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Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been unfinished for sometime now. More details about it in general can be found here: https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153 For awhile I've been talking about "Things I've been doing but it would be really nice to do them with a skills system", or "And here's how I would put this into the skills system when it's done". The main thing that was stopping me from building it myself was having poor real life skills in UI code and in DB code. However, I've gotten permission to resume this PR, which has already completed the steps I would not have been able to do myself. The rest of the PR fits well into my skillset as a dev. I'm opening this PR as a draft so as to enable my dev environment to locally track all the previously modified files. I'll take this PR out of draft and give this a full writeup when I have more work to show for the PR this weekend. ### TODO - [x] Rework a decent chunk of the currently existing skills to no longer require hardcoded inserts into other systems. EG, converting from classical ss13 methods, to modern /tg/-style ECS coding methods that work off of component-signal patterns. - [x] Make sure all of the existing skills have actual game functionality (I won't PR a 2016 Baystation12 situation where 90% of the skills are fluff only) - [x] Add the various skills not yet made but are necessary for completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers). - [x] Examine each existing job in the game and assess whether it should have a skill made with it in mind, or if it's covered by an existing skill. - [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not currently in the pre-existing TODO list, proposing subcategories. - [x] Ensure that the previous TODO list is completed. ### Current Skills The current list of skills, checkmarked for if I've completed them/they have actual game mechanics. Or if we're just relegating them to separate PRs. Originally this list was going to be forced to visit for a bare minimum "does at least one thing" requirement, but now that is being forgone due to this PR ballooning out of control and in complexity, as well as development time overruns. - [x] Bartending - [x] Cooking - [x] Gardening - [x] Entertaining - [x] Electrical Engineering - [x] Mechanical Engineering - [x] Atmospherics Systems - [x] Reactor Systems - [x] Medicine - [x] Surgery - [x] Pharmacology - [x] Anatomy - [x] Forensics - [x] Robotics - [x] Pilot: Spacecraft - [x] Pilot: Exosuits - [x] Research - [x] Xenobotany - [x] Xenoarchaeology - [x] Xenobiology - [x] Unarmed Combat - [x] Armed Combat - [x] Firearms - [x] Leadership --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This commit is contained in:
co-authored by
Matt Atlas
FabianK3
Matt Atlas
parent
2948b1dc87
commit
260f744906
@@ -219,6 +219,26 @@
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if(C.name in job.blacklisted_citizenship)
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dat += "<del>[dispRank]</del></td><td><b> \[BACKGROUND RESTRICTED]</b></td></tr>"
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continue
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// Skill requirement handling.
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var/skills_length = length(job.skill_requirements)
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var/skill_index = 0
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var/missing_skills = ""
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for (var/key,value in job.skill_requirements)
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skill_index++
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if (!key || pref.skills[key] >= value)
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continue
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var/singleton/skill/skill = GET_SINGLETON(key)
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missing_skills += "[skill.name] [value]"
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if (skill_index != skills_length)
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missing_skills += "\n"
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if (missing_skills != "")
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dat += "<del>[dispRank]</del></td><td> MISSING SKILLS: [missing_skills]</td></tr>"
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continue
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// End of skill requirement handling.
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if(job.alt_titles && (LAZYLEN(pref.GetValidTitles(job)) > 1))
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dispRank = "<span width='60%' align='center'> <a href='byond://?src=[REF(src)];select_alt_title=[REF(job)]'>\[[pref.GetPlayerAltTitle(job)]\]</a></span>"
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if((pref.job_civilian_low & ASSISTANT) && (rank != "Assistant"))
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@@ -70,27 +70,32 @@
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var/datum/species/S = GLOB.all_species[pref.species]
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if(!istext(pref.culture) || !ispath(text2path(pref.culture), /singleton/origin_item/culture))
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var/singleton/origin_item/culture/CI = S.possible_cultures[1]
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pref.culture = "[CI]"
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pref.culture = "[CI.type]"
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var/singleton/origin_item/culture/our_culture = GET_SINGLETON(text2path(pref.culture))
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if(!istext(pref.origin) || !ispath(text2path(pref.origin), /singleton/origin_item/origin))
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var/singleton/origin_item/origin/OI = pick(our_culture.possible_origins)
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pref.origin = "[OI]"
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pref.origin = "[OI.type]"
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else
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var/singleton/origin_item/origin/origin_check = text2path(pref.origin)
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if(!(origin_check in our_culture.possible_origins))
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to_client_chat(SPAN_WARNING("Your origin has been reset due to it being incompatible with your culture!"))
