Simple skill/skillchip framework (#52314)

* Simple skills framework.

* Map changes.

* Adds skillchips to vendor

* Adds skill stations to the map.

* Circuitboards

* Fix typo

* Some minimal instability

* Fixes,tweaks etc

* Suggest better names or we'll end up with these.

* sharpness thing

* tgui build

* Makes wine from booze synthetizer show to wine tasters.

* Makes wine from dispenser have taste for wine tasters.

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Swaps to carbon var.

* wordy helper proc

* While i'm at it, other relaymoves

Co-authored-by: Rohesie <rohesie@gmail.com>
This commit is contained in:
AnturK
2020-07-29 05:13:36 -03:00
committed by GitHub
co-authored by Rohesie
parent 3f59645d8f
commit e5cf3c05b8
38 changed files with 696 additions and 53 deletions
@@ -0,0 +1,208 @@
#define SKILLCHIP_IMPLANT_TIME 1 MINUTES
#define SKILLCHIP_REMOVAL_TIME 30 SECONDS
/obj/machinery/skill_station
name = "Skillsoft Station"
desc = "learn skills with only minimal chance for brain damage."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
occupant_typecache = list(/mob/living/carbon) //todo make occupant_typecache per type
state_open = TRUE
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND //Don't call ui_interac by default - we only want that when inside
circuit = /obj/item/circuitboard/machine/skill_station
/// Currently implanting/removing
var/working = FALSE
/// Timer until implanting/removing finishes.
var/work_timer
/// What we're implanting
var/obj/item/skillchip/inserted_skillchip
/obj/machinery/skill_station/Initialize()
. = ..()
update_icon()
//Only usable by the person inside
/obj/machinery/skill_station/ui_state(mob/user)
return GLOB.contained_state
/obj/machinery/skill_station/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SkillStation", name)
ui.set_autoupdate(FALSE)
ui.open()
/obj/machinery/skill_station/update_icon_state()
icon_state = initial(icon_state)
if(state_open)
icon_state += "_open"
if(occupant)
icon_state += "_occupied"
/obj/machinery/skill_station/update_overlays()
. = ..()
if(working)
. += "working"
/obj/machinery/skill_station/relaymove(mob/user)
open_machine()
/obj/machinery/skill_station/open_machine()
. = ..()
interrupt_operation()
/obj/machinery/skill_station/Exited(atom/movable/AM, atom/newloc)
. = ..()
if(AM == inserted_skillchip)
inserted_skillchip = null
interrupt_operation()
/obj/machinery/skill_station/power_change()
. = ..()
if(working)
interrupt_operation()
/obj/machinery/skill_station/close_machine(atom/movable/target)
. = ..()
if(occupant)
ui_interact(occupant)
/obj/machinery/skill_station/proc/interrupt_operation()
working = FALSE
if(work_timer)
deltimer(work_timer)
work_timer = null
update_icon()
/obj/machinery/skill_station/interact(mob/user)
. = ..()
if(user == occupant)
ui_interact(user)
else
toggle_open()
/obj/machinery/skill_station/attackby(obj/item/I, mob/living/user, params)
if(istype(I,/obj/item/skillchip))
if(inserted_skillchip)
to_chat(user,"<span class='notice'>There's already a skillchip inside.</span>")
return
if(!user.transferItemToLoc(I, src))
return
inserted_skillchip = I
SStgui.update_uis(src)
return
return ..()
/obj/machinery/skill_station/dropContents(list/subset)
subset = contents - inserted_skillchip
return ..() //This is kinda annoying
/obj/machinery/skill_station/proc/toggle_open(mob/user)
state_open ? close_machine() : open_machine()
// Functions below do not validate occupant exists - should be handled outer wrappers.
/// Start implanting.
/obj/machinery/skill_station/proc/start_implanting()
if(!inserted_skillchip?.can_be_implanted(occupant))
return
working = TRUE
work_timer = addtimer(CALLBACK(src,.proc/implant),SKILLCHIP_IMPLANT_TIME,TIMER_STOPPABLE)
update_icon()
