_list.len))
H.h_style = hair_styles_list[hair]
//Facial Hair
var/beard = dna.GetUIValueRange(DNA_UI_BEARD_STYLE,facial_hair_styles_list.len)
if((0 < beard) && (beard <= facial_hair_styles_list.len))
H.f_style = facial_hair_styles_list[beard]
H.update_body(0)
H.update_hair()
return 1
else
return 0
// Used below, simple injection modifier.
/proc/probinj(var/pr, var/inj)
return prob(pr+inj*pr)