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var/singleton/origin_item/origin/OI = pick(our_culture.possible_origins)
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pref.origin = "[OI]"
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pref.origin = "[OI.type]"
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var/singleton/origin_item/origin/our_origin = GET_SINGLETON(text2path(pref.origin))
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if(!(pref.citizenship in our_origin.possible_citizenships))
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to_client_chat(SPAN_WARNING("Your previous citizenship is invalid for this origin! Resetting."))
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pref.citizenship = our_origin.possible_citizenships[1]
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if(!(pref.religion in our_origin.possible_religions))
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to_client_chat(SPAN_WARNING("Your previous religion is invalid for this origin! Resetting."))
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pref.religion = our_origin.possible_religions[1]
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if(!(pref.accent in our_origin.possible_accents))
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to_client_chat(SPAN_WARNING("Your previous accent is invalid for this origin! Resetting."))
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pref.accent = our_origin.possible_accents[1]
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pref.economic_status = sanitize_inlist(pref.economic_status, ECONOMIC_POSITIONS, initial(pref.economic_status))
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/datum/category_item/player_setup_item/origin/content(var/mob/user)
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@@ -114,10 +119,11 @@
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if(OR.important_information)
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dat += "<br><i>- <font color=red>[OR.important_information]</font></i>"
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dat += "<hr>"
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dat += "<b>Economic Status:</b> <a href='byond://?src=[REF(src)];economic_status=1'>[pref.economic_status]</a><br/>"
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dat += "<b>Citizenship:</b> <a href='byond://?src=[REF(src)];citizenship=1'>[pref.citizenship]</a><br/>"
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dat += "<b>Religion:</b> <a href='byond://?src=[REF(src)];religion=1'>[pref.religion]</a><br/>"
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dat += "<b>Accent:</b> <a href='byond://?src=[REF(src)];accent=1'>[pref.accent]</a><br/>"
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dat += "<b>Economic Status:</b> <a href='?src=[REF(src)];economic_status=1'>[pref.economic_status]</a><br/>"
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dat += "<b>Citizenship:</b> <a href='?src=[REF(src)];citizenship=1'>[pref.citizenship]</a><br/>"
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dat += "<b>Religion:</b> <a href='?src=[REF(src)];religion=1'>[pref.religion]</a><br/>"
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dat += "<b>Accent:</b> <a href='?src=[REF(src)];accent=1'>[pref.accent]</a><br/>"
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. = dat.Join()
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/datum/category_item/player_setup_item/origin/OnTopic(href, href_list, user)
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@@ -131,7 +137,7 @@
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var/result = tgui_input_list(user, "Choose your character's culture.", "Culture", options)
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var/singleton/origin_item/culture/chosen_culture = options[result]
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if(chosen_culture)
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show_window(chosen_culture, "set_culture_data", user)
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show_origin_window(chosen_culture, "set_culture_data", user)
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return TOPIC_HANDLED
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if(href_list["open_origin_menu"])
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@@ -144,7 +150,7 @@
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var/result = tgui_input_list(user, "Choose your character's origin.", "Origins", options)
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var/singleton/origin_item/origin/chosen_origin = options[result]
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if(chosen_origin)
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show_window(chosen_origin, "set_origin_data", user)
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show_origin_window(chosen_origin, "set_origin_data", user)
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return TOPIC_HANDLED
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if(href_list["set_culture_data"])
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@@ -207,7 +213,7 @@
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sanitize_character()
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return TOPIC_REFRESH
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/datum/category_item/player_setup_item/origin/proc/show_window(var/singleton/origin_item/OI, var/topic_data, var/mob/user)
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/datum/category_item/player_setup_item/origin/proc/show_origin_window(var/singleton/origin_item/OI, var/topic_data, var/mob/user)
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var/datum/browser/origin_win = new(user, topic_data, "Origins Selection")
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var/dat = "<html><center><b>[OI.name]</center></b>"
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dat += "<hr>[OI.desc]<br>"
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@@ -28,30 +28,35 @@
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sort_order = 2
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category_item_type = /datum/category_item/player_setup_item/origin
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/datum/category_group/player_setup_category/skill_preferences
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name = "Skills"
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sort_order = 3
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category_item_type = /datum/category_item/player_setup_item/skills
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/datum/category_group/player_setup_category/occupation_preferences
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name = "Occupation"
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sort_order = 3
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sort_order = 4
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category_item_type = /datum/category_item/player_setup_item/occupation
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/datum/category_group/player_setup_category/appearance_preferences
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name = "Roles"
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sort_order = 4
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sort_order = 5
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category_item_type = /datum/category_item/player_setup_item/antagonism
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/datum/category_group/player_setup_category/loadout_preferences
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name = "Loadout"
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sort_order = 5
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sort_order = 6
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category_item_type = /datum/category_item/player_setup_item/loadout
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/datum/category_group/player_setup_category/global_preferences
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name = "Global"
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sort_order = 6
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sort_order = 7
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category_item_type = /datum/category_item/player_setup_item/player_global
