Merge pull request #12416 from Ghommie/Ghommie-cit792
TGUI-next Check Skills menu.
This commit is contained in:
@@ -100,4 +100,10 @@
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///Ascending priority defines.
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#define MODIFIER_SKILL_PRIORITY_LOW 100
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#define MODIFIER_SKILL_PRIORITY_DEF 50
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#define MODIFIER_SKILL_PRIORITY_MAX 1 //max priority, meant for job/antag modifiers so they don't null out other (de)buffs
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#define MODIFIER_SKILL_PRIORITY_MAX 1 //max priority, meant for job/antag modifiers so they don't null out other (de)buffs
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// UI Defines
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///Categories of skills, these will be displayed alphabetically.
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#define SKILL_UI_CAT_ENG "Engineering"
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#define SKILL_UI_CAT_MED "Medical"
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#define SKILL_UI_CAT_MISC "Misc"
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@@ -69,7 +69,7 @@
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/proc/english_list(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "" )
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var/total = input.len
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if (!total)
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return "[nothing_text]"
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return nothing_text
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else if (total == 1)
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return "[input[1]]"
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else if (total == 2)
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@@ -120,3 +120,8 @@ GLOBAL_VAR_INIT(cmp_field, "name")
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/proc/cmp_item_block_priority_asc(obj/item/A, obj/item/B)
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return A.block_priority - B.block_priority
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/proc/cmp_skill_categories(datum/skill/A, datum/skill/B)
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if(A.ui_category == B.ui_category)
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return sorttext(A.name, B.name)
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return sorttext(A.ui_category, B.ui_category)
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+1
-1
@@ -67,7 +67,7 @@
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var/datum/skill_holder/skill_holder
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/datum/mind/New(var/key)
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skill_holder = new()
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skill_holder = new(src)
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src.key = key
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soulOwner = src
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martial_art = default_martial_art
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@@ -11,6 +11,66 @@
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if(!mind.skill_holder)
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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>")
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return
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var/datum/browser/B = new(usr, "skilldisplay_[REF(src)]", "Skills of [src]")
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B.set_content(mind.skill_html_readout())
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B.open()
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mind.skill_holder.ui_interact(src)
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/datum/skill_holder/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "skillpanel", "[owner.name]'s Skills", 620, 580, master_ui, state)
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ui.set_autoupdate(FALSE) // This UI is only ever opened by one person, and never is updated outside of user input.
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ui.open()
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else if(need_static_data_update)
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update_static_data(user)
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need_static_data_update = FALSE
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/datum/skill_holder/ui_static_data(mob/user)
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. = list()
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.["skills"] = list()
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for(var/path in GLOB.skill_datums)
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var/datum/skill/S = GLOB.skill_datums[path]
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var/list/dat = S.get_skill_data(src)
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if(islist(dat["modifiers"]))
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dat["modifiers"] = jointext(dat["modifiers"], ", ")
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dat["percent_base"] = (dat["value_base"] / dat["max_value"])
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dat["percent_mod"] = (dat["value_mod"] / dat["max_value"])
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.["skills"] += list(dat)
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/datum/skill_holder/ui_data(mob/user)
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. = list()
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.["playername"] = owner.name
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.["see_skill_mods"] = see_skill_mods
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.["admin"] = check_rights(R_DEBUG)
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/datum/skill_holder/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("toggle_mods")
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see_skill_mods = !see_skill_mods
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return TRUE
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if ("adj_exp")
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if(!check_rights(R_DEBUG))
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return
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var/skill = text2path(params["skill"])
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var/number = input("Please insert the amount of experience/progress you'd like to add/subtract:") as num|null
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if (number)
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owner.set_skill_value(skill, owner.get_skill_value(skill, FALSE) + number)
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return TRUE
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if ("set_exp")
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if(!check_rights(R_DEBUG))
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return
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var/skill = text2path(params["skill"])
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var/number = input("Please insert the number you want to set the player's exp/progress to:") as num|null
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if (!isnull(number))
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owner.set_skill_value(skill, number)
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return TRUE
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if ("set_lvl")
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if(!check_rights(R_DEBUG))
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return
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var/datum/skill/level/S = GLOB.skill_datums[text2path(params["skill"])]
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var/number = input("Please insert a whole number between 0[S.associative ? " ([S.unskilled_tier])" : ""] and [S.max_levels][S.associative ? " ([S.levels[S.max_levels]])" : ""] corresponding to the level you'd like to set the player to.") as num|null
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if (number >= 0 && number <= S.max_levels)
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owner.set_skill_value(S.type, S.get_skill_level_value(number))
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return TRUE
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@@ -8,6 +8,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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continue
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S = new path
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.[S.type] = S
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. = sortTim(., /proc/cmp_skill_categories, TRUE)
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/**
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* Skill datums
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@@ -34,6 +35,8 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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var/competency_multiplier = 1
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/// A list of ways this skill can affect or be affected through actions and skill modifiers.
