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vgstation13/code/game/gamemodes/setupgame.dm

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/proc/getAssignedBlock(var/name,var/list/blocksLeft, var/activity_bounds=DNA_DEFAULT_BOUNDS)
var/assigned = pick(blocksLeft)
blocksLeft.Remove(assigned)
assigned_blocks[assigned]=name
dna_activity_bounds[assigned]=activity_bounds
//testing("[name] assigned to block #[assigned].")
return assigned
/proc/setupgenetics()
if (prob(50))
BLOCKADD = rand(-300,300)
if (prob(75))
DIFFMUT = rand(0,20)
//Thanks to nexis for the fancy code
// BITCH I AIN'T DONE YET
// SE blocks to assign.
var/list/numsToAssign=new()
for(var/i=1;i<DNA_SE_LENGTH;i++)
numsToAssign += i
//testing("Assigning DNA blocks:")
// Standard muts
BLINDBLOCK = getAssignedBlock("BLIND", numsToAssign)
DEAFBLOCK = getAssignedBlock("DEAF", numsToAssign)
HULKBLOCK = getAssignedBlock("HULK", numsToAssign, DNA_HARD_BOUNDS)
TELEBLOCK = getAssignedBlock("TELE", numsToAssign, DNA_HARD_BOUNDS)
FIREBLOCK = getAssignedBlock("FIRE", numsToAssign, DNA_HARDER_BOUNDS)
XRAYBLOCK = getAssignedBlock("XRAY", numsToAssign, DNA_HARDER_BOUNDS)
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, DNA_HARD_BOUNDS)
REMOTEVIEWBLOCK = getAssignedBlock("REMOTEVIEW", numsToAssign, DNA_HARDER_BOUNDS)
REGENERATEBLOCK = getAssignedBlock("REGENERATE", numsToAssign, DNA_HARDER_BOUNDS)
INCREASERUNBLOCK = getAssignedBlock("INCREASERUN", numsToAssign, DNA_HARDER_BOUNDS)
REMOTETALKBLOCK = getAssignedBlock("REMOTETALK", numsToAssign, DNA_HARDER_BOUNDS)
MORPHBLOCK = getAssignedBlock("MORPH", numsToAssign, DNA_HARDER_BOUNDS)
COLDBLOCK = getAssignedBlock("COLD", numsToAssign)
HALLUCINATIONBLOCK = getAssignedBlock("HALLUCINATION", numsToAssign)
NOPRINTSBLOCK = getAssignedBlock("NOPRINTS", numsToAssign, DNA_HARD_BOUNDS)
SHOCKIMMUNITYBLOCK = getAssignedBlock("SHOCKIMMUNITY", numsToAssign)
SMALLSIZEBLOCK = getAssignedBlock("SMALLSIZE", numsToAssign, DNA_HARD_BOUNDS)
//
// Goon muts
/////////////////////////////////////////////
// Disabilities
LISPBLOCK = getAssignedBlock("LISP", numsToAssign)
MUTEBLOCK = getAssignedBlock("MUTE", numsToAssign)
RADBLOCK = getAssignedBlock("RAD", numsToAssign)
FATBLOCK = getAssignedBlock("FAT", numsToAssign)
STUTTERBLOCK = getAssignedBlock("STUTTER", numsToAssign)
CHAVBLOCK = getAssignedBlock("CHAV", numsToAssign)
SWEDEBLOCK = getAssignedBlock("SWEDE", numsToAssign)
SCRAMBLEBLOCK = getAssignedBlock("SCRAMBLE", numsToAssign)
TOXICFARTBLOCK = getAssignedBlock("TOXICFART", numsToAssign)
STRONGBLOCK = getAssignedBlock("STRONG", numsToAssign)
HORNSBLOCK = getAssignedBlock("HORNS", numsToAssign)
// Powers
SOBERBLOCK = getAssignedBlock("SOBER", numsToAssign)
PSYRESISTBLOCK = getAssignedBlock("PSYRESIST", numsToAssign, DNA_HARD_BOUNDS)
SHADOWBLOCK = getAssignedBlock("SHADOW", numsToAssign, DNA_HARDER_BOUNDS)
CHAMELEONBLOCK = getAssignedBlock("CHAMELEON", numsToAssign, DNA_HARDER_BOUNDS)
// And the genes that actually do the work. (domutcheck improvements)
var/list/blocks_assigned[DNA_SE_LENGTH]
for(var/gene_type in typesof(/datum/dna/gene))
var/datum/dna/gene/G = new gene_type
if(G.block)
if(G.block in blocks_assigned)
warning("DNA2: Gene [G.name] trying to use already-assigned block [G.block] (used by [english_list(blocks_assigned[G.block])])")
dna_genes.Add(G)
var/list/assignedToBlock[0]
if(blocks_assigned[G.block])
assignedToBlock=blocks_assigned[G.block]
assignedToBlock.Add(G.name)
blocks_assigned[G.block]=assignedToBlock
testing("DNA2: Gene [G.name] assigned to block [G.block].")
// Run AFTER genetics setup and AFTER species setup.
/proc/setup_species()
// SPECIES GENETICS FUN
for(var/name in all_species)
// I hate BYOND. Can't just call while it's in the list.
var/datum/species/species = all_species[name]
if(species.default_block_names.len>0)
testing("Setting up genetics for [species.name] (needs [english_list(species.default_block_names)])")
species.default_blocks.Cut()
for(var/block=1;block<DNA_SE_LENGTH;block++)
if(assigned_blocks[block] in species.default_block_names)
testing(" Found [assigned_blocks[block]] ([block])")
species.default_blocks.Add(block)
if(species.default_blocks.len)
all_species[name]=species
/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_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/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
*/