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sql_role = SQL_PREFERENCES
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/datum/category_group/player_setup_category/other_preferences
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name = "Other"
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sort_order = 7
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sort_order = 8
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category_item_type = /datum/category_item/player_setup_item/other
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/****************************
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@@ -0,0 +1,336 @@
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/datum/category_item/player_setup_item/skills
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name = "Skills"
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sort_order = 1
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/datum/category_item/player_setup_item/skills/load_character(var/savefile/S)
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S["skills"] >> pref.skills
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S["education"] >> pref.education
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/datum/category_item/player_setup_item/skills/save_character(var/savefile/S)
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S["skills"] << pref.skills
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S["education"] << pref.education
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/datum/category_item/player_setup_item/skills/gather_load_query()
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return list(
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"ss13_characters" = list(
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"vars" = list(
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"education",
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"skills"
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),
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"args" = list("id")
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)
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)
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/datum/category_item/player_setup_item/skills/gather_load_parameters()
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return list("id" = pref.current_character)
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/datum/category_item/player_setup_item/skills/gather_save_query()
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return list(
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"ss13_characters" = list(
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"education",
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"skills",
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"id" = 1,
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"ckey" = 1
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)
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)
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/datum/category_item/player_setup_item/skills/gather_save_parameters()
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var/list/sanitized_skills = list()
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for(var/S in pref.skills)
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var/singleton/skill/skill = GET_SINGLETON(S)
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if(!istype(skill))
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continue
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var/skill_val = pref.skills[S]
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if(skill_val <= SKILL_LEVEL_UNFAMILIAR)
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continue
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sanitized_skills["[skill.type]"] = skill_val
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return list(
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"education" = pref.education,
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"skills" = json_encode(sanitized_skills),
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"id" = pref.current_character,
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"ckey" = PREF_CLIENT_CKEY
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)
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/datum/category_item/player_setup_item/skills/load_character_special(savefile/S)
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if(!pref.skills)
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pref.skills = "{}"
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var/before = pref.skills
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var/loaded_skills
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try
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if(istext(pref.skills))
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loaded_skills = json_decode(pref.skills)
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else
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loaded_skills = pref.skills
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catch (var/exception/e)
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log_debug("SKILLS: Caught [e]. Initial value: [before]")
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loaded_skills = list()
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pref.skills = list()
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for(var/key in SSskills.required_skills)
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var/singleton/skill/skill = GET_SINGLETON(key)
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if (istype(skill))
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pref.skills[skill.type] = SKILL_LEVEL_UNFAMILIAR
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for(var/key,value in loaded_skills)
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if (!key)
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continue
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var/path = istext(key) ? text2path(key) : key
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var/singleton/skill/skill = GET_SINGLETON(path)
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if(istype(skill))
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pref.skills[skill.type] = value
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/datum/category_item/player_setup_item/skills/sanitize_character(var/sql_load = 0)
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//todomatt
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if(!istext(pref.education) || !ispath(text2path(pref.education), /singleton/education))
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var/singleton/education/ED = find_suitable_education()
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if(ED)
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pref.education = "[ED.type]"
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else
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var/singleton/education/our_education = GET_SINGLETON(text2path(pref.education))
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if(length(our_education.species_restriction))
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if(pref.species in our_education.species_restriction)
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var/singleton/education/ED = find_suitable_education()
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if(ED)
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pref.education = "[ED.type]"
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if(length(our_education.minimum_character_age))
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if(pref.species in our_education.minimum_character_age)
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if(pref.age < our_education.minimum_character_age[pref.species])
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var/singleton/education/ED = find_suitable_education()
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if(ED)
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pref.education = "[ED.type]"
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// Skills HTML UI, along with a lot of other components here, lifted from Baystation 12. Credit goes to Afterthought12. Thank you for saving me from HTML hell!
