GLOBAL_LIST_INIT(skill_types, subtypesof(/datum/skill)) /datum/skill var/name = "Skilling" var/title = "Skiller" var/desc = "the art of doing things" ///Dictionary of modifier type - list of modifiers (indexed by level). 7 entries in each list for all 7 skill levels. var/modifiers = list(SKILL_SPEED_MODIFIER = list(1, 1, 1, 1, 1, 1, 1)) //Dictionary of modifier type - list of modifiers (indexed by level). 7 entries in each list for all 7 skill levels. ///List Path pointing to the skill item reward that will appear when a user finishes leveling up a skill var/skill_item_path ///List associating different messages that appear on level up with different levels var/list/levelUpMessages = list() ///List associating different messages that appear on level up with different levels var/list/levelDownMessages = list() /datum/skill/proc/get_skill_modifier(modifier, level) return modifiers[modifier][level] //Levels range from 1 (None) to 7 (Legendary) /** * new: sets up some lists. * *Can't happen in the datum's definition because these lists are not constant expressions */ /datum/skill/New() . = ..() levelUpMessages = list(span_nicegreen("What the hell is [name]? Tell an admin if you see this message."), //This first index shouldn't ever really be used span_nicegreen("I'm starting to figure out what [name] really is!"), span_nicegreen("I'm getting a little better at [name]!"), span_nicegreen("I'm getting much better at [name]!"), span_nicegreen("I feel like I've become quite proficient at [name]!"), span_nicegreen("After lots of practice, I've begun to truly understand the intricacies and surprising depth behind [name]. I now consider myself a master [title]."), span_nicegreen("Through incredible determination and effort, I've reached the peak of my [name] abiltities. I'm finally able to consider myself a legendary [title]!") ) levelDownMessages = list(span_nicegreen("I have somehow completely lost all understanding of [name]. Please tell an admin if you see this."), span_nicegreen("I'm starting to forget what [name] really even is. I need more practice..."), span_nicegreen("I'm getting a little worse at [name]. I'll need to keep practicing to get better at it..."), span_nicegreen("I'm getting a little worse at [name]..."), span_nicegreen("I'm losing my [name] expertise ...."), span_nicegreen("I feel like I'm losing my mastery of [name]."), span_nicegreen("I feel as though my legendary [name] skills have deteriorated. I'll need more intense training to recover my lost skills.") ) /** * level_gained: Gives skill levelup messages to the user * * Only fires if the xp gain isn't silent, so only really useful for messages. * Arguments: * * mind - The mind that you'll want to send messages * * new_level - The newly gained level. Can check the actual level to give different messages at different levels, see defines in skills.dm * * old_level - Similar to the above, but the level you had before levelling up. * * silent - Silences the announcement if TRUE */ /datum/skill/proc/level_gained(datum/mind/mind, new_level, old_level, silent) if(silent) return to_chat(mind.current, levelUpMessages[new_level]) //new_level will be a value from 1 to 6, so we get appropriate message from the 6-element levelUpMessages list /** * level_lost: See level_gained, same idea but fires on skill level-down */ /datum/skill/proc/level_lost(datum/mind/mind, new_level, old_level, silent) if(silent) return to_chat(mind.current, levelDownMessages[old_level]) //old_level will be a value from 1 to 6, so we get appropriate message from the 6-element levelUpMessages list /** * try_skill_reward: Checks to see if a user is eligable for a tangible reward for reaching a certain skill level * * Currently gives the user a special cloak when they reach a legendary level at any given skill * Arguments: * * mind - The mind that you'll want to send messages and rewards to * * new_level - The current level of the user. Used to check if it meets the requirements for a reward */ /datum/skill/proc/try_skill_reward(datum/mind/mind, new_level) if (new_level != SKILL_LEVEL_LEGENDARY) return if (!ispath(skill_item_path)) to_chat(mind.current, span_nicegreen("My legendary [name] skill is quite impressive, though it seems the Professional [title] Association doesn't have any status symbols to commemorate my abilities with. I should let Centcom know of this travesty, maybe they can do something about it.")) return if (LAZYFIND(mind.skills_rewarded, src.type)) to_chat(mind.current, span_nicegreen("It seems the Professional [title] Association won't send me another status symbol.")) return podspawn(list( "target" = get_turf(mind.current), "style" = /datum/pod_style/advanced, "spawn" = skill_item_path, "delays" = list(POD_TRANSIT = 150, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30) )) to_chat(mind.current, span_nicegreen("My legendary skill has attracted the attention of the Professional [title] Association. It seems they are sending me a status symbol to commemorate my abilities.")) LAZYADD(mind.skills_rewarded, src.type)