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
@@ -786,9 +786,8 @@
return
user.visible_message("[user.name] wires the air alarm.", \
"<span class='notice'>You start wiring the air alarm...</span>")
if (do_after(user, 20, target = src))
if (cable.get_amount() >= 5 && buildstage == 1)
cable.use(5)
if (W.use_tool(src, user, 20, 5))
if (buildstage == 1)
to_chat(user, "<span class='notice'>You wire the air alarm.</span>")
wires.repair()
aidisabled = 0
+1 -1
View File
@@ -32,7 +32,7 @@
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
I.use_tool(src, user, 0, 1)
has_sensor = HAS_SENSORS
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
return 1
+1 -2
View File
@@ -392,8 +392,7 @@
/datum/plant_gene/trait/battery/on_attackby(obj/item/reagent_containers/food/snacks/grown/G, obj/item/I, mob/user)
if(istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
if(C.use(5))
if(I.use_tool(src, user, 0, 5, max_level = JOB_SKILL_EXPERT))
to_chat(user, "<span class='notice'>You add some cable to [G] and slide it inside the battery encasing.</span>")
var/obj/item/stock_parts/cell/potato/pocell = new /obj/item/stock_parts/cell/potato(user.loc)
pocell.icon_state = G.icon_state
+1 -1
View File
@@ -174,7 +174,7 @@
if(!starting_skills)
return
for(var/skill in starting_skills)
M.skill_holder.boost_skill_value_to(skill, starting_skills[skill])
M.skill_holder.boost_skill_value_to(skill, starting_skills[skill], TRUE) //silent
// do wipe affinities though
M.skill_holder.skill_affinities = list()
for(var/skill in skill_affinities)
+2
View File
@@ -17,6 +17,8 @@
var/do_special_check = TRUE
threat = 5
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, datum/outfit/outfit_override, client/preference_source = null)
if(visualsOnly)
CRASH("dynamic preview is unsupported")
@@ -17,6 +17,10 @@
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ENGINE,
ACCESS_ENGINE_EQUIP, ACCESS_EMERGENCY_STORAGE, ACCESS_CONSTRUCTION, ACCESS_MINERAL_STOREROOM)
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
display_order = JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN
threat = 0.5
@@ -27,6 +27,9 @@
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
display_order = JOB_DISPLAY_ORDER_CHIEF_ENGINEER
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/paraplegic, /datum/quirk/insanity)
threat = 2
+2
View File
@@ -12,6 +12,8 @@
exp_requirements = 120
exp_type = EXP_TYPE_CREW
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
display_order = JOB_DISPLAY_ORDER_CYBORG
/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source = null)
@@ -16,6 +16,10 @@
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
display_order = JOB_DISPLAY_ORDER_ROBOTICIST
threat = 1
@@ -18,6 +18,9 @@
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
display_order = JOB_DISPLAY_ORDER_STATION_ENGINEER
threat = 1
+1 -2
View File
@@ -363,12 +363,11 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
/obj/item/coin/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
return
if (CC.use(1))
if (W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
add_overlay("coin_string_overlay")
string_attached = 1
to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
+1 -1
View File
@@ -199,7 +199,7 @@
to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
return
adjustStaminaLossBuffered(I.getweight()*2)//CIT CHANGE - throwing items shall be more tiring than swinging em. Doubly so.
adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST))
if(thrown_thing)
visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
@@ -9,7 +9,7 @@
if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
var/obj/item/clothing/glasses/GFP = src.glasses
number += GFP.flash_protect
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
@@ -77,15 +77,13 @@
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
var/totitemdamage = pre_attacked_by(I, user)
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
return FALSE
@@ -94,7 +92,7 @@
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name)
I.do_stagger_action(src, user)
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
@@ -1668,9 +1668,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
disarm(M, H, attacker_style)
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
var/totitemdamage = H.pre_attacked_by(I, user)
// Allows you to put in item-specific reactions based on species
if(user != H)
if(H.run_block(I, I.force, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
if(H.run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
return 0
if(H.check_martial_melee_block())
H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
@@ -1686,24 +1687,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(istype(H))
if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
var/weakness = H.check_weakness(I, user)
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
H.send_item_attack_message(I, user, hit_area)
I.do_stagger_action(H, user)
I.do_stagger_action(H, user, totitemdamage)
if(!I.force)
if(!totitemdamage)
return 0 //item force is zero
//dismemberment
@@ -427,24 +427,23 @@
else if(istype(W, /obj/item/stack/cable_coil) && wiresexposed)
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/stack/cable_coil/coil = W
if (getFireLoss() > 0 || getToxLoss() > 0)
if(src == user && coil.use(1))
if(src == user)
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!do_after(user, 50, target = src))
if(!W.use_tool(src, user, 50, 1, max_level = JOB_SKILL_TRAINED))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustFireLoss(-10)
adjustToxLoss(-10)
if (coil.use(1))
else
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(!do_after(user, 30, target = src))
if(!W.use_tool(src, user, 30, 1))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustFireLoss(-30)
adjustToxLoss(-30)
updatehealth()
user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
else
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
else
to_chat(user, "The wires seem fine, there's no need to fix them.")
@@ -147,9 +147,8 @@
to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
return
to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
if(do_after(user, 40, target = src))
if(coil.get_amount() >= 1 && build_step == 6)
coil.use(1)
if(coil.use_tool(src, user, 40, 1))
if(build_step == 6)
to_chat(user, "<span class='notice'>You wire [src].</span>")
name = "wired ED-209 assembly"
build_step++
@@ -41,11 +41,10 @@
// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
if(istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/S = I
if(obj_integrity == max_integrity)
to_chat(user, "<span class='warning'>\The [src] doesn't seem to require repairs.</span>")
return 1
if(S.use(1))
if(I.use_tool(src, user, 0, 1))
to_chat(user, "<span class='notice'>You patch up \the [src] with a bit of \the [I].</span>")
obj_integrity = min(obj_integrity + 10, max_integrity)
return 1
+8 -12
View File
@@ -597,19 +597,15 @@
user.visible_message("[user.name] adds cables to the APC frame.", \
"<span class='notice'>You start adding cables to the APC frame...</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
if(do_after(user, 20, target = src))
if (C.get_amount() < 10 || !C)
if(C.use_tool(src, user, 20, 10) && !terminal && opened && has_electronics)
var/turf/T = get_turf(src)
var/obj/structure/cable/N = T.get_cable_node()
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE))
do_sparks(5, TRUE, src)
return
if (C.get_amount() >= 10 && !terminal && opened && has_electronics)
var/turf/T = get_turf(src)
var/obj/structure/cable/N = T.get_cable_node()
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE))
do_sparks(5, TRUE, src)
return
C.use(10)
to_chat(user, "<span class='notice'>You add cables to the APC frame.</span>")
make_terminal()
terminal.connect_to_network()
to_chat(user, "<span class='notice'>You add cables to the APC frame.</span>")
make_terminal()
terminal.connect_to_network()
else if (istype(W, /obj/item/electronics/apc) && opened)
if (has_electronics)
to_chat(user, "<span class='warning'>There is already a board inside the [src]!</span>")
+1 -2
View File
@@ -510,6 +510,7 @@ By design, d1 is the smallest direction and d2 is the highest
full_w_class = WEIGHT_CLASS_SMALL
grind_results = list(/datum/reagent/copper = 2) //2 copper per cable in the coil
usesound = 'sound/items/deconstruct.ogg'
used_skills = list(/datum/skill/level/job/wiring)
/obj/item/stack/cable_coil/cyborg
is_cyborg = 1
@@ -591,8 +592,6 @@ By design, d1 is the smallest direction and d2 is the highest
amount += extra
update_icon()
///////////////////////////////////////////////
// Cable laying procedures
//////////////////////////////////////////////
+1 -2
View File
@@ -15,8 +15,7 @@
state = FLOODLIGHT_NEEDS_WIRES
desc = "A bare metal frame looking vaguely like a floodlight. Requires wiring."
else if(istype(O, /obj/item/stack/cable_coil) && (state == FLOODLIGHT_NEEDS_WIRES))
var/obj/item/stack/S = O
if(S.use(5))
if(O.use_tool(src, user, 0, 5))
to_chat(user, "<span class='notice'>You wire [src].</span>")
name = "wired [name]"
desc = "A bare metal frame looking vaguely like a floodlight. Requires securing with a screwdriver."
