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Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com> Co-authored-by: Azarak <azarak10@gmail.com>
82 lines
5.3 KiB
Plaintext
82 lines
5.3 KiB
Plaintext
GLOBAL_LIST_INIT(skill_types, subtypesof(/datum/skill))
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/datum/skill
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var/name = "Skilling"
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var/title = "Skiller"
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var/desc = "the art of doing things"
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///Dictionary of modifier type - list of modifiers (indexed by level). 7 entries in each list for all 7 skill levels.
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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.
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///List Path pointing to the skill cape reward that will appear when a user finishes leveling up a skill
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var/skill_cape_path
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///List associating different messages that appear on level up with different levels
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var/list/levelUpMessages = list()
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///List associating different messages that appear on level up with different levels
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var/list/levelDownMessages = list()
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/datum/skill/proc/get_skill_modifier(modifier, level)
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return modifiers[modifier][level] //Levels range from 1 (None) to 7 (Legendary)
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/**
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* new: sets up some lists.
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*
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*Can't happen in the datum's definition because these lists are not constant expressions
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*/
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/datum/skill/New()
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. = ..()
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levelUpMessages = list("<span class='nicegreen'>What the hell is [name]? Tell an admin if you see this message.</span>", //This first index shouldn't ever really be used
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"<span class='nicegreen'>I'm starting to figure out what [name] really is!</span>",
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"<span class='nicegreen'>I'm getting a little better at [name]!</span>",
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"<span class='nicegreen'>I'm getting much better at [name]!</span>",
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"<span class='nicegreen'>I feel like I've become quite proficient at [name]!</span>",
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"<span class='nicegreen'>After lots of practice, I've begun to truly understand the intricacies \
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and surprising depth behind [name]. I now consider myself a master [title].</span>",
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"<span class='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]!</span>" )
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levelDownMessages = list("<span class='nicegreen'>I have somehow completely lost all understanding of [name]. Please tell an admin if you see this.</span>",
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"<span class='nicegreen'>I'm starting to forget what [name] really even is. I need more practice...</span>",
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"<span class='nicegreen'>I'm getting a little worse at [name]. I'll need to keep practicing to get better at it...</span>",
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"<span class='nicegreen'>I'm getting a little worse at [name]...</span>",
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"<span class='nicegreen'>I'm losing my [name] expertise ....</span>",
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"<span class='nicegreen'>I feel like I'm losing my mastery of [name].</span>",
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"<span class='nicegreen'>I feel as though my legendary [name] skills have deteriorated. I'll need more intense training to recover my lost skills.</span>" )
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/**
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* level_gained: Gives skill levelup messages to the user
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*
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* Only fires if the xp gain isn't silent, so only really useful for messages.
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* Arguments:
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* * mind - The mind that you'll want to send messages
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* * new_level - The newly gained level. Can check the actual level to give different messages at different levels, see defines in skills.dm
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* * old_level - Similar to the above, but the level you had before levelling up.
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*/
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/datum/skill/proc/level_gained(datum/mind/mind, new_level, old_level)//just for announcements (doesn't go off if the xp gain is silent)
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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
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/**
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* level_lost: See level_gained, same idea but fires on skill level-down
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*/
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/datum/skill/proc/level_lost(datum/mind/mind, new_level, old_level)
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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
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/**
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* try_skill_reward: Checks to see if a user is eligable for a tangible reward for reaching a certain skill level
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*
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* Currently gives the user a special cloak when they reach a legendary level at any given skill
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* Arguments:
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* * mind - The mind that you'll want to send messages and rewards to
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* * new_level - The current level of the user. Used to check if it meets the requirements for a reward
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*/
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/datum/skill/proc/try_skill_reward(datum/mind/mind, new_level)
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if (new_level != SKILL_LEVEL_LEGENDARY)
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return
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if (!ispath(skill_cape_path))
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to_chat(mind.current, "<span class='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.</span>")
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return
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if (LAZYFIND(mind.skills_rewarded, src.type))
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to_chat(mind.current, "<span class='nicegreen'>It seems the Professional [title] Association won't send me another status symbol.</span>")
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return
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var/obj/structure/closet/supplypod/bluespacepod/pod = new()
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pod.delays[POD_TRANSIT] = 150
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pod.explosionSize = list(0,0,0,0)
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to_chat(mind.current, "<span class='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.</span>")
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var/turf/T = get_turf(mind.current)
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new /obj/effect/pod_landingzone(T, pod , new skill_cape_path(T))
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LAZYADD(mind.skills_rewarded, src.type)
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