/** * DNA 2: The Spaghetti Strikes Back * * @author N3X15 */ // What each index means: #define DNA_OFF_LOWERBOUND 1 // changed as lists start at 1 not 0 #define DNA_OFF_UPPERBOUND 2 #define DNA_ON_LOWERBOUND 3 #define DNA_ON_UPPERBOUND 4 // Define block bounds (off-low,off-high,on-low,on-high) // Used in setupgame.dm #define DNA_DEFAULT_BOUNDS list(1,2049,2050,4095) #define DNA_HARDER_BOUNDS list(1,3049,3050,4095) #define DNA_HARD_BOUNDS list(1,3490,3500,4095) // UI Indices (can change to mutblock style, if desired) #define DNA_UI_HAIR_R 1 #define DNA_UI_HAIR_G 2 #define DNA_UI_HAIR_B 3 #define DNA_UI_HAIR2_R 4 #define DNA_UI_HAIR2_G 5 #define DNA_UI_HAIR2_B 6 #define DNA_UI_BEARD_R 7 #define DNA_UI_BEARD_G 8 #define DNA_UI_BEARD_B 9 #define DNA_UI_BEARD2_R 10 #define DNA_UI_BEARD2_G 11 #define DNA_UI_BEARD2_B 12 #define DNA_UI_SKIN_TONE 13 #define DNA_UI_SKIN_R 14 #define DNA_UI_SKIN_G 15 #define DNA_UI_SKIN_B 16 #define DNA_UI_HACC_R 17 #define DNA_UI_HACC_G 18 #define DNA_UI_HACC_B 19 #define DNA_UI_HEAD_MARK_R 20 #define DNA_UI_HEAD_MARK_G 21 #define DNA_UI_HEAD_MARK_B 22 #define DNA_UI_BODY_MARK_R 23 #define DNA_UI_BODY_MARK_G 24 #define DNA_UI_BODY_MARK_B 25 #define DNA_UI_TAIL_MARK_R 26 #define DNA_UI_TAIL_MARK_G 27 #define DNA_UI_TAIL_MARK_B 28 #define DNA_UI_EYES_R 29 #define DNA_UI_EYES_G 30 #define DNA_UI_EYES_B 31 #define DNA_UI_GENDER 32 #define DNA_UI_BEARD_STYLE 33 #define DNA_UI_HAIR_STYLE 34 /*#define DNA_UI_BACC_STYLE 23*/ #define DNA_UI_HACC_STYLE 35 #define DNA_UI_HEAD_MARK_STYLE 36 #define DNA_UI_BODY_MARK_STYLE 37 #define DNA_UI_TAIL_MARK_STYLE 38 #define DNA_UI_LENGTH 38 // Update this when you add something, or you WILL break shit. #define DNA_SE_LENGTH 55 // Was STRUCDNASIZE, size 27. 15 new blocks added = 42, plus room to grow. // Defines which values mean "on" or "off". // This is to make some of the more OP superpowers a larger PITA to activate, // and to tell our new DNA datum which values to set in order to turn something // on or off. var/global/list/dna_activity_bounds[DNA_SE_LENGTH] var/global/list/assigned_gene_blocks[DNA_SE_LENGTH] // Used to determine what each block means (admin hax and species stuff on /vg/, mostly) var/global/list/assigned_blocks[DNA_SE_LENGTH] var/global/list/datum/dna/gene/dna_genes[0] var/global/list/good_blocks[0] var/global/list/bad_blocks[0] /datum/dna // READ-ONLY, GETS OVERWRITTEN // DO NOT FUCK WITH THESE OR BYOND WILL EAT YOUR FACE var/uni_identity="" // Encoded UI var/struc_enzymes="" // Encoded SE var/unique_enzymes="" // MD5 of player name // Original Encoded SE, for use with Ryetalin var/struc_enzymes_original="" // Encoded SE var/list/SE_original[DNA_SE_LENGTH] // Internal dirtiness checks var/dirtyUI=0 var/dirtySE=0 // Okay to read, but you're an idiot if you do. // BLOCK = VALUE var/list/SE[DNA_SE_LENGTH] var/list/UI[DNA_UI_LENGTH] // From old dna. var/b_type = "A+" // Should probably change to an integer => string map but I'm lazy. var/real_name // Stores the real name of the person who originally got this dna datum. Used primarily for changelings, var/datum/species/species = new /datum/species/human //The type of mutant race the player is if applicable (i.e. potato-man) var/list/default_blocks = list() //list of all blocks toggled at roundstart // Make a copy of this strand. // USE THIS WHEN COPYING STUFF OR YOU'LL GET CORRUPTION! /datum/dna/proc/Clone() var/datum/dna/new_dna = new() new_dna.unique_enzymes=unique_enzymes