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CHOMPStation2/code/game/dna/dna2_domutcheck.dm

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// (Re-)Apply mutations.
// TODO: Turn into a /mob proc, change inj to a bitflag for various forms of differing behavior.
// M: Mob to mess with
// connected: Machine we're in, type unchecked so I doubt it's used beyond monkeying
// flags: See below, bitfield.
/proc/domutcheck(var/mob/living/M, var/connected=null, var/flags=0)
// Traitgenes NO_SCAN and Synthetics cannot be mutated
if(M.isSynthetic())
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!H.species || H.species.flags & NO_SCAN)
return
// Traitgenes Sort genes into currently active, and deactivated... Genes that are active and may deactivate should do so before attempting to activate genes(to avoid conflicts blocking them!)
var/list/enabled_genes = list()
var/list/disabled_genes = list()
for(var/datum/gene/gene in GLOB.dna_genes) // Traitgenes Genes accessible by global VV, removed dna from path
if(!M || !M.dna)
return
if(gene.block)
if((gene.name in M.active_genes) || gene.flags & GENE_ALWAYS_ACTIVATE)
enabled_genes.Add(gene)
else
disabled_genes.Add(gene)
for(var/datum/gene/gene in enabled_genes + disabled_genes) // Traitgenes Removed /dna/ from path
if(!M || !M.dna)
return
if(!gene.block)
continue
// Sanity checks, don't skip.
if(!gene.can_activate(M,flags))
//testing("[M] - Failed to activate [gene.name] (can_activate fail).")
continue
// Current state
var/gene_active = (gene.flags & GENE_ALWAYS_ACTIVATE)
if(!gene_active)
gene_active = M.dna.GetSEState(gene.block)
// Prior state
var/gene_prior_status = (gene.name in M.active_genes) // Traitgenes Use name instead, cannot use type with dynamically setup traitgenes
var/changed = gene_active != gene_prior_status || (gene.flags & GENE_ALWAYS_ACTIVATE)
// If gene state has changed:
if(changed || flags & MUTCHK_FORCED) // Traitgenes MUTCHK_FORCED always applies or removes genes
// Gene active (or ALWAYS ACTIVATE)
if(gene_active || (gene.flags & GENE_ALWAYS_ACTIVATE))
// Traitgenes Handle trait conflicts, do not activate if so! Has to be done here so that SE activation without trait activation is possible.
if(istype(gene,/datum/gene/trait))
var/datum/gene/trait/TG = gene
if(!ishuman(M))
continue // Trait genes are human only
var/mob/living/carbon/human/H = M
if(TG.has_conflict(H.species.traits))
continue // The SE is on, but the gene is denied...
//testing("[gene.name] activated!")
gene.activate(M,connected,flags)
if(M)
M.active_genes |= gene.name // Traitgenes Use name instead, cannot use type with dynamically setup traitgenes
M.update_icon = 1
// If Gene is NOT active:
else
//testing("[gene.name] deactivated!")
gene.deactivate(M,connected,flags)
if(M)
M.active_genes -= gene.name // Traitgenes Use name instead, cannot use type with dynamically setup traitgenes
M.update_icon = 1
M.update_mutations()