void player::remove_child_flag(game *g, std::string flag) { for (int i = 0; i < mutation_data[flag].replacements.size(); i++) { std::string tmp = mutation_data[flag].replacements[i]; if (has_trait(tmp)) { remove_mutation(g, tmp); return; } else if (has_child_flag(g, tmp)) { remove_child_flag(g, tmp); return; } } }
bool player::mutation_ok(std::string mutation, bool force_good, bool force_bad) { if (has_trait(mutation) || has_child_flag(mutation)) { // We already have this mutation or something that replaces it. return false; } if (force_bad && traits[mutation].points > 0) { // This is a good mutation, and we're due for a bad one. return false; } if (force_good && traits[mutation].points < 0) { // This is a bad mutation, and we're due for a good one. return false; } return true; }
bool player::mutation_ok( const std::string &mutation, bool force_good, bool force_bad ) const { if (has_trait(mutation) || has_child_flag(mutation)) { // We already have this mutation or something that replaces it. return false; } const auto &mdata = mutation_branch::get( mutation ); if (force_bad && mdata.points > 0) { // This is a good mutation, and we're due for a bad one. return false; } if (force_good && mdata.points < 0) { // This is a bad mutation, and we're due for a good one. return false; } return true; }
bool player::mutation_ok( const trait_id &mutation, bool force_good, bool force_bad ) const { if (mutation_branch::trait_is_blacklisted(mutation)) { return false; } if (has_trait(mutation) || has_child_flag(mutation)) { // We already have this mutation or something that replaces it. return false; } const mutation_branch &mdata = mutation.obj(); if (force_bad && mdata.points > 0) { // This is a good mutation, and we're due for a bad one. return false; } if (force_good && mdata.points < 0) { // This is a bad mutation, and we're due for a good one. return false; } return true; }
void player::mutate_towards(std::string mut) { if (has_child_flag(mut)) { remove_child_flag(mut); return; } bool has_prereqs = false; bool prereq1 = false; bool prereq2 = false; std::string canceltrait = ""; std::vector<std::string> prereq = mutation_data[mut].prereqs; std::vector<std::string> prereqs2 = mutation_data[mut].prereqs2; std::vector<std::string> cancel = mutation_data[mut].cancels; for (int i = 0; i < cancel.size(); i++) { if (!has_trait( cancel[i] )) { cancel.erase(cancel.begin() + i); i--; } else if (has_base_trait( cancel[i] )) { //If we have the trait, but it's a base trait, don't allow it to be removed normally canceltrait = cancel[i]; cancel.erase(cancel.begin() + i); i--; } } if (!cancel.empty()) { std::string removed = cancel[ rng(0, cancel.size() - 1) ]; remove_mutation(removed); return; } for (int i = 0; (!prereq1) && i < prereq.size(); i++) { if (has_trait(prereq[i])) { prereq1 = true; } } for (int i = 0; (!prereq2) && i < prereqs2.size(); i++) { if (has_trait(prereqs2[i])) { prereq2 = true; } } if (prereq1 && prereq2) { has_prereqs = true; } if (!has_prereqs && (!prereq.empty() || !prereqs2.empty())) { if (!prereq1 && !prereq.empty()) { std::string devel = prereq[ rng(0, prereq.size() - 1) ]; mutate_towards(devel); return; } else if (!prereq2 && !prereqs2.empty()) { std::string devel = prereqs2[ rng(0, prereqs2.size() - 1) ]; mutate_towards(devel); return; } } // Check for threshhold mutation, if needed bool threshold = mutation_data[mut].threshold; bool has_threshreq = false; std::vector<std::string> threshreq = mutation_data[mut].threshreq; std::vector<std::string> mutcat; mutcat = mutation_data[mut].category; // It