new_dna.struc_enzymes_original=struc_enzymes_original // will make clone's SE the same as the original, do we want this? new_dna.b_type=b_type new_dna.real_name=real_name new_dna.species = new species.type for(var/b=1;b<=DNA_SE_LENGTH;b++) new_dna.SE[b]=SE[b] if(b<=DNA_UI_LENGTH) new_dna.UI[b]=UI[b] new_dna.UpdateUI() new_dna.UpdateSE() return new_dna /////////////////////////////////////// // UNIQUE IDENTITY /////////////////////////////////////// // Create random UI. /datum/dna/proc/ResetUI(var/defer=0) for(var/i=1,i<=DNA_UI_LENGTH,i++) switch(i) if(DNA_UI_SKIN_TONE) SetUIValueRange(DNA_UI_SKIN_TONE,rand(1,220),220,1) // Otherwise, it gets fucked else UI[i]=rand(0,4095) if(!defer) UpdateUI() /datum/dna/proc/ResetUIFrom(var/mob/living/carbon/human/character) // INITIALIZE! ResetUI(1) // Hair // FIXME: Species-specific defaults pls var/obj/item/organ/external/head/H = character.get_organ("head") var/obj/item/organ/internal/eyes/eyes_organ = character.get_int_organ(/obj/item/organ/internal/eyes) var/datum/species/S = character.dna.species /*// Body Accessory if(!character.body_accessory) character.body_accessory = null var/bodyacc = character.body_accessory*/ // Markings if(!character.m_styles) character.m_styles = DEFAULT_MARKING_STYLES var/head_marks = GLOB.marking_styles_list.Find(character.m_styles["head"]) var/body_marks = GLOB.marking_styles_list.Find(character.m_styles["body"]) var/tail_marks = GLOB.marking_styles_list.Find(character.m_styles["tail"]) head_traits_to_dna(H) eye_color_to_dna(eyes_organ) SetUIValueRange(DNA_UI_SKIN_R, color2R(character.skin_colour), 255, 1) SetUIValueRange(DNA_UI_SKIN_G, color2G(character.skin_colour), 255, 1) SetUIValueRange(DNA_UI_SKIN_B, color2B(character.skin_colour), 255, 1) SetUIValueRange(DNA_UI_HEAD_MARK_R, color2R(character.m_colours["head"]), 255, 1) SetUIValueRange(DNA_UI_HEAD_MARK_G, color2G(character.m_colours["head"]), 255, 1) SetUIValueRange(DNA_UI_HEAD_MARK_B, color2B(character.m_colours["head"]), 255, 1) SetUIValueRange(DNA_UI_BODY_MARK_R, color2R(character.m_colours["body"]), 255, 1) SetUIValueRange(DNA_UI_BODY_MARK_G, color2G(character.m_colours["body"]), 255, 1) SetUIValueRange(DNA_UI_BODY_MARK_B, color2B(character.m_colours["body"]), 255, 1) SetUIValueRange(DNA_UI_TAIL_MARK_R, color2R(character.m_colours["tail"]), 255, 1) SetUIValueRange(DNA_UI_TAIL_MARK_G, color2G(character.m_colours["tail"]), 255, 1) SetUIValueRange(DNA_UI_TAIL_MARK_B, color2B(character.m_colours["tail"]), 255, 1) SetUIValueRange(DNA_UI_SKIN_TONE, 35-character.s_tone, 220, 1) // Value can be negative. if(S.has_gender) SetUIState(DNA_UI_GENDER, character.gender!=MALE, 1) else SetUIState(DNA_UI_GENDER, pick(0,1), 1) /*SetUIValueRange(DNA_UI_BACC_STYLE, bodyacc, GLOB.facial_hair_styles_list.len, 1)*/ SetUIValueRange(DNA_UI_HEAD_MARK_STYLE, head_marks, GLOB.marking_styles_list.len, 1) SetUIValueRange(DNA_UI_BODY_MARK_STYLE, body_marks, GLOB.marking_styles_list.len, 1) SetUIValueRange(DNA_UI_TAIL_MARK_STYLE, tail_marks, GLOB.marking_styles_list.len, 1) UpdateUI() // Set a DNA UI block's raw value. /datum/dna/proc/SetUIValue(var/block,var/value,var/defer=0) if(block<=0) return ASSERT(value>0) ASSERT(value<=4095) UI[block]=value dirtyUI=1 if(!defer) UpdateUI() // Get a DNA UI block's raw value. /datum/dna/proc/GetUIValue(var/block) if(block<=0) return 0 return UI[block] // Set a DNA UI block's value, given a value and a max possible value. // Used in hair and facial