Files
Paradise/code/game/dna/dna2_helpers.dm
2018-10-02 15:52:46 -05:00

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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 || !M.dna) return
M.dna.check_integrity()
var/block = pick(bad_blocks)
M.dna.SetSEState(block, 1)
// Give Random Good Mutation to M
/proc/randmutg(var/mob/living/M)
if(!M || !M.dna) return
M.dna.check_integrity()
var/block = pick(good_blocks)
M.dna.SetSEState(block, 1)
// Random Appearance Mutation
/proc/randmuti(var/mob/living/M)
if(!M || !M.dna) 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 || !M.dna) 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
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
var/obj/item/organ/internal/eyes/eye_organ = H.get_int_organ(/obj/item/organ/internal/eyes)
var/datum/species/S = H.dna.species
if(istype(head_organ))
dna.write_head_attributes(head_organ)
if(istype(eye_organ))
dna.write_eyes_attributes(eye_organ)
H.update_eyes()
H.skin_colour = rgb(dna.GetUIValueRange(DNA_UI_SKIN_R, 255), dna.GetUIValueRange(DNA_UI_SKIN_G, 255), dna.GetUIValueRange(DNA_UI_SKIN_B, 255))
H.m_colours["head"] = rgb(dna.GetUIValueRange(DNA_UI_HEAD_MARK_R, 255), dna.GetUIValueRange(DNA_UI_HEAD_MARK_G, 255), dna.GetUIValueRange(DNA_UI_HEAD_MARK_B, 255))
H.m_colours["body"] = rgb(dna.GetUIValueRange(DNA_UI_BODY_MARK_R, 255), dna.GetUIValueRange(DNA_UI_BODY_MARK_G, 255), dna.GetUIValueRange(DNA_UI_BODY_MARK_B, 255))
H.m_colours["tail"] = rgb(dna.GetUIValueRange(DNA_UI_TAIL_MARK_R, 255), dna.GetUIValueRange(DNA_UI_TAIL_MARK_G, 255), dna.GetUIValueRange(DNA_UI_TAIL_MARK_B, 255))
H.s_tone = 35 - dna.GetUIValueRange(DNA_UI_SKIN_TONE, 220) // Value can be negative.
if(S.has_gender)
if(dna.GetUIState(DNA_UI_GENDER))
H.change_gender(FEMALE, 0)
else
H.change_gender(MALE, 0)
//Head Markings
var/head_marks = dna.GetUIValueRange(DNA_UI_HEAD_MARK_STYLE, GLOB.marking_styles_list.len)
if((head_marks > 0) && (head_marks <= GLOB.marking_styles_list.len))
H.m_styles["head"] = GLOB.marking_styles_list[head_marks]
//Body Markings
var/body_marks = dna.GetUIValueRange(DNA_UI_BODY_MARK_STYLE, GLOB.marking_styles_list.len)
if((body_marks > 0) && (body_marks <= GLOB.marking_styles_list.len))
H.m_styles["body"] = GLOB.marking_styles_list[body_marks]
//Tail Markings
var/tail_marks = dna.GetUIValueRange(DNA_UI_TAIL_MARK_STYLE, GLOB.marking_styles_list.len)
if((tail_marks > 0) && (tail_marks <= GLOB.marking_styles_list.len))
H.m_styles["tail"] = GLOB.marking_styles_list[tail_marks]
H.regenerate_icons()
return 1
else
return 0
/*
ORGAN WRITING PROCS
*/
// I'm putting this here because nothing outside the DNA module should ever have
// to directly mess with the guts of DNA code
// This proc applies the DNA's information to the given head
/datum/dna/proc/write_head_attributes(obj/item/organ/external/head/head_organ)
//Hair
var/hair = GetUIValueRange(DNA_UI_HAIR_STYLE,GLOB.hair_styles_full_list.len)
if((hair > 0) && (hair <= GLOB.hair_styles_full_list.len))
head_organ.h_style = GLOB.hair_styles_full_list[hair]
head_organ.hair_colour = rgb(head_organ.dna.GetUIValueRange(DNA_UI_HAIR_R, 255), head_organ.dna.GetUIValueRange(DNA_UI_HAIR_G, 255), head_organ.dna.GetUIValueRange(DNA_UI_HAIR_B, 255))
head_organ.sec_hair_colour = rgb(head_organ.dna.GetUIValueRange(DNA_UI_HAIR2_R, 255), head_organ.dna.GetUIValueRange(DNA_UI_HAIR2_G, 255), head_organ.dna.GetUIValueRange(DNA_UI_HAIR2_B, 255))
//Facial Hair
var/beard = GetUIValueRange(DNA_UI_BEARD_STYLE,GLOB.facial_hair_styles_list.len)
if((beard > 0) && (beard <= GLOB.facial_hair_styles_list.len))