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/datum/category_item/player_setup_item/skills/content(var/mob/user)
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if(!SSskills.initialized)
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return "<center><large>Skills not initialized yet. Please wait a bit and reload this section.</large></center>"
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var/list/dat = list()
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dat += "<body>"
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dat += "<style>.Selectable,.Current,.Unavailable,.Toohigh,.Forced{border: 1px solid #161616;padding: 1px 4px 1px 4px;margin: 0 2px 0 0}</style>"
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dat += "<style>.Forced,a.Forced{background: #FF0000}</style>"
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dat += "<style>.Selectable,a.Selectable{background: #40628a}</style>"
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dat += "<style>.Current,a.Current{background: #2f943c}</style>"
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dat += "<style>.Unavailable{background: #d09000}</style>"
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var/singleton/education/ED = GET_SINGLETON(text2path(pref.education))
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dat += "<center><b>Education:</b> <a href='?src=[REF(src)];open_education_menu=1'>[ED.name]</a></center><br/><hr>"
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dat += "<table>"
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var/singleton/education/education = GET_SINGLETON(text2path(pref.education))
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for(var/category in SSskills.skill_tree)
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var/singleton/skill_category/skill_category = category
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dat += "<tr><th colspan = 4><b>[skill_category.name] ([calculate_remaining_skill_points(skill_category)] points remaining)</b>"
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dat += "</th></tr>"
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for(var/subcategory in SSskills.skill_tree[skill_category])
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dat += "<tr><th colspan = 3><b>[subcategory]</b></th></tr>"
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for(var/singleton/skill/skill in SSskills.skill_tree[skill_category][subcategory])
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dat += get_skill_row(skill, education)
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dat += "</table>"
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. = JOINTEXT(dat)
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/**
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* Returns an HTML skill row.
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*/
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/datum/category_item/player_setup_item/skills/proc/get_skill_row(singleton/skill/skill, singleton/education/education)
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var/list/dat = list()
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dat += "<tr style='text-align:left;'>"
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dat += "<th><a href='?src=[REF(src)];skillinfo=[skill.type]'>[skill.name]</a></th>"
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var/level_from_pref = pref.skills[skill.type]
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var/current_level = level_from_pref ? level_from_pref : SKILL_LEVEL_UNFAMILIAR
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var/maximum_skill_level = get_maximum_skill_level(skill, education)
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for(var/i = SKILL_LEVEL_UNFAMILIAR, i <= skill.maximum_level, i++)
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dat += skill_to_button(skill, education, current_level, i, maximum_skill_level)
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return JOINTEXT(dat)
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/datum/category_item/player_setup_item/skills/proc/get_maximum_skill_level(singleton/skill/skill, singleton/education/education)
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var/base_maximum_level = skill.get_maximum_level(education)
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var/remaining_skill_points = calculate_remaining_skill_points(GET_SINGLETON(skill.category))
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var/current_level = SKILL_LEVEL_UNFAMILIAR
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if(skill.type in pref.skills)
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current_level = pref.skills[skill.type]
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var/current_cost = 0
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if(!(skill.type in education.skills))
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current_cost = skill.get_cost(current_level)
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var/available_points = remaining_skill_points + current_cost
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for(var/skill_level = base_maximum_level; skill_level >= SKILL_LEVEL_UNFAMILIAR; skill_level--)
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if(skill.get_cost(skill_level) <= available_points)
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return skill_level
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return SKILL_LEVEL_UNFAMILIAR
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/**
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* Turns a skill into a dynamic button.
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*/
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/datum/category_item/player_setup_item/skills/proc/skill_to_button(singleton/skill/skill, singleton/education/education, current_level, selection_level, maximum_skill_level)
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var/effective_level = selection_level
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if(effective_level <= 0)
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return "<th></th>"
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var/level_name = skill.skill_level_map[effective_level]
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var/cost = skill.get_cost(effective_level)
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var/button_label = "[level_name] ([cost])"
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var/given_skill = FALSE
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// Prevent removal of skills given by education. These are meant to be minimum skills for jobs, after all.
