mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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251 lines
11 KiB
Plaintext
251 lines
11 KiB
Plaintext
/////////////////////////
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// (mostly) DNA2 SETUP
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/////////////////////////
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// Randomize block, assign a reference name, and optionally define difficulty (by making activation zone smaller or bigger)
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// The name is used on /vg/ for species with predefined genetic traits,
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// and for the DNA panel in the player panel.
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/proc/getAssignedBlock(var/name,var/list/blocksLeft, var/activity_bounds=DNA_DEFAULT_BOUNDS)
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var/assigned = pick(blocksLeft)
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blocksLeft.Remove(assigned)
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assigned_blocks[assigned]=name
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dna_activity_bounds[assigned]=activity_bounds
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//testing("[name] assigned to block #[assigned].")
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return assigned
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/proc/setupgenetics()
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if (prob(50))
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// Currently unused. Will revisit. - N3X
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BLOCKADD = rand(-300,300)
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if (prob(75))
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DIFFMUT = rand(0,20)
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/* Old, for reference (so I don't accidentally activate something) - N3X
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var/list/avnums = new/list()
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var/tempnum
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avnums.Add(2)
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avnums.Add(12)
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avnums.Add(10)
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avnums.Add(8)
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avnums.Add(4)
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avnums.Add(11)
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avnums.Add(13)
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avnums.Add(6)
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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HULKBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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TELEBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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FIREBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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XRAYBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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CLUMSYBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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FAKEBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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DEAFBLOCK = tempnum
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tempnum = pick(avnums)
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avnums.Remove(tempnum)
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BLINDBLOCK = tempnum
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*/
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var/list/numsToAssign=new()
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for(var/i=1;i<STRUCDNASIZE;i++)
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numsToAssign += i
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//testing("Assigning DNA blocks:")
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// Standard muts, imported from older code above.
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BLINDBLOCK = getAssignedBlock("BLIND", numsToAssign)
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DEAFBLOCK = getAssignedBlock("DEAF", numsToAssign)
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HULKBLOCK = getAssignedBlock("HULK", numsToAssign, DNA_HARD_BOUNDS)
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TELEBLOCK = getAssignedBlock("TELE", numsToAssign, DNA_HARD_BOUNDS)
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FIREBLOCK = getAssignedBlock("FIRE", numsToAssign, DNA_HARDER_BOUNDS)
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XRAYBLOCK = getAssignedBlock("XRAY", numsToAssign, DNA_HARDER_BOUNDS)
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CLUMSYBLOCK = getAssignedBlock("CLUMSY", numsToAssign)
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FAKEBLOCK = getAssignedBlock("FAKE", numsToAssign)
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// UNUSED!
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//COUGHBLOCK = getAssignedBlock("COUGH", numsToAssign)
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//GLASSESBLOCK = getAssignedBlock("GLASSES", numsToAssign)
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//EPILEPSYBLOCK = getAssignedBlock("EPILEPSY", numsToAssign)
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//TWITCHBLOCK = getAssignedBlock("TWITCH", numsToAssign)
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//NERVOUSBLOCK = getAssignedBlock("NERVOUS", numsToAssign)
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// Bay muts (UNUSED)
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//HEADACHEBLOCK = getAssignedBlock("HEADACHE", numsToAssign)
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//NOBREATHBLOCK = getAssignedBlock("NOBREATH", numsToAssign, DNA_HARD_BOUNDS)
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//REMOTEVIEWBLOCK = getAssignedBlock("REMOTEVIEW", numsToAssign, DNA_HARDER_BOUNDS)
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//REGENERATEBLOCK = getAssignedBlock("REGENERATE", numsToAssign, DNA_HARDER_BOUNDS)
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//INCREASERUNBLOCK = getAssignedBlock("INCREASERUN", numsToAssign, DNA_HARDER_BOUNDS)
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//REMOTETALKBLOCK = getAssignedBlock("REMOTETALK", numsToAssign, DNA_HARDER_BOUNDS)
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//MORPHBLOCK = getAssignedBlock("MORPH", numsToAssign, DNA_HARDER_BOUNDS)
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//COLDBLOCK = getAssignedBlock("COLD", numsToAssign)
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//HALLUCINATIONBLOCK = getAssignedBlock("HALLUCINATION", numsToAssign)
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//NOPRINTSBLOCK = getAssignedBlock("NOPRINTS", numsToAssign, DNA_HARD_BOUNDS)
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//SHOCKIMMUNITYBLOCK = getAssignedBlock("SHOCKIMMUNITY", numsToAssign)
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//SMALLSIZEBLOCK = getAssignedBlock("SMALLSIZE", numsToAssign, DNA_HARD_BOUNDS)
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// And the genes that actually do the work. (domutcheck improvements)
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var/list/blocks_assigned[STRUCDNASIZE]
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for(var/gene_type in typesof(/datum/dna/gene))
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var/datum/dna/gene/G = new gene_type
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if(G.block)
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if(G.block in blocks_assigned)
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warning("DNA2: Gene [G.name] trying to use already-assigned block [G.block] (used by [english_list(blocks_assigned[G.block])])")
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dna_genes.Add(G)
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var/list/assignedToBlock[0]
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if(blocks_assigned[G.block])
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assignedToBlock=blocks_assigned[G.block]
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assignedToBlock.Add(G.name)
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blocks_assigned[G.block]=assignedToBlock
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testing("DNA2: Gene [G.name] assigned to block [G.block].")
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// HIDDEN MUTATIONS / SUPERPOWERS INITIALIZTION
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/*
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for(var/x in typesof(/datum/mutations) - /datum/mutations)
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var/datum/mutations/mut = new x
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for(var/i = 1, i <= mut.required, i++)
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var/datum/mutationreq/require = new/datum/mutationreq
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require.block = rand(1, 13)
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require.subblock = rand(1, 3)
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// Create random requirement identification
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require.reqID = pick("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", \
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"B", "C", "D", "E", "F")
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mut.requirements += require
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global_mutations += mut// add to global mutations list!
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*/
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/proc/setupfactions()
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// Populate the factions list:
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for(var/x in typesof(/datum/faction))
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var/datum/faction/F = new x
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if(!F.name)
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del(F)
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continue
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else
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ticker.factions.Add(F)
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ticker.availablefactions.Add(F)
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// Populate the syndicate coalition:
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for(var/datum/faction/syndicate/S in ticker.factions)
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ticker.syndicate_coalition.Add(S)
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/* This was used for something before, I think, but is not worth the effort to process now.
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/proc/setupcorpses()
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for (var/obj/effect/landmark/A in landmarks_list)
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if (A.name == "Corpse")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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del(A)
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continue
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if (A.name == "Corpse-Engineer")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
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// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
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//M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
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else
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Engineer-Space")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
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// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
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else
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Engineer-Chief")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
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// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
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else
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Syndicate")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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//M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate(M), slot_wear_suit)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate(M), slot_head)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
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del(A)
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continue
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*/
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