shouldn't pick a Threshold anyway (they're supposed to be non-Valid) // but if it does, just reroll if (threshold) { g->add_msg(_("You feel something straining deep inside you, yearning to be free...")); mutate(); return; } for (int i = 0; !has_threshreq && i < threshreq.size(); i++) { if (has_trait(threshreq[i])) { has_threshreq = true; } } // No crossing The Threshold by simply not having it // Reroll mutation, uncategorized (prevents looping) if (!has_threshreq && !threshreq.empty()) { g->add_msg(_("You feel something straining deep inside you, yearning to be free...")); mutate(); return; } // Check if one of the prereqs that we have TURNS INTO this one std::string replacing = ""; prereq = mutation_data[mut].prereqs; // Reset it for (int i = 0; i < prereq.size(); i++) { if (has_trait(prereq[i])) { std::string pre = prereq[i]; for (int j = 0; replacing == "" && j < mutation_data[pre].replacements.size(); j++) { if (mutation_data[pre].replacements[j] == mut) { replacing = pre; } } } } toggle_mutation(mut); if (replacing != "") { g->add_msg(_("Your %1$s mutation turns into %2$s!"), traits[replacing].name.c_str(), traits[mut].name.c_str()); g->u.add_memorial_log(_("'%s' mutation turned into '%s'"), traits[replacing].name.c_str(), traits[mut].name.c_str()); toggle_mutation(replacing); mutation_loss_effect(*this, replacing); mutation_effect(*this, mut); } else if (canceltrait != "") { // If this new mutation cancels a base trait, remove it and add the mutation at the same time g->add_msg(_("Your innate %1$s trait turns into %2$s!"), traits[canceltrait].name.c_str(), traits[mut].name.c_str()); g->u.add_memorial_log(_("'%s' trait turned into '%s'"), traits[canceltrait].name.c_str(), traits[mut].name.c_str()); toggle_mutation(canceltrait); mutation_loss_effect(*this, canceltrait); mutation_effect(*this, mut); } else { g->add_msg(_("You gain a mutation called %s!"), traits[mut].name.c_str()); g->u.add_memorial_log(_("Gained the mutation '%s'."), traits[mut].name.c_str()); mutation_effect(*this, mut); } set_highest_cat_level(); drench_mut_calc(); }
void player::mutate_towards(game *g, pl_flag mut) { if (has_child_flag(g, mut)) { remove_child_flag(g, mut); return; } bool has_prereqs = false; std::vector<pl_flag> prereq = g->mutation_data[mut].prereqs; std::vector<pl_flag> cancel = g->mutation_data[mut].cancels; for (int i = 0; i < cancel.size(); i++) { if (!has_trait( cancel[i] )) { cancel.erase(cancel.begin() + i); i--; } } if (!cancel.empty()) { pl_flag removed = cancel[ rng(0, cancel.size() - 1) ]; remove_mutation(g, removed); return; } for (int i = 0; !has_prereqs && i < prereq.size(); i++) { if (has_trait(prereq[i])) has_prereqs = true; } if (!has_prereqs && !prereq.empty()) { pl_flag devel = prereq[ rng(0, prereq.size() - 1) ]; mutate_towards(g, devel); return; } // Check if one of the prereqs that we have TURNS INTO this one pl_flag replacing = PF_NULL; prereq = g->mutation_data[mut].prereqs; // Reset it for (int i = 0; i < prereq.size(); i++) { if (has_trait(prereq[i])) { pl_flag pre = prereq[i]; for (int j = 0; replacing == PF_NULL && j < g->mutation_data[pre].replacements.size(); j++) { if (g->mutation_data[pre].replacements[j] == mut) replacing = pre; } } } toggle_trait(mut); if (replacing != PF_NULL) { g->add_msg("Your %s turns into %s!", traits[replacing].name.c_str(), traits[mut].name.c_str()); toggle_trait(replacing); } else g->add_msg("You gain %s!", traits[mut].name.c_str()); mutation_effect(g, *this, mut); // Weight us towards any categories that include this mutation for (int i = 0; i < NUM_MUTATION_CATEGORIES; i++) { std::vector<pl_flag> group = mutations_from_category(mutation_category(i)); bool found = false; for (int j = 0; !found && j < group.size(); j++) { if (group[j] == mut) found = true; } if (found) mutation_category_level[i] += 8; else if (mutation_category_level[i] > 0 && !one_in(mutation_category_level[i])) mutation_category_level[i]--; } }