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if(skill.type in education.skills)
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given_skill = TRUE
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if((effective_level < current_level) && given_skill)
|
||||
return "<th>[span("Forced", "[button_label]")]</th>"
|
||||
else if((effective_level < current_level) && !given_skill)
|
||||
return "<th>[add_link(skill, education, button_label, "'Current'", effective_level)]</th>"
|
||||
else if(effective_level == current_level)
|
||||
return "<th>[span("Current", "[button_label]")]</th>"
|
||||
else if(effective_level <= maximum_skill_level)
|
||||
return "<th>[add_link(skill, education, button_label, "'Selectable'", effective_level)]</th>"
|
||||
else
|
||||
return "<th>[span("Toohigh", "[button_label]")]</th>"
|
||||
|
||||
/**
|
||||
* Returns a button to set a skill in the skill UI.
|
||||
*/
|
||||
/datum/category_item/player_setup_item/skills/proc/add_link(singleton/skill/skill, singleton/education/education, text, style, value)
|
||||
if(skill.get_maximum_level(education) >= value)
|
||||
return "<a class=[style] href='?src=[REF(src)];setskill=[skill.type];newvalue=[value]'>[text]</a>"
|
||||
return text
|
||||
|
||||
/**
|
||||
* Returns the currently remaining skill points in a given category.
|
||||
*/
|
||||
/datum/category_item/player_setup_item/skills/proc/calculate_remaining_skill_points(singleton/skill_category/skill_category)
|
||||
if(!istype(skill_category))
|
||||
crash_with("Invalid skill category [skill_category] fed to calculate_remaining_skill_points!")
|
||||
|
||||
var/skill_points_remaining = skill_category.calculate_skill_points(GLOB.all_species[pref.species], pref.age, GET_SINGLETON(text2path(pref.culture)), GET_SINGLETON(text2path(pref.origin)))
|
||||
var/current_points_used = get_used_skill_points_per_category(skill_category, GET_SINGLETON(text2path(pref.education)))
|
||||
return skill_points_remaining - current_points_used
|
||||
|
||||
/**
|
||||
* Returns the amount of used skill points in a certain skill category, ignoring skills given by education.
|
||||
*/
|
||||
/datum/category_item/player_setup_item/skills/proc/get_used_skill_points_per_category(singleton/skill_category/skill_category, singleton/education/education)
|
||||
if(!istype(skill_category))
|
||||
crash_with("Invalid skill category [skill_category] fed to get_used_skill_points_per_category!")
|
||||
|
||||
if(!istype(education))
|
||||
crash_with("Invalid education [education] fed to get_used_skill_points_per_category!")
|
||||
|
||||
. = 0
|
||||
for(var/skill_type in pref.skills)
|
||||
var/singleton/skill/skill = GET_SINGLETON(skill_type)
|
||||
if(skill.category != skill_category.type)
|
||||
continue
|
||||
|
||||
if(skill.type in education.skills)
|
||||
continue
|
||||
|
||||
. += skill.get_cost(pref.skills[skill.type])
|
||||
|
||||
/datum/category_item/player_setup_item/skills/OnTopic(href, href_list, user)
|
||||
if(href_list["skillinfo"])
|
||||
var/singleton/skill/skill_to_show = GET_SINGLETON(text2path(href_list["skillinfo"]))
|
||||
if(!skill_to_show)
|
||||
log_debug("SKILLS: Invalid skill selected for [user]: [skill_to_show]")
|
||||
return
|
||||
var/datum/browser/skill_window = new(user, "skill_info", "Skill Information")
|
||||
var/dat = "<html><center><b>[skill_to_show.name]</center></b>"
|
||||
dat += "<hr>[skill_to_show.description]<br>"
|
||||
if(skill_to_show.uneducated_skill_cap)
|
||||
dat += "Without the relevant education, you may only reach the <b>[skill_to_show.skill_level_map[skill_to_show.uneducated_skill_cap]]</b> level.<br>"
|
||||
dat += "<hr>"
|
||||
var/skill_level = (skill_to_show.type in pref.skills) ? pref.skills[skill_to_show.type] : SKILL_LEVEL_UNFAMILIAR
|
||||
dat += "Your current level in this skill is [SPAN_BOLD(skill_to_show.skill_level_map[skill_level])].<br>"
|
||||
dat += "[skill_to_show.skill_level_descriptions[skill_level]]"
|
||||
dat += "</html>"