head_organ.f_style = GLOB.facial_hair_styles_list[beard]
head_organ.facial_colour = rgb(head_organ.dna.GetUIValueRange(DNA_UI_BEARD_R, 255), head_organ.dna.GetUIValueRange(DNA_UI_BEARD_G, 255), head_organ.dna.GetUIValueRange(DNA_UI_BEARD_B, 255))
head_organ.sec_facial_colour = rgb(head_organ.dna.GetUIValueRange(DNA_UI_BEARD2_R, 255), head_organ.dna.GetUIValueRange(DNA_UI_BEARD2_G, 255), head_organ.dna.GetUIValueRange(DNA_UI_BEARD2_B, 255))
//Head Accessories
var/headacc = GetUIValueRange(DNA_UI_HACC_STYLE,GLOB.head_accessory_styles_list.len)
if((headacc > 0) && (headacc <= GLOB.head_accessory_styles_list.len))
head_organ.ha_style = GLOB.head_accessory_styles_list[headacc]
head_organ.headacc_colour = rgb(head_organ.dna.GetUIValueRange(DNA_UI_HACC_R, 255), head_organ.dna.GetUIValueRange(DNA_UI_HACC_G, 255), head_organ.dna.GetUIValueRange(DNA_UI_HACC_B, 255))
// This proc gives the DNA info for eye color to the given eyes
/datum/dna/proc/write_eyes_attributes(obj/item/organ/internal/eyes/eyes_organ)
eyes_organ.eye_colour = rgb(eyes_organ.dna.GetUIValueRange(DNA_UI_EYES_R, 255), eyes_organ.dna.GetUIValueRange(DNA_UI_EYES_G, 255), eyes_organ.dna.GetUIValueRange(DNA_UI_EYES_B, 255))
/*
TRAIT CHANGING PROCS
*/
/datum/dna/proc/eye_color_to_dna(obj/item/organ/internal/eyes/eyes_organ)
if(!eyes_organ)
// In absence of eyes, possibly randomize the eye color DNA?
return
SetUIValueRange(DNA_UI_EYES_R, color2R(eyes_organ.eye_colour), 255, 1)
SetUIValueRange(DNA_UI_EYES_G, color2G(eyes_organ.eye_colour), 255, 1)
SetUIValueRange(DNA_UI_EYES_B, color2B(eyes_organ.eye_colour), 255, 1)
/datum/dna/proc/head_traits_to_dna(obj/item/organ/external/head/head_organ)
if(!head_organ)
log_runtime(EXCEPTION("Attempting to reset DNA from a missing head!"), src)
return
if(!head_organ.h_style)
head_organ.h_style = "Skinhead"
var/hair = GLOB.hair_styles_full_list.Find(head_organ.h_style)
// Facial Hair
if(!head_organ.f_style)
head_organ.f_style = "Shaved"
var/beard = GLOB.facial_hair_styles_list.Find(head_organ.f_style)
// Head Accessory
if(!head_organ.ha_style)
head_organ.ha_style = "None"
var/headacc = GLOB.head_accessory_styles_list.Find(head_organ.ha_style)
SetUIValueRange(DNA_UI_HAIR_R, color2R(head_organ.hair_colour), 255, 1)
SetUIValueRange(DNA_UI_HAIR_G, color2G(head_organ.hair_colour), 255, 1)
SetUIValueRange(DNA_UI_HAIR_B, color2B(head_organ.hair_colour), 255, 1)
SetUIValueRange(DNA_UI_HAIR2_R, color2R(head_organ.sec_hair_colour), 255, 1)
SetUIValueRange(DNA_UI_HAIR2_G, color2G(head_organ.sec_hair_colour), 255, 1)
SetUIValueRange(DNA_UI_HAIR2_B, color2B(head_organ.sec_hair_colour), 255, 1)
SetUIValueRange(DNA_UI_BEARD_R, color2R(head_organ.facial_colour), 255, 1)
SetUIValueRange(DNA_UI_BEARD_G, color2G(head_organ.facial_colour), 255, 1)
SetUIValueRange(DNA_UI_BEARD_B, color2B(head_organ.facial_colour), 255, 1)
SetUIValueRange(DNA_UI_BEARD2_R, color2R(head_organ.sec_facial_colour), 255, 1)
SetUIValueRange(DNA_UI_BEARD2_G, color2G(head_organ.sec_facial_colour), 255, 1)
SetUIValueRange(DNA_UI_BEARD2_B, color2B(head_organ.sec_facial_colour), 255, 1)
SetUIValueRange(DNA_UI_HACC_R, color2R(head_organ.headacc_colour), 255, 1)
SetUIValueRange(DNA_UI_HACC_G, color2G(head_organ.headacc_colour), 255, 1)
SetUIValueRange(DNA_UI_HACC_B, color2B(head_organ.headacc_colour), 255, 1)
SetUIValueRange(DNA_UI_HAIR_STYLE, hair, GLOB.hair_styles_full_list.len, 1)
SetUIValueRange(DNA_UI_BEARD_STYLE, beard, GLOB.facial_hair_styles_list.len, 1)
SetUIValueRange(DNA_UI_HACC_STYLE, headacc, GLOB.head_accessory_styles_list.len, 1)