styles (value being the index and maxvalue being the len of the hairstyle list) /datum/dna/proc/SetUIValueRange(var/block,var/value,var/maxvalue,var/defer=0) if(block<=0) return if(value == 0) value = 1 ASSERT(maxvalue<=4095) var/range = (4095 / maxvalue) if(value) SetUIValue(block,round(value * range),defer) // Getter version of above. /datum/dna/proc/GetUIValueRange(var/block,var/maxvalue) if(block<=0) return 0 var/value = GetUIValue(block) return round(1 +(value / 4096)*maxvalue) // Is the UI gene "on" or "off"? // For UI, this is simply a check of if the value is > 2050. /datum/dna/proc/GetUIState(var/block) if(block<=0) return return UI[block] > 2050 // Set UI gene "on" (1) or "off" (0) /datum/dna/proc/SetUIState(var/block,var/on,var/defer=0) if(block<=0) return var/val if(on) val=rand(2050,4095) else val=rand(1,2049) SetUIValue(block,val,defer) // Get a hex-encoded UI block. /datum/dna/proc/GetUIBlock(var/block) return EncodeDNABlock(GetUIValue(block)) // Do not use this unless you absolutely have to. // Set a block from a hex string. This is inefficient. If you can, use SetUIValue(). // Used in DNA modifiers. /datum/dna/proc/SetUIBlock(var/block,var/value,var/defer=0) if(block<=0) return return SetUIValue(block,hex2num(value),defer) // Get a sub-block from a block. /datum/dna/proc/GetUISubBlock(var/block,var/subBlock) return copytext(GetUIBlock(block),subBlock,subBlock+1) // Do not use this unless you absolutely have to. // Set a block from a hex string. This is inefficient. If you can, use SetUIValue(). // Used in DNA modifiers. /datum/dna/proc/SetUISubBlock(var/block,var/subBlock, var/newSubBlock, var/defer=0) if(block<=0) return var/oldBlock=GetUIBlock(block) var/newBlock="" for(var/i=1, i<=length(oldBlock), i++) if(i==subBlock) newBlock+=newSubBlock else newBlock+=copytext(oldBlock,i,i+1) SetUIBlock(block,newBlock,defer) /////////////////////////////////////// // STRUCTURAL ENZYMES /////////////////////////////////////// // "Zeroes out" all of the blocks. /datum/dna/proc/ResetSE() for(var/i = 1, i <= DNA_SE_LENGTH, i++) SetSEValue(i,rand(1,1024),1) UpdateSE() // Set a DNA SE block's raw value. /datum/dna/proc/SetSEValue(var/block,var/value,var/defer=0) if(block<=0) return ASSERT(value>=0) ASSERT(value<=4095) SE[block]=value dirtySE=1 if(!defer) UpdateSE() //testing("SetSEBlock([block],[value],[defer]): [value] -> [GetSEValue(block)]") // Get a DNA SE block's raw value. /datum/dna/proc/GetSEValue(var/block) if(block<=0) return 0 return SE[block] // Set a DNA SE block's value, given a value and a max possible value. // Might be used for species? /datum/dna/proc/SetSEValueRange(var/block,var/value,var/maxvalue) if(block<=0) return ASSERT(maxvalue<=4095) var/range = round(4095 / maxvalue) if(value) SetSEValue(block, value * range - rand(1,range-1)) // Getter version of above. /datum/dna/proc/GetSEValueRange(var/block,var/maxvalue) if(block<=0) return 0 var/value = GetSEValue(block) return round(1 +(value / 4096)*maxvalue) // Is the block "on" (1) or "off" (0)? (Un-assigned genes are always off.) /datum/dna/proc/GetSEState(var/block) if(block<=0) return 0 var/list/BOUNDS=GetDNABounds(block) var/value=GetSEValue(block) return (value >= BOUNDS[DNA_ON_LOWERBOUND]) // Set a block "on" or "off". /datum/dna/proc/SetSEState(var/block,var/on,var/defer=0) if(block<=0) return var/list/BOUNDS=GetDNABounds(block) var/val if(on) val=rand(BOUNDS[DNA_ON_LOWERBOUND],BOUNDS[DNA_ON_UPPERBOUND]) else