Files
Citadel-Station-13-RP/code/game/dna/dna2_helpers.dm
Zandario 5a7f357b85 CitadelRP (#4108)
* dme and dmb

* Heeeere we gooo

* fasease

* Continued.

* AAAAAAAAAAAAAAAAAAAAAAAA

* Brain going numb

* agh

* The suffering will be worth it... right?

* Going blank...

* Am I done?

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Fixes

* Should be everything I care about right now.
2022-05-26 01:37:55 -07:00

274 lines
11 KiB
Plaintext

/////////////////////////////
// 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.update_eyes()
H.s_tone = 35 - dna.GetUIValueRange(DNA_UI_SKIN_TONE, 220) // Value can be negative.
if(H.gender != NEUTER)
if (dna.GetUIState(DNA_UI_GENDER))
H.gender = FEMALE
else
H.gender = MALE
//Body markings
for(var/tag in dna.body_markings)
var/obj/item/organ/external/E = H.organs_by_name[tag]
if(E)
var/list/marklist = dna.body_markings[tag]
E.markings = marklist.Copy()
//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]
// Ears
var/ears = dna.GetUIValueRange(DNA_UI_EAR_STYLE, ear_styles_list.len + 1) - 1
if(ears <= 1)
H.ear_style = null
else if((0 < ears) && (ears <= ear_styles_list.len))
H.ear_style = ear_styles_list[ear_styles_list[ears]]
// Ear Color
H.r_ears = dna.GetUIValueRange(DNA_UI_EARS_R, 255)
H.g_ears = dna.GetUIValueRange(DNA_UI_EARS_G, 255)
H.b_ears = dna.GetUIValueRange(DNA_UI_EARS_B, 255)
H.r_ears2 = dna.GetUIValueRange(DNA_UI_EARS2_R, 255)
H.g_ears2 = dna.GetUIValueRange(DNA_UI_EARS2_G, 255)
H.b_ears2 = dna.GetUIValueRange(DNA_UI_EARS2_B, 255)
H.r_ears3 = dna.GetUIValueRange(DNA_UI_EARS3_R, 255)
H.g_ears3 = dna.GetUIValueRange(DNA_UI_EARS3_G, 255)
H.b_ears3 = dna.GetUIValueRange(DNA_UI_EARS3_B, 255)
//Tail
var/tail = dna.GetUIValueRange(DNA_UI_TAIL_STYLE, tail_styles_list.len + 1) - 1
if(tail <= 1)
H.tail_style = null
else if((0 < tail) && (tail <= tail_styles_list.len))
H.tail_style = tail_styles_list[tail_styles_list[tail]]
//Wing
var/wing = dna.GetUIValueRange(DNA_UI_WING_STYLE, wing_styles_list.len + 1) - 1
if(wing <= 1)
H.wing_style = null
else if((0 < wing) && (wing <= wing_styles_list.len))
H.wing_style = wing_styles_list[wing_styles_list[wing]]
//Wing Color
H.r_wing = dna.GetUIValueRange(DNA_UI_WING_R, 255)
H.g_wing = dna.GetUIValueRange(DNA_UI_WING_G, 255)
H.b_wing = dna.GetUIValueRange(DNA_UI_WING_B, 255)
H.r_wing2 = dna.GetUIValueRange(DNA_UI_WING2_R, 255)
H.g_wing2 = dna.GetUIValueRange(DNA_UI_WING2_G, 255)
H.b_wing2 = dna.GetUIValueRange(DNA_UI_WING2_B, 255)
H.r_wing3 = dna.GetUIValueRange(DNA_UI_WING3_R, 255)
H.g_wing3 = dna.GetUIValueRange(DNA_UI_WING3_G, 255)
H.b_wing3 = dna.GetUIValueRange(DNA_UI_WING3_B, 255)
// Playerscale
var/size = dna.GetUIValueRange(DNA_UI_PLAYERSCALE, player_sizes_list.len)
if((0 < size) && (size <= player_sizes_list.len))
H.resize(player_sizes_list[player_sizes_list[size]], FALSE)
// Tail/Taur Color
H.r_tail = dna.GetUIValueRange(DNA_UI_TAIL_R, 255)
H.g_tail = dna.GetUIValueRange(DNA_UI_TAIL_G, 255)
H.b_tail = dna.GetUIValueRange(DNA_UI_TAIL_B, 255)
H.r_tail2 = dna.GetUIValueRange(DNA_UI_TAIL2_R, 255)
H.g_tail2 = dna.GetUIValueRange(DNA_UI_TAIL2_G, 255)
H.b_tail2 = dna.GetUIValueRange(DNA_UI_TAIL2_B, 255)
H.r_tail3 = dna.GetUIValueRange(DNA_UI_TAIL3_R, 255)
H.g_tail3 = dna.GetUIValueRange(DNA_UI_TAIL3_G, 255)
H.b_tail3 = dna.GetUIValueRange(DNA_UI_TAIL3_B, 255)
// Technically custom_species is not part of the UI, but this place avoids merge problems.
H.custom_species = dna.custom_species
H.custom_say = dna.custom_say
H.custom_ask = dna.custom_ask
H.custom_whisper = dna.custom_whisper
H.custom_exclaim = dna.custom_exclaim
if(istype(H.species,/datum/species/custom))
var/datum/species/custom/CS = H.species
CS.copy_from(dna.base_species, dna.species_traits, src)
CS.blood_color = dna.blood_color
if(istype(H.species,/datum/species/shapeshifter/xenochimera))
var/datum/species/shapeshifter/xenochimera/CS = H.species
CS.copy_from(dna.base_species,dna.species_traits,src)
CS.blood_color = dna.blood_color
H.regenerate_icons()
if(istype(H.species,/datum/species/alraune))
var/datum/species/alraune/CS = H.species
CS.copy_from(dna.base_species,dna.species_traits,src)
CS.blood_color = dna.blood_color
H.force_update_organs()
H.force_update_limbs()
//H.update_body(0) // Done in force_update_limbs already
H.update_eyes()
H.update_hair()
return TRUE
else
return FALSE
/mob/living/carbon/human/proc/force_update_organs()
for(var/organ in organs + internal_organs)
var/obj/item/organ/O = organ
O.species = species
/// Used below, simple injection modifier.
/proc/probinj(var/pr, var/inj)
return prob(pr+inj*pr)