Skill modifiers datum WIP.

This commit is contained in:
Ghommie
2020-05-10 02:11:48 +02:00
parent a6ad4dc9bf
commit 300331ccb7
32 changed files with 408 additions and 193 deletions
+45 -52
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@@ -1,3 +1,4 @@
#define ECSTATIC_SANITY_PEN -1
#define SLIGHT_INSANITY_PEN 1
#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
@@ -13,29 +14,39 @@
var/list/datum/mood_event/mood_events = list()
var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
var/obj/screen/mood/screen_obj
var/datum/skill_modifier/bad_mood/malus
var/datum/skill_modifier/great_mood/bonus
var/static/malus_id = 0
var/static/bonus_id = 0
/datum/component/mood/Initialize()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
START_PROCESSING(SSmood, src)
var/mob/living/owner = parent
if(owner.stat != DEAD)
START_PROCESSING(SSdcs, src)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(parent, COMSIG_MODIFY_SANITY, .proc/modify_sanity)
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
var/mob/living/owner = parent
RegisterSignal(parent, COMSIG_MOB_DEATH, .proc/stop_processing)
if(owner.hud_used)
modify_hud()
var/datum/hud/hud = owner.hud_used
hud.show_hud(hud.hud_version)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
STOP_PROCESSING(SSdcs, src)
unmodify_hud()
return ..()
/datum/component/mood/proc/stop_processing()
STOP_PROCESSING(SSdcs, src)
/datum/component/mood/proc/print_mood(mob/user)
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
msg += "<span class='notice'>My mental status: </span>" //Long term
@@ -127,7 +138,7 @@
else
screen_obj.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSmood process
/datum/component/mood/process() //Called on SSdcs process
if(QDELETED(parent)) // workaround to an obnoxious sneaky periodical runtime.
qdel(src)
return
@@ -167,7 +178,6 @@
else if(sanity > maximum && amount > sanity - 0.5)
amount = sanity - 0.5
var/old_sanity = sanity
// Disturbed stops you from getting any more sane
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
sanity = min(amount,sanity)
@@ -196,27 +206,41 @@
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 2
if(SANITY_GREAT+1 to INFINITY)
setInsanityEffect(0)
setInsanityEffect(ECSTATIC_SANITY_PEN) //It's not a penalty but w/e
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 1
if(old_sanity > 1 && sanity == 1)
RegisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY, .proc/on_get_skill_affinity)
else if(old_sanity == 1 && sanity > 1)
UnregisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY)
//update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
if(newval == insanity_effect)
return
//var/mob/living/master = parent
//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
if(!insanity_effect && newval)
RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
else if(insanity_effect && !newval)
UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
var/mob/living/L = parent
var/apply_malus = newval >= SLIGHT_INSANITY_PEN
var/apply_bonus = !apply_malus && newval <= ECSTATIC_SANITY_PEN
if(apply_malus)
if(!malus)
malus = new(malus_id++)
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
malus.value_mod = malus.level_mod = debuff
if(!L.mind)
ADD_SKILL_MODIFIER_BODY(malus, L)
else
L.mind.add_skill_modifier(malus.identifier)
else if(malus)
QDEL_NULL(malus)
if(apply_bonus)
if(!bonus)
bonus = new(bonus_id++)
if(!L.mind)
ADD_SKILL_MODIFIER_BODY(bonus, L)
else
L.mind.add_skill_modifier(bonus.identifier)
else if(bonus)
QDEL_NULL(bonus)
insanity_effect = newval
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
@@ -294,46 +318,15 @@
if(0 to NUTRITION_LEVEL_STARVING)
add_event(null, "nutrition", /datum/mood_event/starving)
///Called when parent is ahealed.
///Called when parent is revived.