+1 -2
View File
@@ -118,8 +118,7 @@
return
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.use(1))
if(W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_TRAINED))
icon_state = "[fixture_type]-construct-stage2"
stage = 2
user.visible_message("[user.name] adds wires to [src].", \
@@ -79,8 +79,7 @@
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
if(W.use_tool(src, user, 0, 1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
@@ -288,8 +288,7 @@
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
if(W.use_tool(src, user, 0, 1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
+1 -4
View File
@@ -125,15 +125,12 @@
to_chat(user, "<span class='notice'>You start building the power terminal...</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
if(do_after(user, 20, target = src) && C.get_amount() >= 10)
if(C.get_amount() < 10 || !C)
return
if(C.use_tool(src, user, 20, 10))
var/obj/structure/cable/N = T.get_cable_node() //get the connecting node cable, if there's one
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE)) //animate the electrocution if uncautious and unlucky
do_sparks(5, TRUE, src)
return
C.use(10)
user.visible_message(\
"[user.name] has built a power terminal.",\
"<span class='notice'>You build the power terminal.</span>")
@@ -331,8 +331,7 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
var/obj/item/stack/cable_coil/C = A
if(C.use(10))
if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
slung = TRUE
@@ -19,7 +19,7 @@
flags_1 = CONDUCT_1
icon_state = "borg_l_arm"
status = BODYPART_ROBOTIC
brute_reduction = 2
burn_reduction = 1
@@ -40,7 +40,7 @@
flags_1 = CONDUCT_1
icon_state = "borg_r_arm"
status = BODYPART_ROBOTIC
brute_reduction = 2
burn_reduction = 1
@@ -61,7 +61,7 @@
flags_1 = CONDUCT_1
icon_state = "borg_l_leg"
status = BODYPART_ROBOTIC
brute_reduction = 2
burn_reduction = 1
@@ -82,7 +82,7 @@
flags_1 = CONDUCT_1
icon_state = "borg_r_leg"
status = BODYPART_ROBOTIC
brute_reduction = 2
burn_reduction = 1
@@ -102,7 +102,7 @@
flags_1 = CONDUCT_1
icon_state = "borg_chest"
status = BODYPART_ROBOTIC
brute_reduction = 2
burn_reduction = 1
@@ -131,8 +131,7 @@
if(src.wired)
to_chat(user, "<span class='warning'>You have already inserted wire!</span>")
return
var/obj/item/stack/cable_coil/coil = W
if (coil.use(1))
if (W.use_tool(src, user, 0, 1))
src.wired = 1
to_chat(user, "<span class='notice'>You insert the wire.</span>")
else
@@ -164,7 +163,7 @@
flags_1 = CONDUCT_1
icon_state = "borg_head"
status = BODYPART_ROBOTIC
brute_reduction = 5
burn_reduction = 4
+4 -5
View File
@@ -58,10 +58,9 @@
return FALSE
if(tool)
speed_mod = tool.toolspeed
var/skill_mod = 1
if(user?.mind?.skill_holder)
skill_mod = SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(user.mind.skill_holder.get_skill_value(/datum/skill/numerical/surgery))
if(do_after(user, time * speed_mod * skill_mod, target = target))
if(user.mind)
speed_mod = user.mind.skill_holder.action_skills_mod(/datum/skill/numerical/surgery, speed_mod, THRESHOLD_COMPETENT, FALSE)
if(do_after(user, time * speed_mod, target = target))
var/prob_chance = 100
if(implement_type) //this means it isn't a require hand or any item step.
prob_chance = implements[implement_type]
@@ -69,7 +68,7 @@
if((prob(prob_chance) || (iscyborg(user) && !silicons_obey_prob)) && chem_check(target) && !try_to_fail)
if(success(user, target, target_zone, tool, surgery))
user?.mind?.skill_holder?.auto_gain_experience(/datum/skill/numerical/surgery, SKILL_GAIN_SURGERY_PER_STEP)
user.mind?.skill_holder.auto_gain_experience(/datum/skill/numerical/surgery, SKILL_GAIN_SURGERY_PER_STEP)
advance = TRUE
else
if(failure(user, target, target_zone, tool, surgery))