Skill modifiers datum WIP.
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GLOBAL_LIST_EMPTY_TYPED(skill_modifiers, /datum/skill_modifier)
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GLOBAL_LIST_EMPTY(potential_skills_per_mod)
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GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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/**
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* Base skill modifier datum, used to modify a player skills without directly touching their values, levels and affinity
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* and cause lots of edge cases. These are fairly simple overall... make a subtype though, don't use this one.
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*/
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/datum/skill_modifier
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/// flags for this skill modifier.
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var/modifier_flags = NONE
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/// target skills, can be a specific skill typepath or a set of skill flags.
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var/target_skills = ALL
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/// The identifier key this skill modifier is associated with.
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var/identifier
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/// skill affinity modifier, can be a multiplier or addendum, depending on the modifier_flags flags.
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var/affinity_mod = 1
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/// skill value modifier, see above.
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var/value_mod = 1
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/// skill level modifier, see above.
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var/level_mod = 1
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/// Priority of this skill modifier compared to other ones.
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var/priority = MODIFIER_SKILL_PRIORITY_DEF
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/datum/skill_modifier/New(id)
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identifier = type
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if(id)
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identifier = "[type]&[id]"
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var/dupe = 0
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while(GLOB.skill_modifiers[identifier])
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identifier = "[type]&[id][++dupe]"
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GLOB.skill_modifiers[identifier] = src
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if(ispath(target_skills))
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var/list/mod_L = GLOB.potential_mods_per_skill[target_skills]
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if(!mod_L)
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GLOB.potential_mods_per_skill[target_skills] = list(identifier = src)
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else
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BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
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mod_L[identifier] = src
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GLOB.potential_skills_per_mod["[target_skills]"] = list(target_skills)
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else //Should be a bitfield.
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var/list/L = GLOB.potential_skills_per_mod["[target_skills]"]
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if(!L)
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L = list()
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for(var/path in GLOB.skill_datums)
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if(GLOB.skill_datums[path].skill_flags & target_skills)
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L += path
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GLOB.potential_skills_per_mod["[target_skills]"] = L
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for(var/path in L)
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var/list/mod_L = GLOB.potential_mods_per_skill[path]
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if(!mod_L)
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GLOB.potential_mods_per_skill[path] = list(identifier = src)
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else
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BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
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mod_L[identifier] = src
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/datum/skill_modifier/Destroy()
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for(var/A in GLOB.potential_skills_per_mod["[target_skills]"])
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LAZYREMOVEASSOC(GLOB.potential_mods_per_skill, A, identifier)
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GLOB.potential_skills_per_mod -= "[target_skills]"
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GLOB.skill_modifiers -= src
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return ..()
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#define ADD_MOD_STEP(L, P, O, G) \
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var/__L = L[P];\
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if(!__L){\
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L[P] = list(id)\
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} else {\
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L[P] = GLOB.potential_mods_per_skill[P] & (__L + id)\
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}\
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if(M.modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF){\
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LAZYADDASSOC(O, id, P = G)\
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}
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/datum/mind/proc/add_skill_modifier(id)
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if(skill_holder.all_current_skill_modifiers[id])
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return
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var/datum/skill_modifier/M = GLOB.skill_modifiers[id]
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if(!M)
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CRASH("Invalid add_skill_modifier id: [id].")
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if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND && !current)
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CRASH("Body-bound skill modifier [M] was tried to be added to a mob-less mind.")
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if(M.modifier_flags & MODIFIER_SKILL_VALUE)
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LAZYINITLIST(skill_holder.skill_value_mods)
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if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
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LAZYINITLIST(skill_holder.skill_affinity_mods)
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if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
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LAZYINITLIST(skill_holder.skill_level_mods)
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for(var/path in GLOB.potential_skills_per_mod["[M.target_skills]"])
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if(M.modifier_flags & MODIFIER_SKILL_VALUE)
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ADD_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values, get_skill_value(path, FALSE))
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if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
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ADD_MOD_STEP(skill_holder.skill_affinity_mods, path, skill_holder.original_affinities, get_skill_affinity(path, FALSE))
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if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
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ADD_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels, get_skill_level(path, FALSE))
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LAZYSET(skill_holder.all_current_skill_modifiers, id, TRUE)
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if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
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M.RegisterSignal(src, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
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ADD_SKILL_MODIFIER_BODY(M, current)
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RegisterSignal(M, COMSIG_PARENT_QDELETING, .proc/on_skill_modifier_deletion)
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#undef ADD_MOD_STEP
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#define REMOVE_MOD_STEP(L, P, O)\
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LAZYREMOVEASSOC(L, P, id);\
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if(M.modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF){\
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LAZYREMOVEASSOC(O, id, P)\
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}
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/datum/mind/proc/remove_skill_modifier(id, mind_transfer = FALSE)
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if(!LAZYACCESS(skill_holder.all_current_skill_modifiers, id))
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return
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var/datum/skill_modifier/M = GLOB.skill_modifiers[id]
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if(!M)
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CRASH("Invalid remove_skill_modifier id: [id].")
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if(!skill_holder.skill_value_mods && !skill_holder.skill_affinity_mods && !skill_holder.skill_level_mods)
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return
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for(var/path in GLOB.potential_skills_per_mod["[M.target_skills]"])
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if(M.modifier_flags & MODIFIER_SKILL_VALUE && skill_holder.skill_value_mods)
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REMOVE_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values)
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if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
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REMOVE_MOD_STEP(skill_holder.skill_affinity_mods, path, skill_holder.original_affinities)
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if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
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REMOVE_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels)
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LAZYREMOVE(skill_holder.all_current_skill_modifiers, id)
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if(!mind_transfer && M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
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M.UnregisterSignal(src, COMSIG_MIND_TRANSFER)
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M.UnregisterSignal(current, list(COMSIG_MOB_ON_NEW_MIND))
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UnregisterSignal(M, COMSIG_PARENT_QDELETING)
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#undef REMOVE_MOD_STEP
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/datum/mind/proc/on_skill_modifier_deletion(datum/skill_modifier/source)
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remove_skill_modifier(source.identifier)
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/datum/skill_modifier/proc/apply_modifier(value, skillpath, datum/skill_holder/H, method = MODIFIER_TARGET_VALUE)
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. = value
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var/mod = value_mod
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switch(method)
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if(MODIFIER_TARGET_LEVEL)
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mod = level_mod
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if(MODIFIER_TARGET_AFFINITY)
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mod = affinity_mod
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if(modifier_flags & (MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_HANDICAP))
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if(modifier_flags & MODIFIER_SKILL_VIRTUE)
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. = max(., mod)
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if(modifier_flags & MODIFIER_SKILL_HANDICAP)
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. = min(., mod)
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else if(modifier_flags & MODIFIER_SKILL_MULT)
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. *= mod
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else
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. += mod
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if(modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF)
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var/list/to_access = H.original_values
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switch(method)
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if(MODIFIER_TARGET_LEVEL)
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to_access = H.original_levels
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if(MODIFIER_TARGET_AFFINITY)
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to_access = H.original_affinities
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. += value - LAZYACCESS(to_access[identifier], skillpath)
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///Body bound modifier signal procs.
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/datum/skill_modifier/proc/on_mind_transfer(datum/mind/source, mob/new_character, mob/old_character)
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source.remove_skill_modifier(identifier, TRUE)
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UnregisterSignal(source, COMSIG_MIND_TRANSFER)
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/datum/skill_modifier/proc/on_mob_new_mind(mob/source)
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source.mind.add_skill_modifier(identifier)
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RegisterSignal(source.mind, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
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