/datum/component/mood/proc/on_revive(datum/source, full_heal)
START_PROCESSING(SSdcs, src)
if(!full_heal)
return
remove_temp_moods()
setSanity(initial(sanity))
/datum/component/mood/proc/on_mob_action_skill_mod(mob/source, list/skill_args, list/mod_values)
var/datum/skill/S = GLOB.skill_datums[skill_args[ACTION_SKILL_MOD_SKILL]]
if(!(S.skill_flags & SKILL_USE_MOOD))
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
mod_values[MOD_VALUES_SKILL_MOD] *= skill_args[ACTION_SKILL_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_item_action_skills_mod(mob/source, list/skill_args, list/mod_values)
if(skill_args[ITEM_SKILLS_MOD_BAD_FLAGS] & SKILL_USE_MOOD)
return
var/divisor = mod_values[MOD_VALUES_ITEM_SKILLS_DIV]
if(!divisor)
return
var/obj/item/I = skill_args[ITEM_SKILLS_MOD_ITEM]
var/list/L = mod_values[MOD_VALUES_ITEM_SKILLS_CHECKED]
var/skills_len = length(L)
var/affected_skills = skills_len
for(var/k in L)
var/datum/skill/S = k
var/our_flags = I.used_skills[S.type]|S.skill_flags
if(!(our_flags & SKILL_USE_MOOD))
affected_skills--
if(!affected_skills)
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS * (affected_skills/skills_len)
mod_values[MOD_VALUES_ITEM_SKILLS_SUM] *= skill_args[ITEM_SKILLS_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_get_skill_affinity(mob/source, skill_path, list/return_value)
var/datum/skill/S = GLOB.skill_datums[skill_path]
if(!S || !(S.skill_flags & SKILL_TRAIN_MOOD))
return
return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
#undef ECSTATIC_SANITY_PEN
#undef SLIGHT_INSANITY_PEN
#undef MINOR_INSANITY_PEN
#undef MAJOR_INSANITY_PEN
+1 -1
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@@ -67,7 +67,7 @@
var/datum/skill_holder/skill_holder
/datum/mind/New(var/key)
skill_holder = new(src)
skill_holder = new()
src.key = key
soulOwner = src
martial_art = default_martial_art
+1 -1
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@@ -12,5 +12,5 @@
to_chat(usr, "<span class='warning'>How do you check the skills of [(usr == src)? "yourself when you are" : "something"] without the capability for skills? (PROBABLY A BUG, PRESS F1.)</span>")
return
var/datum/browser/B = new(usr, "skilldisplay_[REF(src)]", "Skills of [src]")
B.set_content(mind.skill_holder.html_readout())
B.set_content(mind.skill_html_readout())
B.open()
+6 -14
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@@ -9,19 +9,10 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
S = new path
.[S.type] = S
/proc/sanitize_skill_value(path, value)
var/datum/skill/S = GLOB.skill_datums[path]
// don't check, if we runtime let it happen.
return S.sanitize_value(value)
/proc/is_skill_value_greater(path, existing, new_value)
var/datum/skill/S = GLOB.skill_datums[path]
// don't check, if we runtime let it happen.
return S.is_value_greater(existing, new_value)
/**
* Skill datums
*/
/datum/skill
/// Our name
var/name
@@ -33,11 +24,13 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
var/progression_type
/// Abstract type
var/abstract_type = /datum/skill
/// skill threshold used in generic skill modifiers calculations.
/// List of max levels. Only used in level skills, but present here for helper macros.
var/max_levels = INFINITY
/// skill threshold used in generic skill competency calculations.
var/list/competency_thresholds = list(0, 0, 0)
/// Multiplier of the difference of the holder skill value and the selected threshold.
var/list/competency_mults = list(0, 0, 0)
/// In which way this skil can affect or be affected through actions.
/// In which way this skil can affect or be affected through actions and skill modifiers.
var/skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD
/**
@@ -114,9 +107,9 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
/datum/skill/level
abstract_type = /datum/skill/level
progression_type = SKILL_PROGRESSION_LEVEL
max_levels = STD_MAX_LVL
var/standard_xp_lvl_up = STD_XP_LVL_UP //the standard required to level up. def: 100
var/xp_lvl_multiplier = STD_XP_LVL_MULTI //standard required level up exp multiplier. def: 2 (100, 200, 400, 800 etc.)
var/max_levels = STD_MAX_LVL
var/level_up_method = STANDARD_LEVEL_UP //how levels are calculated.
var/list/levels = list() //level thresholds, if associative, these will be preceded by tiers such as "novice" or "trained"
var/associative = FALSE //See above.
