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Aurora.3/code/modules/client/preference_setup/preference_setup.dm
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VMSolidus 260f744906 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>
2026-04-18 14:33:48 +00:00

343 lines
11 KiB
Plaintext

#define TOPIC_NOACTION 0
#define TOPIC_HANDLED 1
#define TOPIC_REFRESH 2
#define TOPIC_UPDATE_PREVIEW 4
#define TOPIC_REFRESH_UPDATE_PREVIEW (TOPIC_UPDATE_PREVIEW|TOPIC_REFRESH)
// These are bitflags. Use wisely.
#define SQL_CHARACTER 0x1
#define SQL_PREFERENCES 0x2
// General-purpose helper for drawing a colored box.
#define HTML_RECT(color) "&nbsp;<div style=\"display:inline;height:10px;width:30px;background:'[color || "#FFFFFF"]'\"></div>&nbsp;"
// A bit of a hack to allow unit testing of category items.
#ifdef UNIT_TEST
# define PREF_CLIENT_CKEY ""
#else
# define PREF_CLIENT_CKEY pref.client.ckey
#endif
/datum/category_group/player_setup_category/general_preferences
name = "General"
sort_order = 1
category_item_type = /datum/category_item/player_setup_item/general
/datum/category_group/player_setup_category/origin
name = "Origin"
sort_order = 2
category_item_type = /datum/category_item/player_setup_item/origin
/datum/category_group/player_setup_category/skill_preferences
name = "Skills"
sort_order = 3
category_item_type = /datum/category_item/player_setup_item/skills
/datum/category_group/player_setup_category/occupation_preferences
name = "Occupation"
sort_order = 4
category_item_type = /datum/category_item/player_setup_item/occupation
/datum/category_group/player_setup_category/appearance_preferences
name = "Roles"
sort_order = 5
category_item_type = /datum/category_item/player_setup_item/antagonism
/datum/category_group/player_setup_category/loadout_preferences
name = "Loadout"
sort_order = 6
category_item_type = /datum/category_item/player_setup_item/loadout
/datum/category_group/player_setup_category/global_preferences
name = "Global"
sort_order = 7
category_item_type = /datum/category_item/player_setup_item/player_global
sql_role = SQL_PREFERENCES
/datum/category_group/player_setup_category/other_preferences
name = "Other"
sort_order = 8
category_item_type = /datum/category_item/player_setup_item/other
/****************************
* Category Collection Setup *
****************************/
/datum/category_collection/player_setup_collection
category_group_type = /datum/category_group/player_setup_category
var/datum/preferences/preferences
var/datum/category_group/player_setup_category/selected_category = null
/datum/category_collection/player_setup_collection/New(var/datum/preferences/preferences)
src.preferences = preferences
..()
selected_category = categories[1]
/datum/category_collection/player_setup_collection/Destroy()
preferences = null
selected_category = null
return ..()
/datum/category_collection/player_setup_collection/proc/sanitize_setup(sql_load = FALSE)
for(var/datum/category_group/player_setup_category/PS in categories)
PS.sanitize_setup(sql_load)
/datum/category_collection/player_setup_collection/proc/load_character(var/savefile/S)
for(var/datum/category_group/player_setup_category/PS in categories)
PS.load_character(S)
/datum/category_collection/player_setup_collection/proc/save_character(var/savefile/S)
for(var/datum/category_group/player_setup_category/PS in categories)
PS.save_character(S)
/datum/category_collection/player_setup_collection/proc/load_preferences(var/savefile/S)
for(var/datum/category_group/player_setup_category/PS in categories)
PS.load_preferences(S)
/datum/category_collection/player_setup_collection/proc/save_preferences(var/savefile/S)
for(var/datum/category_group/player_setup_category/PS in categories)
PS.save_preferences(S)
/datum/category_collection/player_setup_collection/proc/update_setup(var/savefile/preferences, var/savefile/character)
for(var/datum/category_group/player_setup_category/PS in categories)
. = . || PS.update_setup(preferences, character)
/datum/category_collection/player_setup_collection/proc/header()
var/dat = ""
for(var/datum/category_group/player_setup_category/PS in categories)
if(PS == selected_category)
dat += "[PS.name] " // TODO: Check how to properly mark a href/button selected in a classic browser window
else
dat += "<a href='byond://?src=[REF(src)];category=[REF(PS)]'>[PS.name]</a> "
return dat
/datum/category_collection/player_setup_collection/proc/content(var/mob/user)
if(selected_category)
return selected_category.content(user)
/datum/category_collection/player_setup_collection/Topic(var/href,var/list/href_list)
if(..())
return 1
var/mob/user = usr
if(!user.client)
return 1
if(href_list["category"])
var/category = locate(href_list["category"])
if(category && (category in categories))
selected_category = category
. = 1
if(.)
user.client.prefs.ShowChoices(user)
/**************************
* Category Category Setup *
**************************/
/datum/category_group/player_setup_category
var/sort_order = 0
var/sql_role = SQL_CHARACTER
var/modified = 0
/datum/category_group/player_setup_category/dd_SortValue()
return sort_order
/datum/category_group/player_setup_category/proc/sanitize_setup(sql_load = FALSE)
for(var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_preferences(sql_load)
for(var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_character(sql_load)
/datum/category_group/player_setup_category/proc/load_character(var/savefile/S)
// Load all data, then sanitize it.
