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225 lines
11 KiB
Plaintext
225 lines
11 KiB
Plaintext
/proc/getAssignedBlock(var/name,var/list/blocksLeft, var/activity_bounds=DNA_DEFAULT_BOUNDS)
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var/assigned = pick(blocksLeft)
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blocksLeft.Remove(assigned)
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assigned_blocks[assigned]=name
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dna_activity_bounds[assigned]=activity_bounds
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//testing("[name] assigned to block #[assigned].")
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return assigned
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/proc/setupgenetics()
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if (prob(50))
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BLOCKADD = rand(-300,300)
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if (prob(75))
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DIFFMUT = rand(0,20)
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//Thanks to nexis for the fancy code
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// BITCH I AIN'T DONE YET
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// SE blocks to assign.
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var/list/numsToAssign=new()
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for(var/i=1;i<DNA_SE_LENGTH;i++)
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numsToAssign += i
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//testing("Assigning DNA blocks:")
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// Standard muts
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BLINDBLOCK = getAssignedBlock("BLIND", numsToAssign)
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DEAFBLOCK = getAssignedBlock("DEAF", numsToAssign)
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HULKBLOCK = getAssignedBlock("HULK", numsToAssign, DNA_HARD_BOUNDS)
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TELEBLOCK = getAssignedBlock("TELE", numsToAssign, DNA_HARD_BOUNDS)
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FIREBLOCK = getAssignedBlock("FIRE", numsToAssign, DNA_HARDER_BOUNDS)
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XRAYBLOCK = getAssignedBlock("XRAY", numsToAssign, DNA_HARDER_BOUNDS)
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CLUMSYBLOCK = getAssignedBlock("CLUMSY", numsToAssign)
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FAKEBLOCK = getAssignedBlock("FAKE", numsToAssign)
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COUGHBLOCK = getAssignedBlock("COUGH", numsToAssign)
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GLASSESBLOCK = getAssignedBlock("GLASSES", numsToAssign)
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EPILEPSYBLOCK = getAssignedBlock("EPILEPSY", numsToAssign)
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TWITCHBLOCK = getAssignedBlock("TWITCH", numsToAssign)
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NERVOUSBLOCK = getAssignedBlock("NERVOUS", numsToAssign)
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// Bay muts
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HEADACHEBLOCK = getAssignedBlock("HEADACHE", numsToAssign)
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NOBREATHBLOCK = getAssignedBlock("NOBREATH", numsToAssign, DNA_HARD_BOUNDS)
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REMOTEVIEWBLOCK = getAssignedBlock("REMOTEVIEW", numsToAssign, DNA_HARDER_BOUNDS)
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REGENERATEBLOCK = getAssignedBlock("REGENERATE", numsToAssign, DNA_HARDER_BOUNDS)
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INCREASERUNBLOCK = getAssignedBlock("INCREASERUN", numsToAssign, DNA_HARDER_BOUNDS)
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REMOTETALKBLOCK = getAssignedBlock("REMOTETALK", numsToAssign, DNA_HARDER_BOUNDS)
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MORPHBLOCK = getAssignedBlock("MORPH", numsToAssign, DNA_HARDER_BOUNDS)
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COLDBLOCK = getAssignedBlock("COLD", numsToAssign)
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HALLUCINATIONBLOCK = getAssignedBlock("HALLUCINATION", numsToAssign)
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NOPRINTSBLOCK = getAssignedBlock("NOPRINTS", numsToAssign, DNA_HARD_BOUNDS)
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SHOCKIMMUNITYBLOCK = getAssignedBlock("SHOCKIMMUNITY", numsToAssign)
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SMALLSIZEBLOCK = getAssignedBlock("SMALLSIZE", numsToAssign, DNA_HARD_BOUNDS)
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//
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// Goon muts
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/////////////////////////////////////////////
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// Disabilities
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LISPBLOCK = getAssignedBlock("LISP", numsToAssign)
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MUTEBLOCK = getAssignedBlock("MUTE", numsToAssign)
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RADBLOCK = getAssignedBlock("RAD", numsToAssign)
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FATBLOCK = getAssignedBlock("FAT", numsToAssign)
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STUTTERBLOCK = getAssignedBlock("STUTTER", numsToAssign)
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CHAVBLOCK = getAssignedBlock("CHAV", numsToAssign)
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SWEDEBLOCK = getAssignedBlock("SWEDE", numsToAssign)
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SCRAMBLEBLOCK = getAssignedBlock("SCRAMBLE", numsToAssign)
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TOXICFARTBLOCK = getAssignedBlock("TOXICFART", numsToAssign)
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STRONGBLOCK = getAssignedBlock("STRONG", numsToAssign)
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HORNSBLOCK = getAssignedBlock("HORNS", numsToAssign)
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// Powers
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SOBERBLOCK = getAssignedBlock("SOBER", numsToAssign)
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PSYRESISTBLOCK = getAssignedBlock("PSYRESIST", numsToAssign, DNA_HARD_BOUNDS)
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SHADOWBLOCK = getAssignedBlock("SHADOW", numsToAssign, DNA_HARDER_BOUNDS)
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CHAMELEONBLOCK = getAssignedBlock("CHAMELEON", numsToAssign, DNA_HARDER_BOUNDS)
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// And the genes that actually do the work. (domutcheck improvements)
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var/list/blocks_assigned[DNA_SE_LENGTH]
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for(var/gene_type in typesof(/datum/dna/gene))
