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* Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) * [PR for MIRROR PR] Changes for 16248 (#16277) * Merge skyrat changes, update SR SS's, and remove lobby_eye * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/autotransfer/code/autotransfer.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * restore lobby_cam for now Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
23 lines
821 B
Plaintext
23 lines
821 B
Plaintext
/*!
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This subsystem mostly exists to populate and manage the skill singletons.
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*/
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SUBSYSTEM_DEF(skills)
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name = "Skills"
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flags = SS_NO_FIRE
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init_order = INIT_ORDER_SKILLS
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///Dictionary of skill.type || skill ref
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var/list/all_skills = list()
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///List of level names with index corresponding to skill level
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var/list/level_names = list("None", "Novice", "Apprentice", "Journeyman", "Expert", "Master", "Legendary") //List of skill level names. Note that indexes can be accessed like so: level_names[SKILL_LEVEL_NOVICE]
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/datum/controller/subsystem/skills/Initialize()
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InitializeSkills()
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return SS_INIT_SUCCESS
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///Ran on initialize, populates the skills dictionary
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/datum/controller/subsystem/skills/proc/InitializeSkills()
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for(var/type in GLOB.skill_types)
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var/datum/skill/ref = new type
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all_skills[type] = ref
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