val=rand(1,BOUNDS[DNA_OFF_UPPERBOUND]) SetSEValue(block,val,defer) // Get hex-encoded SE block. /datum/dna/proc/GetSEBlock(var/block) return EncodeDNABlock(GetSEValue(block)) // Do not use this unless you absolutely have to. // Set a block from a hex string. This is inefficient. If you can, use SetUIValue(). // Used in DNA modifiers. /datum/dna/proc/SetSEBlock(var/block,var/value,var/defer=0) if(block<=0) return var/nval=hex2num(value) //testing("SetSEBlock([block],[value],[defer]): [value] -> [nval]") return SetSEValue(block,nval,defer) /datum/dna/proc/GetSESubBlock(var/block,var/subBlock) return copytext(GetSEBlock(block),subBlock,subBlock+1) // Do not use this unless you absolutely have to. // Set a sub-block from a hex character. This is inefficient. If you can, use SetUIValue(). // Used in DNA modifiers. /datum/dna/proc/SetSESubBlock(var/block,var/subBlock, var/newSubBlock, var/defer=0) if(block<=0) return var/oldBlock=GetSEBlock(block) var/newBlock="" for(var/i=1, i<=length(oldBlock), i++) if(i==subBlock) newBlock+=newSubBlock else newBlock+=copytext(oldBlock,i,i+1) //testing("SetSESubBlock([block],[subBlock],[newSubBlock],[defer]): [oldBlock] -> [newBlock]") SetSEBlock(block,newBlock,defer) /proc/EncodeDNABlock(var/value) return add_zero2(num2hex(value,1), 3) /datum/dna/proc/UpdateUI() src.uni_identity="" for(var/block in UI) uni_identity += EncodeDNABlock(block) //testing("New UI: [uni_identity]") dirtyUI=0 /datum/dna/proc/UpdateSE() //var/oldse=struc_enzymes struc_enzymes="" for(var/block in SE) struc_enzymes += EncodeDNABlock(block) //testing("Old SE: [oldse]") //testing("New SE: [struc_enzymes]") dirtySE=0 // BACK-COMPAT! // Just checks our character has all the crap it needs. /datum/dna/proc/check_integrity(var/mob/living/carbon/human/character) if(character) if(UI.len != DNA_UI_LENGTH) ResetUIFrom(character) if(length(struc_enzymes)!= 3*DNA_SE_LENGTH) ResetSE() if(length(unique_enzymes) != 32) unique_enzymes = md5(character.real_name) else if(length(uni_identity) != 3*DNA_UI_LENGTH) uni_identity = "00600200A00E0110148FC01300B0095BD7FD3F4" if(length(struc_enzymes)!= 3*DNA_SE_LENGTH) struc_enzymes = "43359156756131E13763334D1C369012032164D4FE4CD61544B6C03F251B6C60A42821D26BA3B0FD6" // BACK-COMPAT! // Initial DNA setup. I'm kind of wondering why the hell this doesn't just call the above. // ready_dna is (hopefully) only used on mob creation, and sets the struc_enzymes_original and SE_original only once - Bone White /datum/dna/proc/ready_dna(mob/living/carbon/human/character, flatten_SE = 1) ResetUIFrom(character) if(flatten_SE) ResetSE() struc_enzymes_original = struc_enzymes // sets the original struc_enzymes when ready_dna is called SE_original = SE.Copy() unique_enzymes = md5(character.real_name) reg_dna[unique_enzymes] = character.real_name // Hmm, I wonder how to go about this without a huge convention break /datum/dna/serialize() var/data = list() data["UE"] = unique_enzymes data["SE"] = SE.Copy() // This is probably too lazy for my own good data["UI"] = UI.Copy() data["species"] = species.type // Because old DNA coders were insane or something data["b_type"] = b_type data["real_name"] = real_name return data /datum/dna/deserialize(data) unique_enzymes = data["UE"] // The de-serializer is unlikely to tamper with the lists SE = data["SE"] UI = data["UI"] UpdateUI() UpdateSE() var/datum/species/S = data["species"] species = new S b_type = data["b_type"] real_name = data["real_name"]