@@ -182,7 +175,6 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
if(next_lvl_xp > current_lvl_xp_sum)
next_lvl_xp -= current_lvl_xp_sum
return "[associative ? current_lvl : "Lvl. [current_lvl]"] ([value - current_lvl_xp_sum]/[next_lvl_xp])[level == max_levels ? " \[MAX!\]" : ""]"
/datum/skill/level/job
+58 -48
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@@ -1,8 +1,8 @@
/**
* Skill holder datums
* All procs are tied to the mind, since they are always expected to have a skill holder anyway.
*/
/datum/skill_holder
var/datum/mind/owner
/// Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.
var/list/skills
/// Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.
@@ -10,66 +10,87 @@
/// Let's say we want to get a specific skill "level" without looping through a proc everytime.
/// Only supported by skills with tiers or levels.
var/list/skill_levels
/datum/skill_holder/New(datum/mind/M)
. = ..()
owner = M
/// current skill modifiers lists, per value, affinity, level.
var/list/skill_value_mods
var/list/skill_affinity_mods
var/list/skill_level_mods
/// List of all current skill modifiers, so we don't add the same ones twice.
var/list/all_current_skill_modifiers
/// List of original values stored at the time a modifier with the MODIFIER_SKILL_ORIGIN_DIFF enabled was added.
var/list/original_values
var/list/original_affinities
var/list/original_levels
/**
* Grabs the value of a skill.
*/
/datum/skill_holder/proc/get_skill_value(skill)
/datum/mind/proc/get_skill_value(skill, apply_modifiers = TRUE)
if(!ispath(skill))
CRASH("Invalid get_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
if(!skills)
if(!(skill_holder?.skills))
return null
return skills[skill]
else
. = skill_holder.skills[skill]
if(apply_modifiers && skill_holder.skill_value_mods)
var/L = LAZYACCESS(skill_holder.skill_value_mods, skill)
for(var/k in L)
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
. = M.apply_modifier(., skill, skill_holder, MODIFIER_TARGET_VALUE)
/**
* Grabs the level of a skill. Only supported by skills with tiers or levels.
*/
/datum/skill_holder/proc/get_skill_level(skill)
/datum/mind/proc/get_skill_level(skill, apply_modifiers = TRUE, round = FALSE)
if(!ispath(skill, /datum/skill))
CRASH("Invalid get_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
if(!skill_levels)
return 0
return skill_levels[skill]
if(!skill_holder.skill_levels)
. = 0
else
. = skill_holder.skill_levels[skill] || 0
if(apply_modifiers && skill_holder.skill_level_mods)
var/L = LAZYACCESS(skill_holder.skill_level_mods, skill)
for(var/k in L)
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
. = M.apply_modifier(., skill, skill_holder, MODIFIER_TARGET_LEVEL)
. = SANITIZE_SKILL_LEVEL(skill, round ? round(.) : .)
/**
* Grabs our affinity for a skill. !!This is a multiplier!!
*/
/datum/skill_holder/proc/get_skill_affinity(skill)
/datum/mind/proc/get_skill_affinity(skill, apply_modifiers = TRUE)
. = 1
if(!ispath(skill, /datum/skill))
CRASH("Invalid get_skill_affinity call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
var/affinity = LAZYACCESS(skill_affinities, skill)
var/affinity = LAZYACCESS(skill_holder.skill_affinities, skill)
if(!isnull(affinity))
. = affinity
var/list/wrapped = list(.)