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var/list/skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE)
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/// Index of this skill in the UI
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var/ui_category = SKILL_UI_CAT_MISC
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/**
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* Ensures what someone's setting as a value for this skill is valid.
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@@ -57,10 +60,28 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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return new_value > existing
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/**
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* Standard value "render"
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* Get a list of data used in the skill panel menu.
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*/
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/datum/skill/proc/standard_render_value(value, level)
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return value
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/datum/skill/proc/get_skill_data(datum/skill_holder/H)
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var/skill_value = H.owner.get_skill_value(type, FALSE)
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. = list(
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"name" = name,
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"desc" = desc,
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"path" = type,
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"value_base" = skill_value,
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"value_mod" = skill_value,
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"modifiers" = "None",
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"max_value" = 1 //To avoid division by zero later on.
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)
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var/list/mods = LAZYACCESS(H.skill_value_mods, type)
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if(mods)
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var/list/mod_names = list()
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for(var/k in mods)
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var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
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mod_names |= M.name
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skill_value = M.apply_modifier(skill_value, type, H, MODIFIER_TARGET_VALUE)
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.["value_mod"] = skill_value
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.["modifiers"] = mod_names //Will be jointext()'d later.
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// Just saying, the choice to use different sub-parent-types is to force coders to resolve issues as I won't be implementing custom procs to grab skill levels in a certain context.
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// Aka: So people don't forget to change checks if they change a skill's progression type.
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@@ -71,10 +92,12 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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competency_thresholds = list(THRESHOLD_COMPETENT = FALSE, THRESHOLD_EXPERT = TRUE, THRESHOLD_MASTER = TRUE)
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/datum/skill/binary/sanitize_value(new_value)
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return new_value? TRUE : FALSE
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return new_value >= 1 ? TRUE : FALSE
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/datum/skill/binary/standard_render_value(value, level)
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return value? "Yes" : "No"
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/datum/skill/binary/get_skill_data(datum/skill_holder/H)
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. = ..()
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.["base_readout"] = .["value_base"] ? "Learned: Yes" : "Learned: No"
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.["mod_readout"] = .["value_mod"] ? "Learned: Yes" : "Learned: No"
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/datum/skill/numerical
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abstract_type = /datum/skill/numerical
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@@ -84,14 +107,15 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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var/max_value = 100
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/// Min value of this skill
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var/min_value = 0
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/// Display as a percent in standard_render_value?
