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all species now descend from the player species
processor stuff is now reset in restoreOrganelleLayour fixed bug where species lacked a string code sometimes New epithets (instead of mutated epithets) are more likely to be generated when a species splits, and new genuses are more likely to split off, and changed how species colors work, the more derived a species the more color diference now. Started coming up with a way of coding locations,got rid of unused constants, moved mutation code to procedural_microbes, got rid of case that no longer exists gneralized mutation code so eukaryotes and prokaryotes use the same thing Game now keeps track of species organelle position so mor einteresting shapes can appear and spece sthat split from the player maintain their shape, but in the processi broke mutations commented out debug Prints renamed getPosition method to something more descriptive because ill be using it for that. cleaned up code a bunch, it now uses deleimiters and string.split instead of crazy substring shenanigans cleaned up code to be in line with crodnus suggestion Mutations that delete organelles now work removed useless todo that is now fixed simplified code even more using join, also added an experimental "replacing" mutation Changed replacement code a tad cleaned up species code even more, moved membrane stuff to its own function Rewrote a bunch of procedural_microbes.as adding organelles now works Cleaned up code more, also array gets shuffled when placing new organelles on NPC cells to ensure organelles do not always end up on the same side of the cell, reworded comments to be more accurate Changed AI a bit, to prevent randomly stopping while chasing prey. AI base speed is now equal to cell base speed, there is a bug where AI player cells move unusually fast (about double), and that still exists, but at least the player themselves and the other species AI cells are now on a more equal playing ground. Added some spacing in movement_organelle so its more readable. got rid of pointless normalize Got rid of the cast hhenri mentioned, AI now can choose to move more slowly if they have toxins so they don't ram into cells when trying to shoot toxins at them.
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