Tests, bug fixes and improvements.
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@@ -14,17 +14,35 @@
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///Doesn't automatically round the value.
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#define SANITIZE_SKILL_LEVEL(path, lvl) clamp(lvl, 0, GLOB.skill_datums[path].max_levels)
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/// Simple generic identifier macro.
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#define GET_SKILL_MOD_ID(path, id) (id ? "[path]&[id]" : path)
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/**
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* A simple universal comsig for body bound skill modifiers.
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* Technically they are still bound to the mind, but other signal procs will take care of adding and removing the modifier
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* from/to new/old minds.
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*/
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#define ADD_SKILL_MODIFIER_BODY(mod, body) \
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mod.RegisterSignal(body, COMSIG_MOB_ON_NEW_MIND, /datum/skill_modifier.proc/on_mob_new_mind, TRUE)
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#define ADD_SKILL_MODIFIER_BODY(path, id, body, prototype) \
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prototype = GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)] || new path(id);\
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if(body.mind){\
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body.mind.add_skill_modifier(prototype.identifier)\
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} else {\
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prototype.RegisterSignal(body, COMSIG_MOB_ON_NEW_MIND, /datum/skill_modifier.proc/on_mob_new_mind, TRUE)\
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}
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/// Same as above but to remove the skill modifier.
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#define REMOVE_SKILL_MODIFIER_BODY(path, id, body) \
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if(GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)]){\
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if(body.mind){\
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body.mind.remove_skill_modifier(GET_SKILL_MOD_ID(path, id))\
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} else {\
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GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)].UnregisterSignal(body, COMSIG_MOB_ON_NEW_MIND)\
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}\
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}
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///Macro used when adding generic singleton skill modifiers.
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#define ADD_SINGLETON_SKILL_MODIFIER(mind, path, id) \
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if(!GLOB.skill_modifiers[id]){\
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if(!GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)]){\
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new path(id)\
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};\
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mind.add_skill_modifier(id ? "[path]&[id]" : path)
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mind.add_skill_modifier(GET_SKILL_MOD_ID(path, id))
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