|
||||
skill_window.set_content(dat)
|
||||
skill_window.open()
|
||||
|
||||
else if(href_list["setskill"])
|
||||
var/singleton/skill/new_skill = GET_SINGLETON(text2path(href_list["setskill"]))
|
||||
if(!new_skill)
|
||||
log_debug("SKILLS: Invalid skill selected for [user]: [new_skill]")
|
||||
return
|
||||
|
||||
var/new_skill_value = text2num(href_list["newvalue"])
|
||||
pref.skills[new_skill.type] = text2num(new_skill_value)
|
||||
return TOPIC_REFRESH
|
||||
|
||||
else if(href_list["open_education_menu"])
|
||||
var/list/options = list()
|
||||
var/list/singleton/education/education_list = GET_SINGLETON_SUBTYPE_MAP(/singleton/education)
|
||||
for(var/singleton_type in education_list)
|
||||
var/singleton/education/ED = education_list[singleton_type]
|
||||
if(length(ED.species_restriction))
|
||||
if(pref.species in ED.species_restriction)
|
||||
continue
|
||||
if(length(ED.minimum_character_age))
|
||||
if(pref.species in ED.minimum_character_age)
|
||||
if(pref.age < ED.minimum_character_age[pref.species])
|
||||
continue
|
||||
options[ED.name] = ED
|
||||
var/result = tgui_input_list(user, "Choose your character's education.", "Education", options)
|
||||
var/singleton/education/chosen_education = options[result]
|
||||
if(chosen_education)
|
||||
show_education_window(chosen_education, "set_education_data", user)
|
||||
|
||||
else if(href_list["set_education_data"])
|
||||
user << browse(null, "window=set_education_data")
|
||||
var/new_education = html_decode(href_list["set_education_data"])
|
||||
pref.education = new_education
|
||||
|
||||
pref.skills = list() // reset skills because we have to give them new minimums
|
||||
to_chat(user, SPAN_WARNING("Your skills have been reset as you changed your education."))
|
||||
var/singleton/education/education = GET_SINGLETON(text2path(new_education))
|
||||
if(istype(education))
|
||||
for(var/skill in education.skills)
|
||||
var/singleton/skill/new_skill = GET_SINGLETON(skill)
|
||||
pref.skills[new_skill.type] = education.skills[new_skill.type]
|
||||
to_chat(user, SPAN_NOTICE("Added the [new_skill.name] skill at level [new_skill.skill_level_map[education.skills[new_skill.type]]]."))
|
||||
|
||||
sanitize_character()
|
||||
return TOPIC_REFRESH
|
||||
|
||||
return ..()
|
||||
|
||||
/**
|
||||
* Opens a window showing details of an education.
|
||||
*/
|
||||
/datum/category_item/player_setup_item/skills/proc/show_education_window(var/singleton/education/ED, var/topic_data, var/mob/user)
|
||||
var/datum/browser/education_win = new(user, topic_data, "Education Selection")
|
||||
var/dat = "<html><center><b>[ED.name]</center></b>"
|
||||
dat += "<hr>[ED.description]<hr>"
|
||||
dat += "This education gives you the following skills: "
|
||||
var/list/skills_to_show = list()
|
||||
for(var/skill in ED.skills)
|
||||
var/singleton/skill/S = GET_SINGLETON(skill)
|
||||
skills_to_show += "[S.name] ([SPAN_DANGER(S.skill_level_map[ED.skills[S.type]])])"
|
||||
dat += "<b>[english_list(skills_to_show)]</b>.<br>"
|
||||
dat += "<br><center>\[<a href='?src=[REF(src)];[topic_data]=[html_encode(ED.type)]'>Select</a>\]</center>"
|
||||
dat += "</html>"
|
||||
education_win.set_content(dat)
|
||||
education_win.open()
|
||||
|
||||
/**
|
||||
* Finds and returns the first suitable education for the pref datum.
|
||||
*/
|
||||
/datum/category_item/player_setup_item/skills/proc/find_suitable_education()
|
||||
var/list/singleton/education/education_list = GET_SINGLETON_SUBTYPE_MAP(/singleton/education)
|
||||
for(var/singleton_type in education_list)
|
||||
var/singleton/education/ED = education_list[singleton_type]
|
||||
if(length(ED.species_restriction))
|
||||
if(pref.species in ED.species_restriction)
|
||||
continue
|
||||
if(length(ED.minimum_character_age))
|
||||
if(pref.species in ED.minimum_character_age)
|
||||
if(pref.age < ED.minimum_character_age[pref.species])
|
||||
continue
|
||||
return ED
|
||||
Reference in New Issue
Block a user