/// Finish implanting.
/obj/machinery/skill_station/proc/implant()
working = FALSE
work_timer = null
if(inserted_skillchip?.can_be_implanted(occupant))
implant_skillchip(occupant,inserted_skillchip)
update_icon()
SStgui.update_uis(src)
to_chat(occupant,"<span class='notice'>Operation complete!</span>")
/// Start removal.
/obj/machinery/skill_station/proc/start_removal(obj/item/skillchip/to_be_removed)
if(!to_be_removed)
return
working = TRUE
work_timer = addtimer(CALLBACK(src,.proc/remove_skillchip,to_be_removed),SKILLCHIP_REMOVAL_TIME,TIMER_STOPPABLE)
update_icon()
/// Finish removal.
/obj/machinery/skill_station/proc/remove_skillchip(obj/item/skillchip/to_be_removed)
working = FALSE
work_timer = null
var/mob/living/carbon/carbon_occupant = occupant
var/obj/item/organ/brain/occupant_brain = carbon_occupant.getorganslot(ORGAN_SLOT_BRAIN)
if(QDELETED(carbon_occupant) || QDELETED(occupant_brain) || !(to_be_removed in occupant_brain.skillchips))
return
to_be_removed.on_removal(carbon_occupant, silent=FALSE)
LAZYREMOVE(occupant_brain.skillchips, to_be_removed)
if(to_be_removed.removable)
carbon_occupant.put_in_hands(to_be_removed)
else
qdel(to_be_removed)
update_icon()
SStgui.update_uis(src)
to_chat(carbon_occupant,"<span class='notice'>Operation complete!</span>")
/obj/machinery/skill_station/proc/implant_skillchip(mob/living/carbon/target,obj/item/skillchip/chip)
var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
chip.on_apply(target, silent = FALSE)
chip.forceMove(target_brain)
LAZYADD(target_brain.skillchips, chip)
/obj/machinery/skill_station/ui_data(mob/user)
. = ..()
.["working"] = working
.["timeleft"] = work_timer ? timeleft(work_timer) : null
var/mob/living/carbon/carbon_occupant = occupant
var/obj/item/organ/brain/occupant_brain = carbon_occupant.getorganslot(ORGAN_SLOT_BRAIN)
if(QDELETED(carbon_occupant) || QDELETED(occupant_brain))
.["error"] = "Brain not detected. Please consult nearest medical practitioner."
else
var/list/current_skills = list()
for(var/obj/item/skillchip/skill_chip in occupant_brain)
current_skills += list(list("name"=skill_chip.skill_name,"icon"=skill_chip.skill_icon,"cost"=skill_chip.slot_cost,"ref"=REF(skill_chip),"active"=(skill_chip in occupant_brain.skillchips)))
.["current"] = current_skills
.["slots_used"] = carbon_occupant.used_skillchip_slots
.["slots_max"] = carbon_occupant.max_skillchip_slots
.["skillchip_ready"] = inserted_skillchip ? TRUE : FALSE
if(inserted_skillchip)
.["implantable"] = inserted_skillchip.can_be_implanted(occupant)
.["implantable_reason"] = inserted_skillchip.can_be_implanted_message(occupant)
.["skill_name"] = inserted_skillchip.skill_name
.["skill_desc"] = inserted_skillchip.skill_description
.["skill_icon"] = inserted_skillchip.skill_icon
.["skill_cost"] = inserted_skillchip.slot_cost
/obj/machinery/skill_station/ui_act(action, list/params)
. = ..()
if(.)
return
if(usr != occupant)
return
switch(action)
if("implant")
if(occupant && inserted_skillchip)
start_implanting()
return TRUE
if("remove")
var/chipref = params["ref"]
var/mob/living/carbon/carbon_occupant = occupant
var/obj/item/organ/brain/occupant_brain = carbon_occupant.getorganslot(ORGAN_SLOT_BRAIN)
if(QDELETED(carbon_occupant) || QDELETED(occupant_brain))
return TRUE
var/obj/item/skillchip/to_be_removed = locate(chipref) in occupant_brain
if(!to_be_removed)
return TRUE
start_removal(to_be_removed)
return TRUE
if("eject")
if(inserted_skillchip)
to_chat(occupant,"<span class='notice'>You eject the skillchip.</span>")
var/mob/living/carbon/human/H = occupant
H.put_in_hands(inserted_skillchip)
inserted_skillchip = null
return TRUE
@@ -0,0 +1,98 @@
/obj/item/skillchip
name = "skillchip"
desc = "This biochip integrates with user's brain to enable mastery of specific skill. Consult certified Nanotrasen neurosurgeon before use."
