Files
Paradise/code/game/gamemodes/setupgame.dm
2013-11-01 13:28:58 -04:00

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var/global/list/assigned_blocks[STRUCDNASIZE]
/proc/getAssignedBlock(var/name,var/list/blocksLeft)
var/assigned = pick(blocksLeft)
blocksLeft.Remove(assigned)
assigned_blocks[assigned]=name
//Debug message_admins("[name] assigned to block #[assigned].")
testing("[name] assigned to block #[assigned].")
return assigned
/proc/setupgenetics()
if (prob(50))
BLOCKADD = rand(-300,300)
if (prob(75))
DIFFMUT = rand(0,20)
/*
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
*/
//Thanks to nexis for the fancy code
var/list/numsToAssign=new()
for(var/i=1;i<STRUCDNASIZE;i++)
numsToAssign += i
testing("Assigning DNA blocks:")
message_admins("Assigning DNA blocks:")
// Standard muts
BLINDBLOCK = getAssignedBlock("BLIND", numsToAssign)
DEAFBLOCK = getAssignedBlock("DEAF", numsToAssign)
HULKBLOCK = getAssignedBlock("HULK", numsToAssign)
TELEBLOCK = getAssignedBlock("TELE", numsToAssign)
FIREBLOCK = getAssignedBlock("FIRE", numsToAssign)
XRAYBLOCK = getAssignedBlock("XRAY", numsToAssign)
CLUMSYBLOCK = getAssignedBlock("CLUMSY", numsToAssign)
FAKEBLOCK = getAssignedBlock("FAKE", numsToAssign)
COUGHBLOCK = getAssignedBlock("COUGH", numsToAssign)
GLASSESBLOCK = getAssignedBlock("GLASSES", numsToAssign)
EPILEPSYBLOCK = getAssignedBlock("EPILEPSY", numsToAssign)
TWITCHBLOCK = getAssignedBlock("TWITCH", numsToAssign)
NERVOUSBLOCK = getAssignedBlock("NERVOUS", numsToAssign)
// Bay muts
HEADACHEBLOCK = getAssignedBlock("HEADACHE", numsToAssign)
NOBREATHBLOCK = getAssignedBlock("NOBREATH", numsToAssign)
REMOTEVIEWBLOCK = getAssignedBlock("REMOTEVIEW", numsToAssign)
REGENERATEBLOCK = getAssignedBlock("REGENERATE", numsToAssign)
INCREASERUNBLOCK = getAssignedBlock("INCREASERUN", numsToAssign)
REMOTETALKBLOCK = getAssignedBlock("REMOTETALK", numsToAssign)
MORPHBLOCK = getAssignedBlock("MORPH", numsToAssign)
HALLUCINATIONBLOCK = getAssignedBlock("HALLUCINATION", numsToAssign)
NOPRINTSBLOCK = getAssignedBlock("NOPRINTS", numsToAssign)
SHOCKIMMUNITYBLOCK = getAssignedBlock("SHOCKIMMUNITY", numsToAssign)
SMALLSIZEBLOCK = getAssignedBlock("SMALLSIZE", numsToAssign)
// HIDDEN MUTATIONS / SUPERPOWERS INITIALIZTION
/*
for(var/x in typesof(/datum/mutations) - /datum/mutations)
var/datum/mutations/mut = new x
for(var/i = 1, i <= mut.required, i++)
var/datum/mutationreq/require = new/datum/mutationreq
require.block = rand(1, 13)
require.subblock = rand(1, 3)
// Create random requirement identification
require.reqID = pick("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", \
"B", "C", "D", "E", "F")
mut.requirements += require
global_mutations += mut// add to global mutations list!
*/
/proc/setupfactions()
// Populate the factions list:
for(var/x in typesof(/datum/faction))
var/datum/faction/F = new x
if(!F.name)
del(F)
continue
else
ticker.factions.Add(F)
ticker.availablefactions.Add(F)
// Populate the syndicate coalition:
for(var/datum/faction/syndicate/S in ticker.factions)
ticker.syndicate_coalition.Add(S)
/* This was used for something before, I think, but is not worth the effort to process now.
/proc/setupcorpses()
for (var/obj/effect/landmark/A in landmarks_list)
if (A.name == "Corpse")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
del(A)
continue
if (A.name == "Corpse-Engineer")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_wear_pda)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
//M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
del(A)
continue
if (A.name == "Corpse-Engineer-Space")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
else
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
del(A)
continue
if (A.name == "Corpse-Engineer-Chief")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
else
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
del(A)
continue
if (A.name == "Corpse-Syndicate")
var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
M.real_name = "Corpse"
M.death()
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
//M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate(M), slot_wear_suit)
if (prob(50))
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
else
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate(M), slot_head)
else
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
del(A)
continue
*/