SEND_SIGNAL(owner.current, COMSIG_MOB_SKILL_GET_AFFINITY, skill, wrapped)
. = wrapped[1]
if(apply_modifiers && skill_holder.skill_affinity_mods)
var/L = LAZYACCESS(skill_holder.skill_affinity_mods, skill)
for(var/k in L)
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
. = M.apply_modifier(., skill, skill_holder, MODIFIER_TARGET_AFFINITY)
/**
* Sets the value of a skill.
*/
/datum/skill_holder/proc/set_skill_value(skill, value, silent = FALSE)
/datum/mind/proc/set_skill_value(skill, value, silent = FALSE)
if(!ispath(skill, /datum/skill))
CRASH("Invalid set_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
var/datum/skill/S = GLOB.skill_datums[skill]
value = S.sanitize_value(value)
if(!isnull(value))
LAZYINITLIST(skills)
S.set_skill_value(src, value, owner, silent)
LAZYINITLIST(skill_holder.skills)
S.set_skill_value(skill_holder, value, src, silent)
return TRUE
return FALSE
/**
* Boosts a skill to a value if not aobve
*/
/datum/skill_holder/proc/boost_skill_value_to(skill, value, silent = FALSE)
var/current = get_skill_value(skill)
if(!is_skill_value_greater(skill, current, value))
/datum/mind/proc/boost_skill_value_to(skill, value, silent = FALSE, current)
current = current || get_skill_value(skill, FALSE)
if(!IS_SKILL_VALUE_GREATER(skill, current, value))
return FALSE
set_skill_value(skill, value, silent)
return TRUE
@@ -78,20 +99,20 @@
* Automatic skill increase, multiplied by skill affinity if existing.
* Only works if skill is numerical.
*/
/datum/skill_holder/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
/datum/mind/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
if(!ispath(skill, /datum/skill))
CRASH("Invalid set_skill_value call. Use skill typepaths.")
var/datum/skill/S = GLOB.skill_datums[skill]
if(S.progression_type != SKILL_PROGRESSION_NUMERICAL && S.progression_type != SKILL_PROGRESSION_LEVEL)
CRASH("You cannot auto increment a non numerical(experience skill!")
var/current = get_skill_value(skill)
var/current = get_skill_value(skill, FALSE)
var/affinity = get_skill_affinity(skill)
var/target_value = current + (value * affinity)
if(maximum)
target_value = max(target_value, maximum)
if(target_value == maximum) //no more experience to gain, early return.
return
boost_skill_value_to(skill, target_value, silent)
boost_skill_value_to(skill, target_value, silent, current)
/**
* Generic value modifier proc that uses one skill.
@@ -100,22 +121,17 @@
* * threshold : The difficulty of the action, in short. Refer to __DEFINES/skills/defines.dm for the defines.
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
*/
/datum/skill_holder/proc/action_skills_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
/datum/mind/proc/action_skill_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
var/mod
var/datum/skill/S = GLOB.skill_datums[skill]
if(!S)
return
switch(S.progression_type)
if(SKILL_PROGRESSION_LEVEL)
mod = LAZYACCESS(skill_levels, S.type)
mod = get_skill_level(S.type)
else
mod = LAZYACCESS(skills, S.type)
mod = get_skill_value(S.type)
mod = (1+(mod-S.competency_thresholds[threshold])*S.competency_mults[threshold])
var/list/comsig_values = list(mod)
SEND_SIGNAL(owner.current, COMSIG_MOB_ACTION_SKILL_MOD, args, comsig_values)
mod = comsig_values[MOD_VALUES_SKILL_MOD]
. = modifier_is_multiplier ? value*mod : value/mod
/**
@@ -128,11 +144,10 @@
* * bad_flags : the opposite of the above, skills that must not be present to impact the value.