icon = 'icons/obj/card.dmi'
icon_state = "data_3"
custom_price = 500
w_class = WEIGHT_CLASS_SMALL
/// Trait automatically granted by this chip, optional
var/auto_trait
/// Skill name shown on UI
var/skill_name
/// Skill description shown on UI
var/skill_description
/// FS icon show on UI
var/skill_icon = "brain"
/// Message shown when implanting the chip
var/implanting_message
/// Message shown when extracting the chip
var/removal_message
//If set to TRUE, trying to extract the chip will destroy it instead
var/removable = TRUE
/// How many skillslots this one takes
var/slot_cost = 1
/// Called after implantation and/or brain entering new body
/obj/item/skillchip/proc/on_apply(mob/living/carbon/user,silent=TRUE)
if(!silent && implanting_message)
to_chat(user,implanting_message)
if(auto_trait)
ADD_TRAIT(user,auto_trait,SKILLCHIP_TRAIT)
user.used_skillchip_slots += slot_cost
/// Called after removal and/or brain exiting the body
/obj/item/skillchip/proc/on_removal(mob/living/carbon/user,silent=TRUE)
if(!silent && removal_message)
to_chat(user,removal_message)
if(auto_trait)
REMOVE_TRAIT(user,auto_trait,SKILLCHIP_TRAIT)
user.used_skillchip_slots -= slot_cost
/// Checks if this implant is valid to implant in a given mob.
/obj/item/skillchip/proc/can_be_implanted(mob/living/carbon/target)
//No brain
var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
if(QDELETED(target_brain))
return FALSE
//No skill slots left
if(target.used_skillchip_slots + slot_cost > target.max_skillchip_slots)
return FALSE
//Only one copy of each for now.
if(locate(type) in target_brain.skillchips)
return FALSE
return TRUE
/// Returns readable reason why implanting cannot succeed --todo switch to flag retval in can_be_implanted to cut down copypaste
/obj/item/skillchip/proc/can_be_implanted_message(mob/living/carbon/target)
//No brain
var/obj/item/organ/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
if(QDELETED(target_brain))
return "No brain detected."
//No skill slots left
if(target.used_skillchip_slots + slot_cost > target.max_skillchip_slots)
return "Complexity limit exceeded."
//Only one copy of each for now.
if(locate(type) in target_brain.skillchips)
return "Duplicate chip detected."
return "Chip ready for implantation."
/obj/item/skillchip/basketweaving
name = "Basketsoft 3000 skillchip"
desc = "Underwater edition."
auto_trait = TRAIT_UNDERWATER_BASKETWEAVING_KNOWLEDGE
skill_name = "Underwater Basketweaving"
skill_description = "Master intricate art of using twine to create perfect baskets while submerged."
skill_icon = "shopping-basket"
implanting_message = "<span class='notice'>You're one with the twine and the sea.</span>"
removal_message = "<span class='notice'>Higher mysteries of underwater basketweaving leave your mind.</span>"
/obj/item/skillchip/wine_taster
name = "WINE skillchip"
desc = "Wine.Is.Not.Equal version 5."
auto_trait = TRAIT_WINE_TASTER
skill_name = "Wine Tasting"
skill_description = "Recognize wine vintage from taste alone. Never again lack an opinion when presented with an unknown drink."
skill_icon = "wine-bottle"
implanting_message = "<span class='notice'>You recall wine taste.</span>"
removal_message = "<span class='notice'>Your memories of wine evaporate.</span>"
/obj/item/skillchip/bonsai
name = "Hedge 3 skillchip"
auto_trait = TRAIT_BONSAI
skill_name = "Hedgetrimming"
skill_description = "Trim hedges and potted plants into marvelous new shapes with any old knife. Not applicable to plastic plants."
skill_icon = "spa"
implanting_message = "<span class='notice'>Your mind is filled with plant arrangments.</span>"
removal_message = "<span class='notice'>Your can't remember how a hedge looks like anymore.</span>"