Files
Polaris/code/game/dna_mutations.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

102 lines
2.5 KiB
Plaintext

/* NOTES:
This system could be expanded to migrate all of our current mutations to. Maybe.
*/
/* /datum/mutations :
*
* A /datum representation of "hidden" mutations.
*
*/
/datum/mutations
var/list/requirements = list() // list of randomly-genned requirements
var/required = 1 // the number of requirements to generate
var/list/races = list("human") // list of races the mutation effect
proc/get_mutation(var/mob/living/carbon/M) // Called when check_mutation() is successful
..()
proc/check_mutation(var/mob/living/carbon/M) // Called in dna.dm, when a target's SE is modified
if(! ("all" in races)) // "all" means it affects everyone!
if(istype(M, /mob/living/carbon/human))
if(! ("human" in races))
return
if(istype(M, /mob/living/carbon/monkey))
if(! ("monkey" in races))
return
// TODO: add more races maybe??
var/passes = 0
for(var/datum/mutationreq/require in requirements)
var/se_block[] = getblockbuffer(M.dna.struc_enzymes, require.block, 3) // focus onto the block
if(se_block.len == 3) // we want to make sure there are exactly 3 entries
if(se_block[require.subblock] == require.reqID)
passes++
if(passes == required) // all requirements met
get_mutation(M)
Lasereyes
/*
Lets you shoot laser beams through your eyes. Fancy!
*/
required = 2
get_mutation(var/mob/living/carbon/M)
M << "\blue You feel a searing heat inside your eyes!"
M.mutations |= LASER
Healing
/*
Lets you heal other people, and yourself. But it doesn't let you heal dead people.
*/
required = 2
get_mutation(var/mob/living/carbon/M)
M << "\blue You a pleasant warmth pulse throughout your body..."
M.mutations |= HEAL
/* /datum/mutationreq :
*
* A /datum representation of a requirement in order for a mutation to happen.
*
*/
/datum/mutationreq
var/block // The block to read
var/subblock // The sub-block to read
var/reqID // The required hexadecimal identifier to be equal to the sub-block being read.
/*
HEY: If you want to be able to get superpowers easily just uncomment this shit.
mob/verb/checkmuts()
for(var/datum/mutations/mut in global_mutations)
for(var/datum/mutationreq/R in mut.requirements)
src << "Block: [R.block]"
src << "Sub-Block: [R.subblock]"
src << "Required ID: [R.reqID]"
src << ""
mob/verb/editSE(t as text)
src:dna:struc_enzymes = t
domutcheck(src)
*/