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var/display_as_percent = FALSE
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/datum/skill/numerical/sanitize_value(new_value)
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return clamp(new_value, min_value, max_value)
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/datum/skill/numerical/standard_render_value(value, level)
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return display_as_percent? "[round(value/max_value/100, 0.01)]%" : "[value] / [max_value]"
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/datum/skill/numerical/get_skill_data(datum/skill_holder/H)
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. = ..()
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.["base_readout"] = "Skill Progress: \[[.["value_base"]] / [max_value]\]"
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.["mod_readout"] = "Skill Progress: \[[.["value_mod"]] / [max_value]\]"
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.["max_value"] = max_value
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/datum/skill/enum
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abstract_type = /datum/skill/enum
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@@ -123,13 +147,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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var/max_assoc = ""
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var/max_assoc_start = 1
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for(var/lvl in 1 to max_levels)
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var/value
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switch(level_up_method)
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if(STANDARD_LEVEL_UP)
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value = XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, lvl)
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if(DWARFY_LEVEL_UP)
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value = DORF_XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, lvl)
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value = round(value, 1)
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var/value = round(get_skill_level_value(lvl), 1)
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if(!associative)
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levels += value
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continue
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@@ -167,8 +185,13 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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else if(. < 0)
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to_chat(M.current, "<span class='warning'>I feel like I've become worse at [name]!</span>")
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/datum/skill/level/standard_render_value(value, level)
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var/current_lvl = associative ? (!level ? unskilled_tier : levels[level]) : level
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/datum/skill/level/get_skill_data(datum/skill_holder/H)
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. = ..()
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var/skill_value_base = .["value_base"]
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var/skill_value_mod = .["value_mod"]
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.["level_based"] = TRUE
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var/level = LAZYACCESS(H.skill_levels, type) || 0
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var/current_lvl_xp_sum = 0
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if(level)
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current_lvl_xp_sum = associative ? levels[levels[level]] : levels[level]
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@@ -176,8 +199,50 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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var/next_lvl_xp = associative ? levels[levels[next_index]] : levels[next_index]
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if(next_lvl_xp > current_lvl_xp_sum)
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next_lvl_xp -= current_lvl_xp_sum
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.["lvl_base_num"] = .["lvl_mod_num"] = level
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.["lvl_base"] = .["lvl_mod"] = associative ? (!level ? unskilled_tier : levels[level]) : level
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.["base_style"] = .["mod_style"] = "font-weight:bold; color:hsl([(level+1)*(350/max_levels+1)], 50%, 50%)"
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.["xp_next_lvl_base"] = .["xp_next_lvl_mod"] = "\[[skill_value_base - current_lvl_xp_sum]/[next_lvl_xp]\]"
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return "[associative ? current_lvl : "Lvl. [current_lvl]"] ([value - current_lvl_xp_sum]/[next_lvl_xp])[level == max_levels ? " \[MAX!\]" : ""]"
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.["max_lvl"] = max_levels
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var/max_value = associative ? levels[levels[max_levels]] : levels[max_levels]
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.["max_value"] = max_value
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.["base_readout"] = "Overall Skill Progress: \[[skill_value_base]/[max_value]\]"
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.["mod_readout"] = "Overall Skill Progress: \[[skill_value_mod]/[max_value]\]"
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var/list/mods = LAZYACCESS(H.skill_level_mods, type)
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if(mods) //I'm not proud of doing the same-ish process twice a row but here we go.
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var/list/mod_names = .["modifiers"]
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if(!mod_names)
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.["modifiers"] = mod_names = list()
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for(var/k in mods)
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var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
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mod_names |= M.name
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level = M.apply_modifier(level, type, H, MODIFIER_TARGET_LEVEL)
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if(level)
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current_lvl_xp_sum = associative ? levels[levels[level]] : levels[level]
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else
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current_lvl_xp_sum = 0
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next_index = min(max_levels, level+1)
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next_lvl_xp = associative ? levels[levels[next_index]] : levels[next_index]
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if(next_lvl_xp > current_lvl_xp_sum)
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next_lvl_xp -= current_lvl_xp_sum
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.["lvl_mod_num"] = level
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.["lvl_mod"] = associative ? (!level ? unskilled_tier : levels[level]) : level
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.["mod_style"] = "font-weight:bold; color:hsl([(level+1)*(300/(max_levels+1))], 50%, 50%)"
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.["xp_next_lvl_mod"] = "\[[skill_value_mod - current_lvl_xp_sum]/[next_lvl_xp]\]"
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/**
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* Gets the base value required to reach a level specified by the 'num' arg.