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
*/
/datum/skill_holder/proc/item_action_skills_mod(obj/item/I, value, flags = NONE, bad_flags = NONE, modifier_is_multiplier = TRUE)
/datum/mind/proc/item_action_skills_mod(obj/item/I, value, flags = NONE, bad_flags = NONE, modifier_is_multiplier = TRUE)
. = value
var/sum = 0
var/divisor = 0
var/list/checked_skills
for(var/k in I.used_skills)
var/datum/skill/S = GLOB.skill_datums[k]
if(!S)
@@ -143,17 +158,10 @@
var/mod
switch(S.progression_type)
if(SKILL_PROGRESSION_LEVEL)
mod = LAZYACCESS(skill_levels, S.type)
mod = get_skill_level(S.type)
else
mod = LAZYACCESS(skills, S.type)
mod = get_skill_value(S.type)
sum += 1+(mod - S.competency_thresholds[I.skill_difficulty])*S.competency_mults[I.skill_difficulty]
LAZYADD(checked_skills, S)
var/list/comsig_values = list(sum, divisor, checked_skills)
SEND_SIGNAL(owner.current, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, args, comsig_values)
sum = comsig_values[MOD_VALUES_ITEM_SKILLS_SUM]
divisor = comsig_values[MOD_VALUES_ITEM_SKILLS_DIV]
if(divisor)
. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
@@ -161,11 +169,13 @@
* Generates a HTML readout of our skills.
* Port to tgui-next when?
*/
/datum/skill_holder/proc/html_readout()
/datum/mind/proc/skill_html_readout()
var/list/out = list("<center><h1>Skills</h1></center><hr>")
out += "<table style=\"width:100%\"><tr><th><b>Skill</b><th><b>Value</b></tr>"
for(var/path in skills)
for(var/path in skill_holder.skills)
var/datum/skill/S = GLOB.skill_datums[path]
out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skills[path], LAZYACCESS(skill_levels, path) || 0)]</td></tr>"
var/skill_value = get_skill_value(path)
var/skill_level = get_skill_level(path, round = TRUE)
out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skill_value, skill_level)]</td></tr>"
out += "</table>"
return out.Join("")
+176
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@@ -0,0 +1,176 @@
GLOBAL_LIST_EMPTY_TYPED(skill_modifiers, /datum/skill_modifier)
GLOBAL_LIST_EMPTY(potential_skills_per_mod)
GLOBAL_LIST_EMPTY(potential_mods_per_skill)
/**
* Base skill modifier datum, used to modify a player skills without directly touching their values, levels and affinity
* and cause lots of edge cases. These are fairly simple overall... make a subtype though, don't use this one.
*/
/datum/skill_modifier
/// flags for this skill modifier.
var/modifier_flags = NONE
/// target skills, can be a specific skill typepath or a set of skill flags.
var/target_skills = ALL
/// The identifier key this skill modifier is associated with.
var/identifier
/// skill affinity modifier, can be a multiplier or addendum, depending on the modifier_flags flags.
var/affinity_mod = 1
/// skill value modifier, see above.
var/value_mod = 1
/// skill level modifier, see above.
var/level_mod = 1
/// Priority of this skill modifier compared to other ones.
var/priority = MODIFIER_SKILL_PRIORITY_DEF
/datum/skill_modifier/New(id)
identifier = type
if(id)
identifier = "[type]&[id]"
var/dupe = 0
while(GLOB.skill_modifiers[identifier])
identifier = "[type]&[id][++dupe]"
GLOB.skill_modifiers[identifier] = src
if(ispath(target_skills))
var/list/mod_L = GLOB.potential_mods_per_skill[target_skills]
if(!mod_L)
GLOB.potential_mods_per_skill[target_skills] = list(identifier = src)
else
BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
mod_L[identifier] = src
GLOB.potential_skills_per_mod["[target_skills]"] = list(target_skills)
else //Should be a bitfield.