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var/datum/dna/gene/G = new gene_type
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if(G.block)
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if(G.block in blocks_assigned)
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warning("DNA2: Gene [G.name] trying to use already-assigned block [G.block] (used by [english_list(blocks_assigned[G.block])])")
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dna_genes.Add(G)
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var/list/assignedToBlock[0]
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if(blocks_assigned[G.block])
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assignedToBlock=blocks_assigned[G.block]
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assignedToBlock.Add(G.name)
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blocks_assigned[G.block]=assignedToBlock
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testing("DNA2: Gene [G.name] assigned to block [G.block].")
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// Run AFTER genetics setup and AFTER species setup.
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/proc/setup_species()
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// SPECIES GENETICS FUN
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for(var/name in all_species)
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// I hate BYOND. Can't just call while it's in the list.
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var/datum/species/species = all_species[name]
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if(species.default_block_names.len>0)
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testing("Setting up genetics for [species.name] (needs [english_list(species.default_block_names)])")
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species.default_blocks.Cut()
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for(var/block=1;block<DNA_SE_LENGTH;block++)
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if(assigned_blocks[block] in species.default_block_names)
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testing(" Found [assigned_blocks[block]] ([block])")
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species.default_blocks.Add(block)
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if(species.default_blocks.len)
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all_species[name]=species
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/proc/setupfactions()
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// Populate the factions list:
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for(var/x in typesof(/datum/faction))
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var/datum/faction/F = new x
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if(!F.name)
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del(F)
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continue
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else
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ticker.factions.Add(F)
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ticker.availablefactions.Add(F)
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// Populate the syndicate coalition:
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for(var/datum/faction/syndicate/S in ticker.factions)
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ticker.syndicate_coalition.Add(S)
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/* This was used for something before, I think, but is not worth the effort to process now.
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/proc/setupcorpses()
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for (var/obj/effect/landmark/A in landmarks_list)
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if (A.name == "Corpse")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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del(A)
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continue
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if (A.name == "Corpse-Engineer")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/pda/engineering(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
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// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
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//M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
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else
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Engineer-Space")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/engineer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space(M), slot_wear_suit)
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// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
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else
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space(M), slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Engineer-Chief")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_eng(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/utilitybelt(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chief_engineer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/orange(M), slot_shoes)
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// M.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(M), slot_l_hand)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/t_scanner(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/hardhat(M), slot_head)
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else
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/welding(M), slot_head)
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del(A)
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continue
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if (A.name == "Corpse-Syndicate")
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var/mob/living/carbon/human/M = new /mob/living/carbon/human(A.loc)
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M.real_name = "Corpse"
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M.death()
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
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//M.equip_to_slot_or_del(new /obj/item/weapon/gun/revolver(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M), slot_wear_mask)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate(M), slot_wear_suit)
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if (prob(50))
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate(M), slot_head)
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else
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
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del(A)
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continue
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*/
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