Macros, generic skill implementations.
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@@ -1,4 +1,4 @@
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GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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/proc/init_skill_datums()
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. = list()
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@@ -10,12 +10,12 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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.[S.type] = S
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/proc/sanitize_skill_value(path, value)
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var/datum/skill/S = GET_SKILL_DATUM(path)
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var/datum/skill/S = GLOB.skill_datums[path]
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// don't check, if we runtime let it happen.
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return S.sanitize_value(value)
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/proc/is_skill_value_greater(path, existing, new_value)
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var/datum/skill/S = GET_SKILL_DATUM(path)
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var/datum/skill/S = GLOB.skill_datums[path]
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// don't check, if we runtime let it happen.
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return S.is_value_greater(existing, new_value)
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@@ -33,6 +33,10 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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var/progression_type
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/// Abstract type
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var/abstract_type = /datum/skill
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/// skill threshold used in generic skill modifiers calculations.
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var/list/competency_thresholds = list(0, 0, 0)
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/// Multiplier of the difference of the holder skill value and the selected threshold.
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var/list/competency_mults = list(0, 0, 0)
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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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@@ -44,7 +48,7 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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* Sets the new value of this skill in the holder skills list.
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* As well as possible feedback messages or secondary effects on value change, that's on you.
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*/
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/datum/skill/proc/set_skill(datum/skill_holder/H, value, mob/owner)
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/datum/skill/proc/set_skill_value(datum/skill_holder/H, value, mob/owner)
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H.skills[type] = value
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/**
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@@ -67,6 +71,8 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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/datum/skill/binary
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abstract_type = /datum/skill/binary
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progression_type = SKILL_PROGRESSION_BINARY
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competency_thresholds = list(FALSE, TRUE, TRUE)
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competency_mults = list(0.5, 0.5, 0.5)
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/datum/skill/binary/sanitize_value(new_value)
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return new_value? TRUE : FALSE
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@@ -103,22 +109,23 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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/**
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* Classing r p g styled skills, tiered by lvl, and current/nextlvl experience.
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*/
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/datum/skill/experience
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abstract_type = /datum/skill/experience
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/datum/skill/level
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abstract_type = /datum/skill/level
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progression_type = SKILL_PROGRESSION_LEVEL
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var/standard_xp_lvl_up = STD_XP_LVL_UP //the standard required to level up. def: 100
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var/xp_lvl_multiplier = STD_XP_LVL_UP //standard required level up exp multiplier. def: 2 (100, 200, 400, 800 etc.)
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var/max_lvl = STD_MAX_LVL
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var/max_levels = STD_MAX_LVL
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var/level_up_method = STANDARD_LEVEL_UP //how levels are calculated.
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var/list/levels = list() //level thresholds, if associative, these will be preceded by tiers such as "novice" or "trained"
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var/associative = FALSE //See above.
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var/unskilled_tier = "Unskilled" //Only relevant for associative experience levels
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//Builds the levels list.
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/datum/skill/experience/New()
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/datum/skill/level/New()
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. = ..()
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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_lvl)
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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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@@ -143,41 +150,57 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
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levels["[max_assoc] +[max_assoc_start++]"] = value
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levels[key] = value
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/datum/skill/level/sanitize_value(new_value)
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return max(new_value, 0)
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/datum/skill/experience/sanitize_value(new_value)
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return round(max(new_value, 0))
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/datum/skill/experience/set_skill(datum/skill_holder/H, value, mob/owner)
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var/old_value = H.skills[type]
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/datum/skill/level/set_skill_value(datum/skill_holder/H, value, datum/mind/M, silent = FALSE)
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H.skills[type] = value
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if(value > old_value)
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var/new_level
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for(var/k in levels)
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if(value < (associative ? levels[k] : k))
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break
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new_level++
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var/old_level = LAZYACCESS(H.skill_levels, type)
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LAZYSET(H.skill_levels, type, new_level)
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. = new_level - old_level
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if(silent || !(M?.current))
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return
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if(. > 0)
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to_chat(M.current, "<span class='nicegreen'>I feel like I've become more proficient at [name]!</span>")
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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/experience/standard_render_value(value)
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/datum/skill/level/standard_render_value(value)
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var/current_lvl = associative ? unskilled_tier : 0
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var/current_lvl_xp_sum = 0
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var/next_lvl_xp_sum
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for(var/lvl in 1 to max_lvl)
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for(var/lvl in 1 to max_levels)
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next_lvl_xp_sum = associative ? levels[levels[lvl]] : levels[lvl]
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if(value < next_lvl_xp_sum)
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break
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current_lvl_xp_sum = next_lvl_xp_sum
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current_lvl = associative ? levels[lvl] : current_lvl+1
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current_lvl = associative ? levels[lvl] : lvl+1
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return "[associative ? current_lvl : "Lvl. [current_lvl]"] ([value - current_lvl_xp_sum]/[next_lvl_xp_sum])[value > next_lvl_xp_sum ? " \[MAX!\]" : ""]"
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/datum/skill/experience/job
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levels = ("Basic", "Trained", "Experienced", "Master")
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/datum/skill/level/job
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levels = list("Basic", "Trained", "Experienced", "Master")
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competency_thresholds = list(JOB_SKILL_TRAINED, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
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competency_mults = list(0.15, 0.1, 0.1)
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associative = TRUE
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//quite the reference, no?