void player::mutate(game *g) { bool force_bad = one_in(3); // 33% chance! if (has_trait(PF_ROBUST) && force_bad && one_in(3)) force_bad = false; // 11% chance! // First, see if we should ugrade/extend an existing mutation std::vector<pl_flag> upgrades; for (int i = 1; i < PF_MAX2; i++) { if (has_trait(i)) { for (int j = 0; j < g->mutation_data[i].replacements.size(); j++) { pl_flag tmp = g->mutation_data[i].replacements[j]; if (!has_trait(tmp) && !has_child_flag(g, tmp) && (!force_bad || traits[tmp].points <= 0)) upgrades.push_back(tmp); } for (int j = 0; j < g->mutation_data[i].additions.size(); j++) { pl_flag tmp = g->mutation_data[i].additions[j]; if (!has_trait(tmp) && !has_child_flag(g, tmp) && (!force_bad || traits[tmp].points <= 0)) upgrades.push_back(tmp); } } } if (upgrades.size() > 0 && rng(0, upgrades.size() + 4) < upgrades.size()) { mutate_towards(g, upgrades[ rng(0, upgrades.size() - 1) ]); return; } // Next, see if we should mutate within a given category mutation_category cat = MUTCAT_NULL; int total = 0, highest = 0; for (int i = 0; i < NUM_MUTATION_CATEGORIES; i++) { total += mutation_category_level[i]; if (mutation_category_level[i] > highest) { cat = mutation_category(i); highest = mutation_category_level[i]; } } if (rng(0, total) > highest) cat = MUTCAT_NULL; // Not a strong enough pull, just mutate something random! std::vector<pl_flag> valid; // Valid mutations bool first_pass = (cat != MUTCAT_NULL); do { // If we tried once with a non-NULL category, and couldn't find anything valid // there, try again with MUTCAT_NULL if (cat != MUTCAT_NULL && !first_pass) cat = MUTCAT_NULL; if (cat == MUTCAT_NULL) { // Pull the full list for (int i = 1; i < PF_MAX2; i++) { if (g->mutation_data[i].valid) valid.push_back( pl_flag(i) ); } } else // Pull the category's list valid = mutations_from_category(cat); // Remove anything we already have, or that we have a child of, or that's // positive and we're forcing bad for (int i = 0; i < valid.size(); i++) { if (has_trait(valid[i]) || has_child_flag(g, valid[i]) || (force_bad && traits[ valid[i] ].points > 0)) { valid.erase(valid.begin() + i); i--; } } if (valid.empty()) first_pass = false; // So we won't repeat endlessly } while (valid.empty() && cat != MUTCAT_NULL); if (valid.empty()) return; // Couldn't find anything at all! pl_flag selection = valid[ rng(0, valid.size() - 1) ]; // Pick one! mutate_towards(g, selection); }
bool player::mutate_towards( const trait_id &mut ) { if (has_child_flag(mut)) { remove_child_flag(mut); return true; } const mutation_branch &mdata = mut.obj(); bool has_prereqs = false; bool prereq1 = false; bool prereq2 = false; std::vector<trait_id> canceltrait; std::vector<trait_id> prereq = mdata.prereqs; std::vector<trait_id> prereqs2 = mdata.prereqs2; std::vector<trait_id> cancel = mdata.cancels; for (size_t i = 0; i < cancel.size(); i++) { if (!has_trait( cancel[i] )) { cancel.erase(cancel.begin() + i); i--; } else if (has_base_trait( cancel[i] )) { //If we have the trait, but it's a base trait, don't allow it to be removed normally canceltrait.push_back( cancel[i]); cancel.erase(cancel.begin() + i); i--; } } for (size_t i = 0; i < cancel.size(); i++) { if (!cancel.empty()) { trait_id removed = cancel[i]; remove_mutation(removed); cancel.erase(cancel.begin() + i); i--; // This checks for cases where one trait knocks out several others // Probably a better way, but gets it Fixed Now--KA101 return mutate_towards(mut); } } for (size_t i = 0; (!prereq1) && i < prereq.size(); i++) { if (has_trait(prereq[i])) { prereq1 = true; } } for (size_t i = 0; (!prereq2) && i < prereqs2.size(); i++) { if (has_trait(prereqs2[i])) { prereq2 = true; } } if (prereq1 && prereq2) { has_prereqs = true; } if (!has_prereqs && (!prereq.empty() || !prereqs2.empty())) { if (!prereq1 && !prereq.empty()) { return mutate_towards( random_entry( prereq ) ); } else if (!prereq2 && !prereqs2.empty()) { return mutate_towards( random_entry( prereqs2 ) ); } } // Check for threshold mutation, if needed bool threshold = mdata.threshold; bool profession = mdata.profession; bool has_threshreq = false; std::vector<trait_id> threshreq = mdata.threshreq; // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite. if (threshold) { add_msg_if_player(_("You feel something straining deep inside you, yearning to be free...")); return false; } if (profession) { // Profession picks fail silently return false; } for (size_t i = 0; !has_threshreq && i < threshreq.size(); i++) { if (has_trait(threshreq[i])) { has_threshreq = true; } } // No crossing The Threshold by simply not having it if (!has_threshreq && !threshreq.empty()) { add_msg_if_player(_("You feel something straining deep inside you, yearning to be free...")); return false; } // Check if one of the prerequisites that we have TURNS INTO this one trait_id replacing = trait_id::NULL_ID(); prereq = mdata.prereqs; // Reset it for( auto &elem : prereq ) { if( has_trait( elem ) ) { trait_id pre = elem; const auto &p = pre.obj(); for (size_t j = 0; !replacing && j < p.replacements.size(); j++) { if (p.replacements[j] == mut) { replacing = pre; } } } } // Loop through again for prereqs2 trait_id replacing2 = trait_id::NULL_ID(); prereq = mdata.prereqs2; // Reset it for( auto &elem : prereq ) { if( has_trait( elem ) ) { trait_id pre2 = elem; const auto &p = pre2.obj(); for (size_t j = 0; !replacing2 && j < p.replacements.size(); j++) { if (p.replacements[j] == mut) { replacing2 = pre2; } } } } set_mutation(mut); bool mutation_replaced = false; game_message_type rating; if( replacing ) { const auto &replace_mdata = replacing.obj(); if(mdata.mixed_effect || replace_mdata.mixed_effect) { rating = m_mixed; } else if(replace_mdata.points - mdata.points < 0) { rating = m_good; } else if(mdata.points - replace_mdata.points < 0) { rating = m_bad; } else { rating = m_neutral; } // TODO: Limit this to visible mutations // TODO: In case invisible mutation turns into visible or vice versa // print only the visible mutation appearing/disappearing add_msg_player_or_npc(rating, _("Your %1$s mutation turns into %2$s!"), _("<npcname>'s %1$s mutation turns into %2$s!"), replace_mdata.name.c_str(), mdata.name.c_str() ); add_memorial_log(pgettext("memorial_male", "'%s' mutation turned into '%s'"), pgettext("memorial_female", "'%s' mutation turned into '%s'"), replace_mdata.name.c_str(), mdata.name.c_str()); unset_mutation(replacing); mutation_loss_effect(replacing); mutation_effect(mut); mutation_replaced = true; } if( replacing2 ) { const auto &replace_mdata = replacing2.obj(); if(mdata.mixed_effect || replace_mdata.mixed_effect) { rating = m_mixed; } else if(replace_mdata.points - mdata.points < 0) { rating = m_good; } else if(mdata.points - replace_mdata.points < 0) { rating = m_bad; } else { rating = m_neutral; } add_msg_player_or_npc(rating, _("Your %1$s mutation turns into %2$s!"), _("<npcname>'s %1$s mutation turns into %2$s!"), replace_mdata.name.c_str(), mdata.name.c_str() ); add_memorial_log(pgettext("memorial_male", "'%s' mutation turned into '%s'"), pgettext("memorial_female", "'%s' mutation turned into '%s'"), replace_mdata.name.c_str(), mdata.name.c_str()); unset_mutation(replacing2); mutation_loss_effect(replacing2); mutation_effect(mut); mutation_replaced = true; } for (size_t i = 0; i < canceltrait.size(); i++) { const auto &cancel_mdata = canceltrait[i].obj(); if(mdata.mixed_effect || cancel_mdata.mixed_effect) { rating = m_mixed; } else if(mdata.points < cancel_mdata.points) { rating = m_bad; } else if(mdata.points > cancel_mdata.points) { rating = m_good; } else if(mdata.points == cancel_mdata.points) { rating = m_neutral; } else { rating = m_mixed; } // If this new mutation cancels a base trait, remove it and add the mutation at the same time add_msg_player_or_npc( rating, _("Your innate %1$s trait turns into %2$s!"), _("<npcname>'s innate %1$s trait turns into %2$s!"), cancel_mdata.name.c_str(), mdata.name.c_str() ); add_memorial_log(pgettext("memorial_male", "'%s' mutation turned into '%s'"), pgettext("memorial_female", "'%s' mutation turned into '%s'"), cancel_mdata.name.c_str(), mdata.name.c_str()); unset_mutation(canceltrait[i]); mutation_loss_effect(canceltrait[i]); mutation_effect(mut); mutation_replaced = true; } if (!mutation_replaced) { if(mdata.mixed_effect) { rating = m_mixed; } else if(mdata.points > 0) { rating = m_good; } else if(mdata.points < 0) { rating = m_bad; } else { rating = m_neutral; } // TODO: Limit to visible mutations add_msg_player_or_npc( rating, _("You gain a mutation called %s!"), _("<npcname> gains a mutation called %s!"), mdata.name.c_str() ); add_memorial_log(pgettext("memorial_male", "Gained the mutation '%s'."), pgettext("memorial_female", "Gained the mutation '%s'."), mdata.name.c_str()); mutation_effect(mut); } set_highest_cat_level(); drench_mut_calc(); return true; }
void player::mutate_towards( const std::string &mut ) { if (has_child_flag(mut)) { remove_child_flag(mut); return; } const auto &mdata = mutation_branch::get( mut ); bool has_prereqs = false; bool prereq1 = false; bool prereq2 = false; std::vector<std::string> canceltrait; std::vector<std::string> prereq = mdata.prereqs; std::vector<std::string> prereqs2 = mdata.prereqs2; std::vector<std::string> cancel = mdata.cancels; for (size_t i = 0; i < cancel.size(); i++) { if (!has_trait( cancel[i] )) { cancel.erase(cancel.begin() + i); i--; } else if (has_base_trait( cancel[i] )) { //If we have the trait, but it's a base trait, don't allow it to be removed normally canceltrait.push_back( cancel[i]); cancel.erase(cancel.begin() + i); i--; } } for (size_t i = 0; i < cancel.size(); i++) { if (!cancel.empty()) { std::string removed = cancel[i]; remove_mutation(removed); cancel.erase(cancel.begin() + i); i--; // This checks for cases where one trait knocks out several others // Probably a better way, but gets it Fixed Now--KA101 mutate_towards(mut); return; } } for (size_t i = 0; (!prereq1) && i < prereq.size(); i++) { if (has_trait(prereq[i])) { prereq1 = true; } } for (size_t i = 0; (!prereq2) && i < prereqs2.size(); i++) { if (has_trait(prereqs2[i])) { prereq2 = true; } } if (prereq1 && prereq2) { has_prereqs = true; } if (!has_prereqs && (!prereq.empty() || !prereqs2.empty())) { if (!prereq1 && !prereq.empty()) { mutate_towards( random_entry( prereq ) ); return; } else if (!prereq2 && !prereqs2.empty()) { mutate_towards( random_entry( prereqs2 ) ); return; } } // Check for threshhold mutation, if needed bool threshold = mdata.threshold; bool profession = mdata.profession; bool has_threshreq = false; std::vector<std::string> threshreq = mdata.threshreq; // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid // and aren't categorized--but if it does, just reroll if (threshold) { add_msg(_("You feel something straining deep inside you, yearning to be free...")); mutate(); return; } if (profession) { // Profession picks fail silently mutate(); return; } for (size_t i = 0; !has_threshreq && i < threshreq.size(); i++) { if (has_trait(threshreq[i])) { has_threshreq = true; } } // No crossing The Threshold by simply not having it // Rerolling proved more trouble than it was worth, so deleted if (!has_threshreq && !threshreq.empty()) { add_msg(_("You feel something straining deep inside you, yearning to be free...")); return; } // Check if one of the prereqs that we have TURNS INTO this one std::string replacing = ""; prereq = mdata.prereqs; // Reset it for( auto &elem : prereq ) { if( has_trait( elem ) ) { std::string pre = elem; const auto &p = mutation_branch::get( pre ); for (size_t j = 0; replacing == "" && j < p.replacements.size(); j++) { if (p.replacements[j] == mut) { replacing = pre; } } } } // Loop through again for prereqs2 std::string replacing2 = ""; prereq = mdata.prereqs2; // Reset it for( auto &elem : prereq ) { if( has_trait( elem ) ) { std::string pre2 = elem; const auto &p = mutation_branch::get( pre2 ); for (size_t j = 0; replacing2 == "" && j < p.replacements.size(); j++) { if (p.replacements[j] == mut) { replacing2 = pre2; } } } } set_mutation(mut); bool mutation_replaced = false; game_message_type rating; if (replacing != "") { const auto &replace_mdata = mutation_branch::get( replacing ); if(mdata.mixed_effect || replace_mdata.mixed_effect) { rating = m_mixed; } else if(replace_mdata.points - mdata.points < 0) { rating = m_good; } else if(mdata.points - replace_mdata.points < 0) { rating = m_bad; } else { rating = m_neutral; } add_msg(rating, _("Your %1$s mutation turns into %2$s!"), replace_mdata.name.c_str(), mdata.name.c_str()); add_memorial_log(pgettext("memorial_male", "'%s' mutation turned into '%s'"), pgettext("memorial_female", "'%s' mutation turned into '%s'"), replace_mdata.name.c_str(), mdata.name.c_str()); unset_mutation(replacing); mutation_loss_effect(replacing); mutation_effect(mut); mutation_replaced = true; } if (replacing2 != "") { const auto &replace_mdata = mutation_branch::get( replacing2 ); if(mdata.mixed_effect || replace_mdata.mixed_effect) { rating = m_mixed; } else if(replace_mdata.points - mdata.points < 0) { rating = m_good; } else if(mdata.points - replace_mdata.points < 0) { rating = m_bad; } else { rating = m_neutral; } add_msg(rating, _("Your %1$s mutation turns into %2$s!"), replace_mdata.name.c_str(), mdata.name.c_str()); add_memorial_log(pgettext("memorial_male", "'%s' mutation turned into '%s'"), pgettext("memorial_female", "'%s' mutation turned into '%s'"), replace_mdata.name.c_str(), mdata.name.c_str()); unset_mutation(replacing2); mutation_loss_effect(replacing2); mutation_effect(mut); mutation_replaced = true; } for (size_t i = 0; i < canceltrait.size(); i++) { const auto &cancel_mdata = mutation_branch::get( canceltrait[i] ); if(mdata.mixed_effect || cancel_mdata.mixed_effect) { rating = m_mixed; } else if(mdata.points < cancel_mdata.points) { rating = m_bad; } else if(mdata.points > cancel_mdata.points) { rating = m_good; } else if(mdata.points == cancel_mdata.points) { rating = m_neutral; } else { rating = m_mixed; } // If this new mutation cancels a base trait, remove it and add the mutation at the same time add_msg(rating, _("Your innate %1$s trait turns into %2$s!"), cancel_mdata.name.c_str(), mdata.name.c_str()); add_memorial_log(pgettext("memorial_male", "'%s' mutation turned into '%s'"), pgettext("memorial_female", "'%s' mutation turned into '%s'"), cancel_mdata.name.c_str(), mdata.name.c_str()); unset_mutation(canceltrait[i]); mutation_loss_effect(canceltrait[i]); mutation_effect(mut); mutation_replaced = true; } if (!mutation_replaced) { if(mdata.mixed_effect) { rating = m_mixed; } else if(mdata.points > 0) { rating = m_good; } else if(mdata.points < 0) { rating = m_bad; } else { rating = m_neutral; } add_msg(rating, _("You gain a mutation called %s!"), mdata.name.c_str()); add_memorial_log(pgettext("memorial_male", "Gained the mutation '%s'."), pgettext("memorial_female", "Gained the mutation '%s'."), mdata.name.c_str()); mutation_effect(mut); } set_highest_cat_level(); drench_mut_calc(); }
void player::mutate_towards(game *g, std::string mut) { if (has_child_flag(g, mut)) { remove_child_flag(g, mut); return; } bool has_prereqs = false; std::string canceltrait = ""; std::vector<std::string> prereq = mutation_data[mut].prereqs; std::vector<std::string> cancel = mutation_data[mut].cancels; for (int i = 0; i < cancel.size(); i++) { if (!has_trait( cancel[i] )) { cancel.erase(cancel.begin() + i); i--; } else if (has_base_trait( cancel[i] )) { //If we have the trait, but it's a base trait, don't allow it to be removed normally canceltrait = cancel[i]; cancel.erase(cancel.begin() + i); i--; } } if (!cancel.empty()) { std::string removed = cancel[ rng(0, cancel.size() - 1) ]; remove_mutation(g, removed); return; } for (int i = 0; !has_prereqs && i < prereq.size(); i++) { if (has_trait(prereq[i])) { has_prereqs = true; } } if (!has_prereqs && !prereq.empty()) { std::string devel = prereq[ rng(0, prereq.size() - 1) ]; mutate_towards(g, devel); return; } // Check if one of the prereqs that we have TURNS INTO this one std::string replacing = ""; prereq = mutation_data[mut].prereqs; // Reset it for (int i = 0; i < prereq.size(); i++) { if (has_trait(prereq[i])) { std::string pre = prereq[i]; for (int j = 0; replacing == "" && j < mutation_data[pre].replacements.size(); j++) { if (mutation_data[pre].replacements[j] == mut) { replacing = pre; } } } } toggle_mutation(mut); if (replacing != "") { g->add_msg(_("Your %1$s mutation turns into %2$s!"), traits[replacing].name.c_str(), traits[mut].name.c_str()); g->u.add_memorial_log(_("'%s' mutation turned into '%s'"), traits[replacing].name.c_str(), traits[mut].name.c_str()); toggle_mutation(replacing); mutation_loss_effect(g, *this, replacing); mutation_effect(g, *this, mut); } else if (canceltrait != "") { // If this new mutation cancels a base trait, remove it and add the mutation at the same time g->add_msg(_("Your innate %1$s trait turns into %2$s!"), traits[canceltrait].name.c_str(), traits[mut].name.c_str()); g->u.add_memorial_log(_("'%s' trait turned into '%s'"), traits[canceltrait].name.c_str(), traits[mut].name.c_str()); toggle_mutation(canceltrait); mutation_loss_effect(g, *this, canceltrait); mutation_effect(g, *this, mut); } else { g->add_msg(_("You gain a mutation called %s!"), traits[mut].name.c_str()); g->u.add_memorial_log(_("Gained the mutation '%s'."), traits[mut].name.c_str()); mutation_effect(g, *this, mut); } set_highest_cat_level(); drench_mut_calc(); }