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*/
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/datum/skill/level/proc/get_skill_level_value(num)
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switch(level_up_method)
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if(STANDARD_LEVEL_UP)
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. = XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, num)
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if(DWARFY_LEVEL_UP)
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. = DORF_XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, num)
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/datum/skill/level/job
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abstract_type = /datum/skill/level/job
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@@ -20,6 +20,18 @@
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var/list/original_values
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var/list/original_affinities
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var/list/original_levels
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/// The mind datum this skill is associated with, only used for the check_skills UI
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var/datum/mind/owner
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/// For UI updates.
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var/need_static_data_update = TRUE
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/// Whether modifiers and final skill values or only base values are displayed.
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var/see_skill_mods = TRUE
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/// The current selected skill category.
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var/selected_category
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/datum/skill_holder/New(owner)
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..()
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src.owner = owner
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/**
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* Grabs the value of a skill.
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@@ -79,6 +91,7 @@
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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.
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var/datum/skill/S = GLOB.skill_datums[skill]
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value = S.sanitize_value(value)
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skill_holder.need_static_data_update = TRUE
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if(!isnull(value))
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LAZYINITLIST(skill_holder.skills)
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S.set_skill_value(skill_holder, value, src, silent)
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@@ -183,18 +196,3 @@
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divisor++
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if(divisor)
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. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
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/**
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* Generates a HTML readout of our skills.
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* Port to tgui-next when?
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*/
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/datum/mind/proc/skill_html_readout()
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var/list/out = list("<center><h1>Skills</h1></center><hr>")
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out += "<table style=\"width:100%\"><tr><th><b>Skill</b><th><b>Value</b></tr>"
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for(var/path in GLOB.skill_datums)
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var/datum/skill/S = GLOB.skill_datums[path]
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var/skill_value = get_skill_value(path)
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var/skill_level = get_skill_level(path, round = TRUE)
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out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skill_value, skill_level)]</td></tr>"
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out += "</table>"
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return out.Join("")
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@@ -7,6 +7,8 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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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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/// Name and description of the skill modifier, used in the UI
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var/name = "???"
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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 list of skill traits.
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@@ -110,6 +112,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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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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skill_holder.need_static_data_update = 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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@@ -141,6 +144,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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if(M.modifier_flags & MODIFIER_SKILL_LEVEL && skill_holder.skill_level_mods)
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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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skill_holder.need_static_data_update = TRUE
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if(!mind_transfer && M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
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M.UnregisterSignal(src, COMSIG_MIND_TRANSFER)
|
||||
@@ -165,11 +169,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
|
||||
var/datum/skill/S = GLOB.skill_datums[skillpath]
|
||||
if(method == MODIFIER_TARGET_VALUE && S.progression_type == SKILL_PROGRESSION_LEVEL)
|
||||
var/datum/skill/level/L = S
|
||||
switch(L.level_up_method)
|
||||
if(STANDARD_LEVEL_UP)
|
||||
mod = XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
|
||||
if(DWARFY_LEVEL_UP)
|
||||
mod = DORF_XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
|
||||
mod = L.get_skill_level_value(L.competency_thresholds[mod])
|
||||
else
|
||||
mod = S.competency_thresholds[mod]
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
/datum/skill/level/job/wiring
|
||||
name = "Wiring"
|
||||
desc = "How proficient and knowledged you are at wiring beyond laying cables on the floor."
|
||||
desc = "How proficient and knowledged you are at wiring beyond making post-futuristic wire art."
|
||||
name_color = COLOR_PALE_ORANGE
|
||||
skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
|
||||
ui_category = SKILL_UI_CAT_ENG
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
/datum/skill/numerical/surgery
|
||||
name = "Surgery"
|
||||
desc = "How proficient you are at doing surgery."
|
||||
desc = "How proficient you are at performing surgical procedures."
|
||||
name_color = COLOR_PALE_BLUE_GRAY
|
||||
competency_multiplier = 1.5 // 60% surgery speed up at max value of 100, considering the base multiplier.
|
||||
ui_category = SKILL_UI_CAT_MED
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/// Jobbie skill modifiers.
