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## About The Pull Request Maked `fieldset_block` and `examine_block` more stylish and neat, also `fieldset_block` no longer has a centred title. Renamed `examine_block` to `boxed_message` and adds `custom_boxed_message` which can be colored. - AdminPMs, admin tickets and vote results has been wrapped into `fieldset_block` for comfort and visibility - Health Analyzer results painted to blue - Vote notice and tips of the round wrapped to purple `custom_boxed_message` - Tooltip text border color, now uses text color, not just white ## Why It's Good For The Game Demonstration in both themes <details><summary>Dark</summary>    </details> <details><summary>Light</summary>    </details> ## Changelog 🆑 qol: AdminPMs, admin tickets, vote results and started vote notification are now much more visible in the chat. qol: Boxed messages in chat (like examine), has been restyled. /🆑
79 lines
3.5 KiB
Plaintext
79 lines
3.5 KiB
Plaintext
/datum/mind/proc/init_known_skills()
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for (var/type in GLOB.skill_types)
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known_skills[type] = list(SKILL_LEVEL_NONE, 0)
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///Return the amount of EXP needed to go to the next level. Returns 0 if max level
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/datum/mind/proc/exp_needed_to_level_up(skill)
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var/lvl = update_skill_level(skill)
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if (lvl >= length(SKILL_EXP_LIST)) //If we're already past the last exp threshold
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return 0
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return SKILL_EXP_LIST[lvl+1] - known_skills[skill][SKILL_EXP]
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///Adjust experience of a specific skill
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/datum/mind/proc/adjust_experience(skill, amt, silent = FALSE, force_old_level = 0)
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var/datum/skill/S = GetSkillRef(skill)
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var/old_level = force_old_level ? force_old_level : known_skills[skill][SKILL_LVL] //Get current level of the S skill
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experience_multiplier = initial(experience_multiplier)
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for(var/key in experience_multiplier_reasons)
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experience_multiplier += experience_multiplier_reasons[key]
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known_skills[skill][SKILL_EXP] = max(0, known_skills[skill][SKILL_EXP] + amt*experience_multiplier) //Update exp. Prevent going below 0
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known_skills[skill][SKILL_LVL] = update_skill_level(skill)//Check what the current skill level is based on that skill's exp
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if(known_skills[skill][SKILL_LVL] > old_level)
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S.level_gained(src, known_skills[skill][SKILL_LVL], old_level, silent)
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else if(known_skills[skill][SKILL_LVL] < old_level)
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S.level_lost(src, known_skills[skill][SKILL_LVL], old_level, silent)
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///Set experience of a specific skill to a number
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/datum/mind/proc/set_experience(skill, amt, silent = FALSE)
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var/old_level = known_skills[skill][SKILL_EXP]
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known_skills[skill][SKILL_EXP] = amt
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adjust_experience(skill, 0, silent, old_level) //Make a call to adjust_experience to handle updating level
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///Set level of a specific skill
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/datum/mind/proc/set_level(skill, newlevel, silent = FALSE)
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var/oldlevel = get_skill_level(skill)
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var/difference = SKILL_EXP_LIST[newlevel] - SKILL_EXP_LIST[oldlevel]
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adjust_experience(skill, difference, silent)
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///Check what the current skill level is based on that skill's exp
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/datum/mind/proc/update_skill_level(skill)
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var/i = 0
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for (var/exp in SKILL_EXP_LIST)
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i ++
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if (known_skills[skill][SKILL_EXP] >= SKILL_EXP_LIST[i])
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continue
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return i - 1 //Return level based on the last exp requirement that we were greater than
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return i //If we had greater EXP than even the last exp threshold, we return the last level
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///Gets the skill's singleton and returns the result of its get_skill_modifier
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/datum/mind/proc/get_skill_modifier(skill, modifier)
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var/datum/skill/S = GetSkillRef(skill)
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return S.get_skill_modifier(modifier, known_skills[skill][SKILL_LVL])
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///Gets the player's current level number from the relevant skill
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/datum/mind/proc/get_skill_level(skill)
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return known_skills[skill][SKILL_LVL]
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///Gets the player's current exp from the relevant skill
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/datum/mind/proc/get_skill_exp(skill)
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return known_skills[skill][SKILL_EXP]
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/datum/mind/proc/get_skill_level_name(skill)
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var/level = get_skill_level(skill)
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return SSskills.level_names[level]
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/datum/mind/proc/print_levels(user)
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var/list/shown_skills = list()
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for(var/i in known_skills)
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if(known_skills[i][SKILL_LVL] > SKILL_LEVEL_NONE) //Do we actually have a level in this?
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shown_skills += i
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if(!length(shown_skills))
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to_chat(user, span_notice("You don't seem to have any particularly outstanding skills."))
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return
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var/msg = "[span_info("<EM>Your skills</EM>")]\n<span class='notice'>"
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for(var/i in shown_skills)
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var/datum/skill/the_skill = i
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msg += "[initial(the_skill.name)] - [get_skill_level_name(the_skill)]\n"
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msg += "</span>"
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to_chat(user, boxed_message(msg))
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