Merge pull request #16588 from ShadowLarkens/merk_skills

Completely merk all traces of the skill system
This commit is contained in:
Heroman3003
2024-11-28 05:34:18 +10:00
committed by GitHub
20 changed files with 5 additions and 456 deletions
@@ -7,11 +7,6 @@
sort_order = 1
category_item_type = /datum/category_item/player_setup_item/general
/datum/category_group/player_setup_category/skill_preferences
name = "Skills"
sort_order = 2
category_item_type = /datum/category_item/player_setup_item/skills
/datum/category_group/player_setup_category/occupation_preferences
name = "Occupation"
sort_order = 3
@@ -1,89 +0,0 @@
/datum/category_item/player_setup_item/skills
name = "Skills"
sort_order = 1
/datum/category_item/player_setup_item/skills/load_character(list/save_data)
pref.skills = check_list_copy(save_data["skills"])
pref.used_skillpoints = save_data["used_skillpoints"]
pref.skill_specialization = save_data["skill_specialization"]
/datum/category_item/player_setup_item/skills/save_character(list/save_data)
save_data["skills"] = check_list_copy(pref.skills)
save_data["used_skillpoints"] = pref.used_skillpoints
save_data["skill_specialization"] = pref.skill_specialization
/datum/category_item/player_setup_item/skills/sanitize_character()
if(SKILLS == null) setup_skills()
if(!pref.skills) pref.skills = list()
if(!pref.skills.len) pref.ZeroSkills()
if(pref.used_skillpoints < 0) pref.used_skillpoints = 0
// Moved from /datum/preferences/proc/copy_to()
/datum/category_item/player_setup_item/skills/copy_to_mob(var/mob/living/carbon/human/character)
character.skills = pref.skills
character.used_skillpoints = pref.used_skillpoints
/datum/category_item/player_setup_item/skills/content()
. = list()
. += span_bold("Select your Skills") + "<br>"
. += "Current skill level: <b>[pref.GetSkillClass(pref.used_skillpoints)]</b> ([pref.used_skillpoints])<br>"
. += "<a href='?src=\ref[src];preconfigured=1'>Use preconfigured skillset</a><br>"
. += "<table>"
for(var/V in SKILLS)
. += "<tr><th colspan = 5><b>[V]</b>"
. += "</th></tr>"
for(var/datum/skill/S in SKILLS[V])
var/level = pref.skills[S.ID]
. += "<tr style='text-align:left;'>"
. += "<th><a href='?src=\ref[src];skillinfo=\ref[S]'>[S.name]</a></th>"
. += skill_to_button(S, "Untrained", level, SKILL_NONE)
// secondary skills don't have an amateur level
if(S.secondary)
. += "<th></th>"
else
. += skill_to_button(S, "Amateur", level, SKILL_BASIC)
. += skill_to_button(S, "Trained", level, SKILL_ADEPT)
. += skill_to_button(S, "Professional", level, SKILL_EXPERT)
. += "</tr>"
. += "</table>"
. = jointext(.,null)
/datum/category_item/player_setup_item/proc/skill_to_button(var/skill, var/level_name, var/current_level, var/selection_level)
if(current_level == selection_level)
return "<th>" + span_linkOn("[level_name]") + "</th>"
return "<th><a href='?src=\ref[src];setskill=\ref[skill];newvalue=[selection_level]'>[level_name]</a></th>"
/datum/category_item/player_setup_item/skills/OnTopic(href, href_list, user)
if(href_list["skillinfo"])
var/datum/skill/S = locate(href_list["skillinfo"])
var/HTML = span_bold("[S.name]") + "<br>[S.desc]"
user << browse(HTML, "window=\ref[user]skillinfo")
return TOPIC_HANDLED
else if(href_list["setskill"])
var/datum/skill/S = locate(href_list["setskill"])
var/value = text2num(href_list["newvalue"])
pref.skills[S.ID] = value
pref.CalculateSkillPoints()
return TOPIC_REFRESH
else if(href_list["preconfigured"])
var/selected = tgui_input_list(user, "Select a skillset", "Skillset", SKILL_PRE)
if(!selected || !CanUseTopic(user)) return
pref.ZeroSkills(1)
for(var/V in SKILL_PRE[selected])
if(V == "field")
pref.skill_specialization = SKILL_PRE[selected]["field"]
continue
pref.skills[V] = SKILL_PRE[selected][V]
pref.CalculateSkillPoints()
return TOPIC_REFRESH
else if(href_list["setspecialization"])
pref.skill_specialization = href_list["setspecialization"]
pref.CalculateSkillPoints()
return TOPIC_REFRESH
return ..()
-56
View File
@@ -122,10 +122,6 @@ var/list/preferences_datums = list()
//Keeps track of preferrence for not getting any wanted jobs
var/alternate_option = 1
var/used_skillpoints = 0
var/skill_specialization = null
var/list/skills = list() // skills can range from 0 to 3
// maps each organ to either null(intact), "cyborg" or "amputated"
// will probably not be able to do this for head and torso ;)
var/list/organ_data = list()
@@ -233,58 +229,6 @@ var/list/preferences_datums = list()
value_cache = null
return ..()
/datum/preferences/proc/ZeroSkills(var/forced = 0)
for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
if(!skills.Find(S.ID) || forced)
skills[S.ID] = SKILL_NONE
/datum/preferences/proc/CalculateSkillPoints()
used_skillpoints = 0
for(var/V in SKILLS) for(var/datum/skill/S in SKILLS[V])
var/multiplier = 1
switch(skills[S.ID])
if(SKILL_NONE)
used_skillpoints += 0 * multiplier
if(SKILL_BASIC)
used_skillpoints += 1 * multiplier
if(SKILL_ADEPT)
// secondary skills cost less
if(S.secondary)
used_skillpoints += 1 * multiplier
else
used_skillpoints += 3 * multiplier
if(SKILL_EXPERT)
// secondary skills cost less
if(S.secondary)
used_skillpoints += 3 * multiplier
else
used_skillpoints += 6 * multiplier
/datum/preferences/proc/GetSkillClass(points)
return CalculateSkillClass(points, age)
/proc/CalculateSkillClass(points, age)
if(points <= 0) return "Unconfigured"
// skill classes describe how your character compares in total points
points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
if(age > 30)
points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
switch(points)
if(-1000 to 3)
return "Terrifying"
if(4 to 6)
return "Below Average"
if(7 to 10)
return "Average"
if(11 to 14)
return "Above Average"
if(15 to 18)
return "Exceptional"
if(19 to 24)
return "Genius"
if(24 to 1000)
return "God"
/datum/preferences/proc/ShowChoices(mob/user)
if(!user || !user.client) return