|
||||
|
||||
/datum/skill_modifier/job
|
||||
name = "Job Training"
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
|
||||
priority = MODIFIER_SKILL_PRIORITY_MAX
|
||||
|
||||
@@ -23,7 +24,7 @@
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
|
||||
level_mod = JOB_SKILL_TRAINED
|
||||
|
||||
/datum/skill_modifier/job/level/New(id)
|
||||
/datum/skill_modifier/job/level/New(id, register = FALSE)
|
||||
if(level_mod)
|
||||
value_mod = GET_STANDARD_LVL(level_mod)
|
||||
..()
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
/datum/skill_modifier/bad_mood
|
||||
name = "Mood (Dejected)"
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
|
||||
target_skills = list(SKILL_SANITY)
|
||||
|
||||
/datum/skill_modifier/great_mood
|
||||
name = "Mood (Elated)"
|
||||
modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
|
||||
target_skills = list(SKILL_SANITY)
|
||||
affinity_mod = 1.2
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
/datum/skill_modifier/brain_damage
|
||||
name = "Brain Damage"
|
||||
target_skills = list(SKILL_INTELLIGENCE)
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
|
||||
value_mod = 0.85
|
||||
@@ -6,6 +7,7 @@
|
||||
affinity_mod = 0.85
|
||||
|
||||
/datum/skill_modifier/heavy_brain_damage
|
||||
name = "Brain Damage (Severe)"
|
||||
target_skills = list(SKILL_INTELLIGENCE)
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_BODYBOUND|MODIFIER_SKILL_HANDICAP|MODIFIER_USE_THRESHOLDS
|
||||
priority = MODIFIER_SKILL_PRIORITY_LOW
|
||||
|
||||
@@ -94,6 +94,9 @@ GLOBAL_LIST_EMPTY(antagonists)
|
||||
if(skill_modifiers)
|
||||
for(var/A in skill_modifiers)
|
||||
ADD_SINGLETON_SKILL_MODIFIER(owner, A, type)
|
||||
var/datum/skill_modifier/job/M = GLOB.skill_modifiers[GET_SKILL_MOD_ID(A, type)]
|
||||
if(istype(M))
|
||||
M.name = "[name] Training"
|
||||
SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
|
||||
|
||||
/datum/antagonist/proc/is_banned(mob/M)
|
||||
|
||||
@@ -415,7 +415,7 @@
|
||||
"dna_discovered.gif" = 'html/dna_discovered.gif',
|
||||
"dna_undiscovered.gif" = 'html/dna_undiscovered.gif',
|
||||
"dna_extra.gif" = 'html/dna_extra.gif'
|
||||
)
|
||||
)
|
||||
|
||||
/datum/asset/simple/vv
|
||||
assets = list(
|
||||
|
||||
@@ -0,0 +1,121 @@
|
||||
import { Fragment } from 'inferno';
|
||||
import { useBackend } from '../backend';
|
||||
import { Box, Button, LabeledList, ProgressBar, Section } from '../components';
|
||||
|
||||
export const SkillPanel = props => {
|
||||
const { act, data } = useBackend(props);
|
||||
const skills = data.skills || [];
|
||||
const see_mods = data.see_skill_mods;
|
||||
const skillgreen = {
|
||||
color: 'lightgreen',
|
||||
fontWeight: 'bold',
|
||||
};
|
||||
const skillyellow = {
|
||||
color: '#FFDB58',
|
||||
fontWeight: 'bold',
|
||||
};
|
||||
return (
|
||||
<Section
|
||||
title={data.playername}
|
||||
buttons={(
|
||||
<Button
|
||||
icon={see_mods ? 'Enabled' : 'Disabled'}
|
||||
content={see_mods ? 'Modifiers Shown' : 'Modifiers Hidden'}
|
||||
onClick={() => act('toggle_mods')} />
|
||||
)}>
