Merge pull request #12121 from Ghommie/Ghommie-cit723
Generic skills support for items, level based skill type. Wiring skill.
This commit is contained in:
@@ -43,6 +43,7 @@
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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@@ -248,6 +248,15 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
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#define TOTAL_MASS_TOY_SWORD 1.5
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//stamina cost defines.
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#define STAM_COST_ATTACK_OBJ_MULT 1.2
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#define STAM_COST_ATTACK_MOB_MULT 0.8
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#define STAM_COST_BATON_MOB_MULT 1
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#define STAM_COST_NO_COMBAT_MULT 1.25
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#define STAM_COST_W_CLASS_MULT 1.25
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#define STAM_COST_THROW_MULT 2
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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@@ -183,7 +183,28 @@
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// #define SPEECH_FORCED 7
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#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_ACTION_SKILL_MOD "mob_action_skill_mod" //from base of /datum/skill_holder/action_skills_mod() : (proc args list, list/mod_values)
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#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
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#define ACTION_SKILL_MOD_VALUE 2
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#define ACTION_SKILL_MOD_THRESHOLD 3
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#define ACTION_SKILL_MOD_IS_MULTI 4
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//other mod values, kept separate from the args
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#define MOD_VALUES_SKILL_MOD 1
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#define COMSIG_MOB_ITEM_ACTION_SKILLS_MOD "mob_item_action_skills_mod" //from base of /datum/skill_holder/item_action_skills_mod() : (proc args list, mod_values)
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#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
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#define ITEM_SKILLS_MOD_VALUE 2
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#define ITEM_SKILLS_MOD_FLAGS 3
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#define ITEM_SKILLS_MOD_BAD_FLAGS 4
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#define ITEM_SKILLS_MOD_IS_MULTI 5
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//other mod values, kept separate from the args
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#define MOD_VALUES_ITEM_SKILLS_SUM 1
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#define MOD_VALUES_ITEM_SKILLS_DIV 2
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#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
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#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
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// /mob/living signals
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#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
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@@ -138,6 +138,7 @@
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#define MOOD_LEVEL_SAD4 -25
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//Sanity levels for humans
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#define SANITY_AMAZING 150
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#define SANITY_GREAT 125
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#define SANITY_NEUTRAL 100
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#define SANITY_DISTURBED 75
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@@ -0,0 +1,77 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Levels
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#define SKILL_PROGRESSION_LEVEL 4
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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#define STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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#define DEF_SKILL_GAIN 1
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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#define SKILL_AFFINITY_MOOD_BONUS 1.25
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///Items skill_flags and other defines
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#define SKILL_USE_TOOL (1<<0)
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#define SKILL_TRAINING_TOOL (1<<1)
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#define SKILL_ATTACK_MOB (1<<2)
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#define SKILL_TRAIN_ATTACK_MOB (1<<3)
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#define SKILL_ATTACK_OBJ (1<<4)
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#define SKILL_TRAIN_ATTACK_OBJ (1<<5)
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#define SKILL_STAMINA_COST (1<<6) //Influences the stamina cost from weapon usage.
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#define SKILL_THROW_STAM_COST (1<<7)
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#define SKILL_COMBAT_MODE (1<<8) //The user must have combat mode on.
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#define SKILL_USE_MOOD (1<<9) //Is the skill negatively affected by bad mood.
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#define SKILL_TRAIN_MOOD (1<<10) //Is this skill training affected by good mood.
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///competency_threshold index defines
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#define THRESHOLD_COMPETENT 1
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#define THRESHOLD_EXPERT 2
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#define THRESHOLD_MASTER 3
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/// Level/Experience skills defines.
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#define STD_XP_LVL_UP 100
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#define STD_XP_LVL_MULTI 2
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#define STD_MAX_LVL 4
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#define RPG_MAX_LVL 100
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#define DORF_XP_LVL_UP 400
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#define DORF_XP_LVL_MULTI 100
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#define DORF_MAX_LVL 20 // Dabbling, novice, adequate, [...], legendary +3, legendary +4, legendary +5
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//level up methods defines
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#define STANDARD_LEVEL_UP "standard_level_up"
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#define DWARFY_LEVEL_UP "dwarfy_level_up"
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//job skill level defines
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#define JOB_SKILL_UNTRAINED 0
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#define JOB_SKILL_BASIC 1
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#define JOB_SKILL_TRAINED 2
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#define JOB_SKILL_EXPERT 3
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#define JOB_SKILL_MASTER 4
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//other skill level defines, not an exhaustive catalogue, only contains be most relevant ones.
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#define DORF_SKILL_COMPETENT 3
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#define DORF_SKILL_EXPERT 8
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#define DORF_SKILL_MASTER 12
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@@ -0,0 +1,8 @@
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//How experience levels are calculated.
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#define XP_LEVEL(std, multi, lvl) (std*((multi**lvl)/(multi-1))-std/(multi-1)) //don't use 1 as multi, you'll get division by zero errors
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#define DORF_XP_LEVEL(std, extra, lvl) (std*lvl+extra*(lvl*(lvl/2+0.5)))
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//More experience value getter macros
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#define GET_STANDARD_LVL(lvl) XP_LEVEL(STD_XP_LVL_UP, STD_XP_LVL_MULTI, lvl)
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#define GET_DORF_LVL(lvl) DORF_XP_LEVEL(DORF_XP_LVL_UP, DORF_XP_LVL_MULTI, lvl)
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@@ -1,28 +0,0 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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// Misc
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/// 40% speedup at 100 skill
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#define SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(number) clamp(number / 250, 1, 2)
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