Merge pull request #12121 from Ghommie/Ghommie-cit723

Generic skills support for items, level based skill type. Wiring skill.
This commit is contained in:
kevinz000
2020-05-08 01:24:44 -07:00
committed by GitHub
74 changed files with 630 additions and 200 deletions
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@@ -43,6 +43,7 @@
#define COLOR_RED_GRAY "#B4696A"
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
#define COLOR_PALE_GREEN_GRAY "#B7D993"
#define COLOR_PALE_ORANGE "#FFC066"
#define COLOR_PALE_RED_GRAY "#D59998"
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
#define COLOR_PURPLE_GRAY "#AE8CA8"
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@@ -248,6 +248,15 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
#define TOTAL_MASS_TOY_SWORD 1.5
//stamina cost defines.
#define STAM_COST_ATTACK_OBJ_MULT 1.2
#define STAM_COST_ATTACK_MOB_MULT 0.8
#define STAM_COST_BATON_MOB_MULT 1
#define STAM_COST_NO_COMBAT_MULT 1.25
#define STAM_COST_W_CLASS_MULT 1.25
#define STAM_COST_THROW_MULT 2
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#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 @@
// #define SPEECH_FORCED 7
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
#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)
#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
#define ACTION_SKILL_MOD_VALUE 2
#define ACTION_SKILL_MOD_THRESHOLD 3
#define ACTION_SKILL_MOD_IS_MULTI 4
//other mod values, kept separate from the args
#define MOD_VALUES_SKILL_MOD 1
#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)
#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
#define ITEM_SKILLS_MOD_VALUE 2
#define ITEM_SKILLS_MOD_FLAGS 3
#define ITEM_SKILLS_MOD_BAD_FLAGS 4
#define ITEM_SKILLS_MOD_IS_MULTI 5
//other mod values, kept separate from the args
#define MOD_VALUES_ITEM_SKILLS_SUM 1
#define MOD_VALUES_ITEM_SKILLS_DIV 2
#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
// /mob/living signals
#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 @@
#define MOOD_LEVEL_SAD4 -25
//Sanity levels for humans
#define SANITY_AMAZING 150
#define SANITY_GREAT 125
#define SANITY_NEUTRAL 100
#define SANITY_DISTURBED 75
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@@ -0,0 +1,77 @@
/// true/false
#define SKILL_PROGRESSION_BINARY 1
/// numerical
#define SKILL_PROGRESSION_NUMERICAL 2
/// Enum
#define SKILL_PROGRESSION_ENUM 3
/// Levels
#define SKILL_PROGRESSION_LEVEL 4
/// Max value of skill for numerical skills
#define SKILL_NUMERICAL_MAX 100
/// Min value of skill for numerical skills
#define SKILL_NUMERICAL_MIN 0
// Standard values for job starting skills
#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
// Standard values for job starting skill affinities
#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
#define STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO 1.2
// Standard values for skill gain (this is multiplied by affinity)
#define DEF_SKILL_GAIN 1
#define SKILL_GAIN_SURGERY_PER_STEP 0.25
#define SKILL_AFFINITY_MOOD_BONUS 1.25
///Items skill_flags and other defines
#define SKILL_USE_TOOL (1<<0)
#define SKILL_TRAINING_TOOL (1<<1)
#define SKILL_ATTACK_MOB (1<<2)
#define SKILL_TRAIN_ATTACK_MOB (1<<3)
#define SKILL_ATTACK_OBJ (1<<4)
#define SKILL_TRAIN_ATTACK_OBJ (1<<5)
#define SKILL_STAMINA_COST (1<<6) //Influences the stamina cost from weapon usage.
#define SKILL_THROW_STAM_COST (1<<7)
#define SKILL_COMBAT_MODE (1<<8) //The user must have combat mode on.
#define SKILL_USE_MOOD (1<<9) //Is the skill negatively affected by bad mood.
#define SKILL_TRAIN_MOOD (1<<10) //Is this skill training affected by good mood.
///competency_threshold index defines
#define THRESHOLD_COMPETENT 1
#define THRESHOLD_EXPERT 2
#define THRESHOLD_MASTER 3
/// Level/Experience skills defines.
#define STD_XP_LVL_UP 100
#define STD_XP_LVL_MULTI 2
#define STD_MAX_LVL 4
#define RPG_MAX_LVL 100
#define DORF_XP_LVL_UP 400
#define DORF_XP_LVL_MULTI 100
#define DORF_MAX_LVL 20 // Dabbling, novice, adequate, [...], legendary +3, legendary +4, legendary +5
//level up methods defines
#define STANDARD_LEVEL_UP "standard_level_up"
#define DWARFY_LEVEL_UP "dwarfy_level_up"
//job skill level defines
#define JOB_SKILL_UNTRAINED 0
#define JOB_SKILL_BASIC 1
#define JOB_SKILL_TRAINED 2
#define JOB_SKILL_EXPERT 3
#define JOB_SKILL_MASTER 4
//other skill level defines, not an exhaustive catalogue, only contains be most relevant ones.
#define DORF_SKILL_COMPETENT 3
#define DORF_SKILL_EXPERT 8
#define DORF_SKILL_MASTER 12
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//How experience levels are calculated.
#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
#define DORF_XP_LEVEL(std, extra, lvl) (std*lvl+extra*(lvl*(lvl/2+0.5)))
//More experience value getter macros
#define GET_STANDARD_LVL(lvl) XP_LEVEL(STD_XP_LVL_UP, STD_XP_LVL_MULTI, lvl)
#define GET_DORF_LVL(lvl) DORF_XP_LEVEL(DORF_XP_LVL_UP, DORF_XP_LVL_MULTI, lvl)
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/// true/false
#define SKILL_PROGRESSION_BINARY 1
/// numerical
#define SKILL_PROGRESSION_NUMERICAL 2
/// Enum
#define SKILL_PROGRESSION_ENUM 3
/// Max value of skill for numerical skills
#define SKILL_NUMERICAL_MAX 100
/// Min value of skill for numerical skills
#define SKILL_NUMERICAL_MIN 0
// Standard values for job starting skills
#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
// Standard values for job starting skill affinities
#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
// Standard values for skill gain (this is multiplied by affinity)
#define SKILL_GAIN_SURGERY_PER_STEP 0.25
// Misc
/// 40% speedup at 100 skill
#define SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(number) clamp(number / 250, 1, 2)