var/list/L = GLOB.potential_skills_per_mod["[target_skills]"]
if(!L)
L = list()
for(var/path in GLOB.skill_datums)
if(GLOB.skill_datums[path].skill_flags & target_skills)
L += path
GLOB.potential_skills_per_mod["[target_skills]"] = L
for(var/path in L)
var/list/mod_L = GLOB.potential_mods_per_skill[path]
if(!mod_L)
GLOB.potential_mods_per_skill[path] = list(identifier = src)
else
BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
mod_L[identifier] = src
/datum/skill_modifier/Destroy()
for(var/A in GLOB.potential_skills_per_mod["[target_skills]"])
LAZYREMOVEASSOC(GLOB.potential_mods_per_skill, A, identifier)
GLOB.potential_skills_per_mod -= "[target_skills]"
GLOB.skill_modifiers -= src
return ..()
#define ADD_MOD_STEP(L, P, O, G) \
var/__L = L[P];\
if(!__L){\
L[P] = list(id)\
} else {\
L[P] = GLOB.potential_mods_per_skill[P] & (__L + id)\
}\
if(M.modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF){\
LAZYADDASSOC(O, id, P = G)\
}
/datum/mind/proc/add_skill_modifier(id)
if(skill_holder.all_current_skill_modifiers[id])
return
var/datum/skill_modifier/M = GLOB.skill_modifiers[id]
if(!M)
CRASH("Invalid add_skill_modifier id: [id].")
if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND && !current)
CRASH("Body-bound skill modifier [M] was tried to be added to a mob-less mind.")
if(M.modifier_flags & MODIFIER_SKILL_VALUE)
LAZYINITLIST(skill_holder.skill_value_mods)
if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
LAZYINITLIST(skill_holder.skill_affinity_mods)
if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
LAZYINITLIST(skill_holder.skill_level_mods)
for(var/path in GLOB.potential_skills_per_mod["[M.target_skills]"])
if(M.modifier_flags & MODIFIER_SKILL_VALUE)
ADD_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values, get_skill_value(path, FALSE))
if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
ADD_MOD_STEP(skill_holder.skill_affinity_mods, path, skill_holder.original_affinities, get_skill_affinity(path, FALSE))
if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
ADD_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels, get_skill_level(path, FALSE))
LAZYSET(skill_holder.all_current_skill_modifiers, id, TRUE)
if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
M.RegisterSignal(src, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
ADD_SKILL_MODIFIER_BODY(M, current)
RegisterSignal(M, COMSIG_PARENT_QDELETING, .proc/on_skill_modifier_deletion)
#undef ADD_MOD_STEP
#define REMOVE_MOD_STEP(L, P, O)\
LAZYREMOVEASSOC(L, P, id);\
if(M.modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF){\
LAZYREMOVEASSOC(O, id, P)\
}
/datum/mind/proc/remove_skill_modifier(id, mind_transfer = FALSE)
if(!LAZYACCESS(skill_holder.all_current_skill_modifiers, id))
return
var/datum/skill_modifier/M = GLOB.skill_modifiers[id]
if(!M)
CRASH("Invalid remove_skill_modifier id: [id].")
if(!skill_holder.skill_value_mods && !skill_holder.skill_affinity_mods && !skill_holder.skill_level_mods)
return
for(var/path in GLOB.potential_skills_per_mod["[M.target_skills]"])
if(M.modifier_flags & MODIFIER_SKILL_VALUE && skill_holder.skill_value_mods)
REMOVE_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values)
if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
REMOVE_MOD_STEP(skill_holder.skill_affinity_mods, path, skill_holder.original_affinities)
if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
REMOVE_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels)
LAZYREMOVE(skill_holder.all_current_skill_modifiers, id)
if(!mind_transfer && M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
M.UnregisterSignal(src, COMSIG_MIND_TRANSFER)
M.UnregisterSignal(current, list(COMSIG_MOB_ON_NEW_MIND))
UnregisterSignal(M, COMSIG_PARENT_QDELETING)
#undef REMOVE_MOD_STEP
/datum/mind/proc/on_skill_modifier_deletion(datum/skill_modifier/source)
remove_skill_modifier(source.identifier)
/datum/skill_modifier/proc/apply_modifier(value, skillpath, datum/skill_holder/H, method = MODIFIER_TARGET_VALUE)
. = value
var/mod = value_mod
switch(method)
if(MODIFIER_TARGET_LEVEL)
mod = level_mod
if(MODIFIER_TARGET_AFFINITY)
mod = affinity_mod
if(modifier_flags & (MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_HANDICAP))
if(modifier_flags & MODIFIER_SKILL_VIRTUE)
. = max(., mod)
if(modifier_flags & MODIFIER_SKILL_HANDICAP)
. = min(., mod)
else if(modifier_flags & MODIFIER_SKILL_MULT)
. *= mod
else
. += mod
if(modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF)
var/list/to_access = H.original_values
switch(method)
if(MODIFIER_TARGET_LEVEL)
to_access = H.original_levels
if(MODIFIER_TARGET_AFFINITY)
to_access = H.original_affinities
. += value - LAZYACCESS(to_access[identifier], skillpath)
///Body bound modifier signal procs.