// Need due to, for example, the 01_basic module relying on species having been loaded to sanitize correctly but that isn't loaded until module 03_body.
if (!GLOB.config.sql_saves || !establish_db_connection(GLOB.dbcon))
for(var/datum/category_item/player_setup_item/PI in items)
PI.load_character(S)
else
// Load every category minus the global
handle_sql_loading(SQL_CHARACTER)
for(var/datum/category_item/player_setup_item/PI in items)
PI.load_character_special(S)
PI.sanitize_character(GLOB.config.sql_saves)
/datum/category_group/player_setup_category/proc/save_character(var/savefile/S)
// Sanitize all data, then save it
for (var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_character()
var/db_available = GLOB.config.sql_saves && establish_db_connection(GLOB.dbcon)
for (var/datum/category_item/player_setup_item/PI in items)
PI.save_character_special(S)
if(!db_available)
PI.save_character(S)
if (db_available && modified)
// No save here, because this is only called from the menu and needs to save /everything/.
handle_sql_saving(SQL_CHARACTER)
modified = 0
/datum/category_group/player_setup_category/proc/load_preferences(var/savefile/S)
if (!GLOB.config.sql_saves || !establish_db_connection(GLOB.dbcon))
for (var/datum/category_item/player_setup_item/PI in items)
PI.load_preferences(S)
else
handle_sql_loading(SQL_PREFERENCES)
for (var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_preferences(GLOB.config.sql_saves)
/datum/category_group/player_setup_category/proc/save_preferences(var/savefile/S)
for (var/datum/category_item/player_setup_item/PI in items)
PI.sanitize_preferences()
if (!GLOB.config.sql_saves || !establish_db_connection(GLOB.dbcon))
for (var/datum/category_item/player_setup_item/PI in items)
PI.save_preferences(S)
else
handle_sql_saving(SQL_PREFERENCES)
/datum/category_group/player_setup_category/proc/update_setup(var/savefile/preferences, var/savefile/character)
for(var/datum/category_item/player_setup_item/PI in items)
. = . || PI.update_setup(preferences, character)
/datum/category_group/player_setup_category/proc/content(var/mob/user)
. = "<table style='width:100%'><tr style='vertical-align:top'><td style='width:50%'>"
var/current = 0
var/halfway = items.len / 2.5
for(var/datum/category_item/player_setup_item/PI in items)
if(halfway && current++ >= halfway)
halfway = 0
. += "</td><td></td><td style='width:50%'>"
. += "[PI.content(user)]<br>"
. += "</td></tr></table>"
/datum/category_group/player_setup_category/occupation_preferences/content(var/mob/user)
for(var/datum/category_item/player_setup_item/PI in items)
. += "[PI.content(user)]<br>"
/**********************
* Category Item Setup *
**********************/
/datum/category_item/player_setup_item
var/sort_order = 0
var/datum/preferences/pref
/datum/category_item/player_setup_item/New()
..()
var/datum/category_collection/player_setup_collection/psc = category.collection
pref = psc.preferences
/datum/category_item/player_setup_item/Destroy()
pref = null
return ..()
/datum/category_item/player_setup_item/dd_SortValue()
return sort_order
/datum/category_item/player_setup_item/proc/to_client_chat(str)
if (pref && pref.client)
to_chat(pref.client, str)
/*
* Called when the item is asked to load per character settings - Only called when sql saves are disabled or unavailable
*/
/datum/category_item/player_setup_item/proc/load_character(var/savefile/S)
return
/*
* Called no matter if sql saves are enabled or disabled (After load_character)
*/
/datum/category_item/player_setup_item/proc/load_character_special(var/savefile/S)
return
/*
* Called when the item is asked to save per character settings - Only called when sql saves are disabled or unavailable
*/
/datum/category_item/player_setup_item/proc/save_character(var/savefile/S)
return
/*
* Called no matter if sql saves are enabled or disabled (Before save_character / handle_sql_saving)
*/
/datum/category_item/player_setup_item/proc/save_character_special(var/savefile/S)
return
/*
* Called when the item is asked to load user/global settings
*/
/datum/category_item/player_setup_item/proc/load_preferences(var/savefile/S)
return
/*
* Called when the item is asked to save user/global settings
*/
/datum/category_item/player_setup_item/proc/save_preferences(var/savefile/S)
return
/*
* Called when the item is asked to update user/global settings
*/
/datum/category_item/player_setup_item/proc/update_setup(var/savefile/preferences, var/savefile/character)
return 0
/*
* Called when the owner category is composing its load query
*/
/datum/category_item/player_setup_item/proc/gather_load_query()
return list()
/*
* Called when the owner category is composing its insert query
*/
/datum/category_item/player_setup_item/proc/gather_save_query()
return list()
/*
* Called when the owner category is composing its query parameters for loading.
*/
/datum/category_item/player_setup_item/proc/gather_load_parameters()
return list()
/*
* Called when the owner category is composing its query parameters for inserting a new record.
*/
/datum/category_item/player_setup_item/proc/gather_save_parameters()
return list()
/datum/category_item/player_setup_item/proc/content(var/mob/user)
return
/datum/category_item/player_setup_item/proc/sanitize_character(var/sql_load = 0)
return
/datum/category_item/player_setup_item/proc/sanitize_preferences(var/sql_load = 0)
return
/datum/category_item/player_setup_item/Topic(var/href,var/list/href_list)
if(..())
return 1
var/mob/user = usr
if (!user.client)
return 1
. = OnTopic(href, href_list, user)
if (. != TOPIC_NOACTION)
var/datum/category_group/player_setup_category/cat = category
cat.modified = 1
if (. & TOPIC_REFRESH)
user.client.prefs.ShowChoices(user)
if(. & TOPIC_UPDATE_PREVIEW)
user.client.prefs.update_preview_icon()
/datum/category_item/player_setup_item/CanUseTopic(var/mob/user)
return 1
/datum/category_item/player_setup_item/proc/OnTopic(var/href,var/list/href_list, var/mob/user)
return TOPIC_NOACTION
/datum/category_item/player_setup_item/proc/preference_mob()
if(pref && pref.client && pref.client.mob)
return pref.client.mob