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[W.I.P.]Xenobio 2.0 Framework

Open SuperSlayer0 opened this issue 1 year ago • 0 comments

What doesn't this do

This doesn't replace curent xenobiology with something new. It simply adds a framework for people interested in such content to work with.

Introduction

I, for example, when I was first time playing SS13 and heard about xenobiology was disappointed by that fact that it was just a slime rancher simulator and thought that it would be something more... epic?

This PR adds a framework for something as xenobiology 2.0. In the concept it is something about capturing, breeding and mutating various xeno lifeforms.

Xeno mobs

It adds a /mob/living/simple_animal/hostile/xenobio mob subtype, which isn't really more complex then normall mobs, but has some things to work with mob mutations and feeding. Most things are handled through mutation datums, which are something like a specialised components.

Mutations

Mutations mostly use signals to work with mobs that have them, and are gained by mobs when they birth, and mobs can gain even more mutations or alter already existing by other events like growing up or becoming participant of an expiriment of a scientist with funny tools.

Xenobio mobs can have inert and active mutations, and can have only one mutation of each type. Active mutations... are active, and have an effect on the mob. Inert mutations don't do anything, but under some events they can become active, replace an already existing active mutation, become another inert mutation or just perish.

By the concept mutations can affect MANY things that the mob has - reproduction, hunger, abilities, attack effects, organs* that the mob must have in order to live and other shit.

Reproduction

Mobs from this PR are able to reproduce. How do they do that is defined by a reproduction mutation, and by normal circumstances they can have only one of such mutations.

Dependant on the reproduction mutation, mobs can reproduce by their own(yes) or... you know. If they reproduce by their own the new mob that they give birth to will have a very low chance to mutate something new, and in most cases will just be a something like a clone or a clone with some activated inert mutations. Otherwise the mob would have shuffled genes of it's parents with a higher chance of a new mutation.

Xenobio tools

Mutation manipulator - a thingie that allows to copy active or inert mutations from one mob to another(even if you copy active mutations they will be copied as inert). Examining a mob with this in your active hand will tell what mutation does the mob have. Unabtainable.

Mutator - Allows you to irradiate certain mutations. It will have a random effect from a list:

  • Do nothing.
  • If the mutation is inert, activate it
  • Mutate the mutation into a mutation of another type
  • Mutate another mutation
  • If the mutation is inert, remove it
  • Breakdown the mutation, making it mutate into something bad for the mob Unobtainable.

Hunter's gun - a self-recharging laser gun that has effect only on certain mobtypes. Nonlethal, can stun the mobs it affects, providing that they are not sentient. If the mob is already stuned can capture it, so the mob can be delivered somewhere.

Changelog

:cl: SuperSlayer wip: Framework for xenobio 2.0. Nothing gameplay affecting. /:cl:

SuperSlayer0 avatar Aug 30 '22 13:08 SuperSlayer0