|
||||
<LabeledList>
|
||||
{skills.map(skill => (
|
||||
<LabeledList.Item key={skill.name} label={skill.name}>
|
||||
<span style={skillyellow}>
|
||||
{skill.desc}
|
||||
<br />
|
||||
`Modifiers: ${skill.modifiers}`
|
||||
</span>
|
||||
<br />
|
||||
{!!skill.level_based && (
|
||||
<Box>
|
||||
{see_mods ? (
|
||||
<span>
|
||||
Level: [
|
||||
<span style={skill.mod_style}>
|
||||
{skill.lvl_mod}
|
||||
</span>]
|
||||
</span>
|
||||
) : (
|
||||
<span>
|
||||
Level: [
|
||||
<span style={skill.base_style}>
|
||||
{skill.lvl_base}
|
||||
</span>]
|
||||
</span>
|
||||
)}
|
||||
<br />
|
||||
Total Experience:
|
||||
{see_mods ? (
|
||||
<span>[{skill.value_mod} XP]</span>
|
||||
) : (
|
||||
<span>[{skill.value_base} XP]</span>
|
||||
)}
|
||||
<br />
|
||||
XP To Next Level:
|
||||
{skill.max_lvl !== (see_mods
|
||||
? skill.lvl_mod_num
|
||||
: skill.lvl_base_num) ? (
|
||||
<Box inline>
|
||||
{see_mods ? (
|
||||
<span>{skill.xp_next_lvl_mod}</span>
|
||||
) : (
|
||||
<span>{skill.xp_next_lvl_base}</span>
|
||||
)}
|
||||
</Box>
|
||||
) : (
|
||||
<span style={skillgreen}>
|
||||
[MAXXED]
|
||||
</span>
|
||||
)}
|
||||
</Box>
|
||||
)}
|
||||
{see_mods ? (
|
||||
<span>{skill.mod_readout}</span>
|
||||
) : (
|
||||
<span>{skill.base_readout}</span>
|
||||
)}
|
||||
{see_mods ? (
|
||||
<ProgressBar
|
||||
value={skill.percent_mod}
|
||||
color="good" />
|
||||
) : (
|
||||
<ProgressBar
|
||||
value={skill.percent_base}
|
||||
color="good" />
|
||||
)}
|
||||
<br />
|
||||
{!!data.admin && (
|
||||
<Fragment>
|
||||
<Button
|
||||
content="Adjust Exp"
|
||||
onClick={() => act('adj_exp', {
|
||||
skill: skill.path,
|
||||
})} />
|
||||
<Button
|
||||
content="Set Exp"
|
||||
onClick={() => act('set_exp', {
|
||||
skill: skill.path,
|
||||
})} />
|
||||
{!!skill.level_based && (
|
||||
<Button
|
||||
content="Set Level"
|
||||
onClick={() => act('set_lvl', {
|
||||
skill: skill.path,
|
||||
})} />
|
||||
)}
|
||||
</Fragment>
|
||||
)}
|
||||
<br />
|
||||
<br />
|
||||
</LabeledList.Item>
|
||||
))}
|
||||
</LabeledList>
|
||||
</Section>
|
||||
);
|
||||
};
|
||||
File diff suppressed because one or more lines are too long
@@ -81,6 +81,7 @@ import { RapidPipeDispenser } from './interfaces/RapidPipeDispenser';
|
||||
import { SatelliteControl } from './interfaces/SatelliteControl';
|
||||
import { ScannerGate } from './interfaces/ScannerGate';
|
||||
import { ShuttleManipulator } from './interfaces/ShuttleManipulator';
|
||||
import { SkillPanel } from './interfaces/SkillPanel';
|
||||
import { Sleeper } from './interfaces/Sleeper';
|
||||
import { SlimeBodySwapper } from './interfaces/SlimeBodySwapper';
|
||||
import { Signaler } from './interfaces/Signaler';
|
||||
@@ -472,6 +473,10 @@ const ROUTES = {
|
||||
component: () => ShuttleManipulator,
|
||||
scrollable: true,
|
||||
},
|
||||
skillpanel: {
|
||||
component: () => SkillPanel,
|
||||
scrollable: true,
|
||||
},
|
||||
sleeper: {
|
||||
component: () => Sleeper,
|
||||
scrollable: false,
|
||||
|
||||
Reference in New Issue
Block a user