/datum/skill_modifier/proc/on_mind_transfer(datum/mind/source, mob/new_character, mob/old_character)
source.remove_skill_modifier(identifier, TRUE)
UnregisterSignal(source, COMSIG_MIND_TRANSFER)
/datum/skill_modifier/proc/on_mob_new_mind(mob/source)
source.mind.add_skill_modifier(identifier)
RegisterSignal(source.mind, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
+34
View File
@@ -0,0 +1,34 @@
/// Jobbie level skill modifiers.
/datum/skill_modifier/job
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
priority = MODIFIER_SKILL_PRIORITY_MAX
/datum/skill_modifier/job
level_mod = JOB_SKILL_TRAINED
/datum/skill_modifier/job/surgery
target_skills = /datum/skill/numerical/surgery
value_mod = STARTING_SKILL_SURGERY_MEDICAL
/datum/skill_modifier/job/affinity
modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_VIRTUE
affinity_mod = STARTING_SKILL_AFFINITY_DEF_JOB
/datum/skill_modifier/job/affinity/surgery
target_skills = /datum/skill/numerical/surgery
/datum/skill_modifier/job/affinity/wiring
target_skills = /datum/skill/level/job/wiring
/// Level skill modifiers below.
/datum/skill_modifier/job/level/New(id)
if(level_mod)
value_mod = GET_STANDARD_LVL(level_mod)
..()
/datum/skill_modifier/job/level/wiring
target_skills = /datum/skill/level/job/wiring
/datum/skill_modifier/job/level/wiring/basic
level_mod = JOB_SKILL_BASIC
+8
View File
@@ -0,0 +1,8 @@
/datum/skill_modifier/bad_mood
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
target_skills = SKILL_USE_MOOD
/datum/skill_modifier/great_mood
modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
target_skills = SKILL_TRAIN_MOOD
affinity_mod = 1.2
+3 -3
View File
@@ -138,7 +138,7 @@
if(current_users[user])
return FALSE
if(req_skill && user?.mind)
var/level_diff = req_skill - user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring)
var/level_diff = req_skill - user.mind.get_skill_level(/datum/skill/level/job/wiring)
if(level_diff > 0)
LAZYSET(current_users, user, TRUE)
to_chat(user, "<span class='notice'>You begin cutting [holder]'s [color] wire...</span>")
@@ -167,7 +167,7 @@
if(current_users[user])
return FALSE
if(req_skill && user?.mind)
var/level_diff = req_skill - user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring)
var/level_diff = req_skill - user.mind.get_skill_level(/datum/skill/level/job/wiring)
if(level_diff > 0)
LAZYSET(current_users, user, TRUE)
to_chat(user, "<span class='notice'>You begin pulsing [holder]'s [color] wire...</span>")
@@ -255,7 +255,7 @@
var/reveal_wires = FALSE
// Admin ghost can see a purpose of each wire.
if(IsAdminGhost(user) || user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring) >= req_knowledge)
if(IsAdminGhost(user) || user.mind.get_skill_level(/datum/skill/level/job/wiring) >= req_knowledge)
reveal_wires = TRUE
// Same for anyone with an abductor multitool.