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/datum/skill/experience/dwarfy
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abstract_type = /datum/skill/experience/dwarfy
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/datum/skill/level/dwarfy
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abstract_type = /datum/skill/level/dwarfy
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standard_xp_lvl_up = DORF_XP_LVL_UP
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xp_lvl_multiplier = DORF_XP_LVL_MULTI
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max_lvl = DORF_MAX_LVL
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max_levels = DORF_MAX_LVL
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level_up_method = DWARFY_LEVEL_UP
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levels = list("Novice", "Adequate", "Competent", "Skilled",
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"Proficient", "Talented", "Adept", "Expert",
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"Professional", "Accomplished", "Great", "Master",
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"High Master", "Grand Master", "Legendary")
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competency_thresholds = list(DORF_SKILL_COMPETENT, DORF_SKILL_EXPERT, DORF_SKILL_MASTER)
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competency_mults = list(0.15, 0.1, 0.08)
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associative = TRUE
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unskilled_tier = "Dabbling"
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@@ -2,10 +2,18 @@
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* Skill holder datums
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*/
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/datum/skill_holder
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var/datum/mind/owner
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/// Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.
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var/list/skills
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/// Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.
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var/list/skill_affinities
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/// Let's say we want to get a specific skill "level" without looping through a proc everytime.
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/// Only supported by skills with tiers or levels.
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var/list/skill_levels
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/datum/skill_holder/New(datum/mind/M)
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. = ..()
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owner = M
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/**
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* Grabs the value of a skill.
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@@ -17,6 +25,16 @@
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return null
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return skills[skill]
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/**
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* Grabs the level of a skill. Only supported by skills with tiers or levels.
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*/
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/datum/skill_holder/proc/get_skill_level(skill)
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if(!ispath(skill))
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CRASH("Invalid get_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
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if(!skill_levels)
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return 0
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return skill_levels[skill]
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/**
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* Grabs our affinity for a skill. !!This is a multiplier!!
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*/
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@@ -33,37 +51,42 @@
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/**
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* Sets the value of a skill.
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*/
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/datum/skill_holder/proc/set_skill_value(skill, value, owner)
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/datum/skill_holder/proc/set_skill_value(skill, value, silent = FALSE)
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if(!ispath(skill, /datum/skill))
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CRASH("Invalid set_skill_value call. Use 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 = GET_SKILL_DATUM(path)
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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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if(!isnull(value))
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LAZYINITLIST(skills)
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S.set_skill(src, value, owner)
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S.set_skill_value(src, value, owner, silent)
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return TRUE
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return FALSE
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/**
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* Boosts a skill to a value if not aobve
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*/
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/datum/skill_holder/proc/boost_skill_value_to(skill, value, mob/owner)
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/datum/skill_holder/proc/boost_skill_value_to(skill, value, silent = FALSE)
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var/current = get_skill_value(skill)
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if(!is_skill_value_greater(skill, current, value))
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return FALSE
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set_skill_value(skill, value, owner)
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set_skill_value(skill, value, silent)
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return TRUE
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/**
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* Automatic skill increase, multiplied by skill affinity if existing.
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* Only works if skill is numerical.
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*/
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/datum/skill_holder/proc/auto_gain_experience(skill, value, mob/owner)
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/datum/skill_holder/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
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if(!ispath(skill, /datum/skill/numerical))
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CRASH("You cannot auto increment a non numerical skill!")
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var/current = get_skill_value(skill)
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var/affinity = get_skill_affinity(skill)
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boost_skill_value_to(skill, current + (value * affinity), owner)
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var/target_value = current + (value * affinity)
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if(maximum)
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target_value = max(target_value, maximum)
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if(target_value == maximum) //no more experience to gain, early return.
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return
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boost_skill_value_to(skill, target_value, silent)
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/**
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* Generates a HTML readout of our skills.
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@@ -1,3 +1,4 @@
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/datum/skill/experience/job/wiring
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/datum/skill/level/job/wiring
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name = "Wiring"
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desc = "How proficient and knowledged you are at wiring beyond laying cables on the floor."
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competency_thresholds = list(JOB_SKILL_BASIC, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
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@@ -1,3 +1,4 @@
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/datum/skill/numerical/surgery
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name = "Surgery"
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desc = "How proficient you are at doing surgery."
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competency_mults = list(0.025, 0.025, 0.025) // 60% surgery speed up at max value of 100.
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