Skill calculation fixes, tweaks, antag and brain damage modifiers. (#12302)
* Skill calculation fixes, tweaks, antag and brain damage modifiers. * Experience through patience. * Priority Fix etcetera.
This commit is contained in:
@@ -20,18 +20,20 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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var/desc
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/// Color of the name as shown in the html readout
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var/name_color = "#F0F0F0" // White on dark surface.
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/// Our progression type
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/// Our progression type. These are mostly used to skip typechecks overhead, don't go around messing with these.
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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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/// List of max levels. Only used in level skills, but present here for helper macros.
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var/max_levels = INFINITY
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/// skill threshold used in generic skill competency 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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/// In which way this skil can affect or be affected through actions and skill modifiers.
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var/skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD
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/// skill threshold used in generic skill competency operations.
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var/list/competency_thresholds
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/// Base multiplier used in skill competency operations.
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var/base_multiplier = 1
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/// Value added to the base multiplier depending on overall competency compared to maximum value/level.
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var/competency_multiplier = 1
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/// A list of ways this skill can affect or be affected through actions and skill modifiers.
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var/list/skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE)
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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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@@ -66,8 +68,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, 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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competency_thresholds = list(THRESHOLD_COMPETENT = FALSE, THRESHOLD_EXPERT = TRUE, THRESHOLD_MASTER = TRUE)
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/datum/skill/binary/sanitize_value(new_value)
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return new_value? TRUE : FALSE
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@@ -78,6 +79,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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/datum/skill/numerical
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abstract_type = /datum/skill/numerical
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progression_type = SKILL_PROGRESSION_NUMERICAL
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competency_thresholds = list(THRESHOLD_COMPETENT = 25, THRESHOLD_EXPERT = 50, THRESHOLD_MASTER = 75)
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/// Max value of this skill
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var/max_value = 100
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/// Min value of this skill
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@@ -180,8 +182,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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/datum/skill/level/job
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abstract_type = /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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competency_thresholds = list(THRESHOLD_COMPETENT = JOB_SKILL_TRAINED, THRESHOLD_EXPERT = JOB_SKILL_EXPERT, THRESHOLD_MASTER = JOB_SKILL_MASTER)
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associative = TRUE
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//quite the reference, no?
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@@ -195,7 +196,6 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
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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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competency_thresholds = list(THRESHOLD_COMPETENT = DORF_SKILL_COMPETENT, THRESHOLD_EXPERT = DORF_SKILL_EXPERT, THRESHOLD_MASTER = DORF_SKILL_MASTER)
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associative = TRUE
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unskilled_tier = "Dabbling"
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@@ -122,16 +122,22 @@
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* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
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*/
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/datum/mind/proc/action_skill_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
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var/mod
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var/datum/skill/S = GLOB.skill_datums[skill]
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if(!S)
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return
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return value
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var/mod = S.base_multiplier
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switch(S.progression_type)
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if(SKILL_PROGRESSION_LEVEL)
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mod = get_skill_level(S.type)
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var/datum/skill/level/L = S
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var/skill_lvl = get_skill_level(L.type)
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mod += skill_lvl/(L.max_levels+max(L.competency_thresholds[threshold]-skill_lvl, 0))*L.competency_multiplier
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if(SKILL_PROGRESSION_NUMERICAL)
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var/datum/skill/numerical/N = S
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var/skill_val = get_skill_value(N.type)
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mod += skill_val/(N.max_value+max(N.competency_thresholds[threshold]-skill_val, 0))*N.competency_multiplier
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else
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mod = get_skill_value(S.type)
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mod = (1+(mod-S.competency_thresholds[threshold])*S.competency_mults[threshold])
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var/comp_threshold = S.competency_thresholds[threshold]
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mod += (comp_threshold ? (get_skill_value(S.type) / comp_threshold) : get_skill_value(S.type))*S.competency_multiplier
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. = modifier_is_multiplier ? value*mod : value/mod
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/**
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@@ -139,12 +145,12 @@
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* Args:
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* * item/I : the item used in this action. its used_skills list variable contains the skills exercised with it.
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* * value : the value to modify, may be a delay, damage, probability.
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* * flags : the required flags that each skill (either in I.used_skills or the skill datum skill_flags) must have to influence
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* * traits : the required traits each skill (either in I.used_skills or the skill datum skill_traits) must have to influence
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* * the value.
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* * bad_flags : the opposite of the above, skills that must not be present to impact the value.
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* * bad_traits : the opposite of the above.
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* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
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*/
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/datum/mind/proc/item_action_skills_mod(obj/item/I, value, flags = NONE, bad_flags = NONE, modifier_is_multiplier = TRUE)
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/datum/mind/proc/item_action_skills_mod(obj/item/I, value, traits, bad_traits, modifier_is_multiplier = TRUE)
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. = value
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var/sum = 0
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var/divisor = 0
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@@ -152,16 +158,27 @@
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var/datum/skill/S = GLOB.skill_datums[k]
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if(!S)
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continue
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var/our_flags = (I.used_skills[k]|S.skill_flags)
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if((flags && !(our_flags & flags)) || (bad_flags && our_flags & bad_flags))
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var/our_traits = S.skill_traits
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var/item_traits = I.used_skills[k]
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if(item_traits)
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our_traits |= item_traits
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if((traits && !(our_traits[traits] || length(our_traits & traits))) || (bad_traits && (our_traits[bad_traits] || length(our_traits & bad_traits))))
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continue
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var/mod
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var/mod = S.base_multiplier
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switch(S.progression_type)
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if(SKILL_PROGRESSION_LEVEL)
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mod = get_skill_level(S.type)
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var/datum/skill/level/L = S
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var/skill_lvl = get_skill_level(L.type)
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mod += skill_lvl/(L.max_levels+max(L.competency_thresholds[I.skill_difficulty]-skill_lvl, 0))*L.competency_multiplier
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if(SKILL_PROGRESSION_NUMERICAL)
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var/datum/skill/numerical/N = S
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var/skill_val = get_skill_value(N.type)
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mod += skill_val/(N.max_value+max(N.competency_thresholds[I.skill_difficulty]-skill_val, 0))*N.competency_multiplier
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else
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mod = get_skill_value(S.type)
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sum += 1+(mod - S.competency_thresholds[I.skill_difficulty])*S.competency_mults[I.skill_difficulty]
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var/comp_threshold = S.competency_thresholds[I.skill_difficulty]
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mod += (comp_threshold ? (get_skill_value(S.type) / comp_threshold) : get_skill_value(S.type))*S.competency_multiplier
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sum += mod
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divisor++
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if(divisor)
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. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
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@@ -9,11 +9,13 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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/datum/skill_modifier
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/// flags for this skill modifier.
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var/modifier_flags = NONE
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/// target skills, can be a specific skill typepath or a set of skill flags.
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var/target_skills = NONE
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/// target skills, can be a specific skill typepath or a list of skill traits.
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var/target_skills = /datum/skill
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/// the GLOB.potential_skills_per_mod key generated on runtime. You shouldn't be var-editing it.
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var/target_skills_key
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/// The identifier key this skill modifier is associated with.
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var/identifier
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/// skill affinity modifier, can be a multiplier or addendum, depending on the modifier_flags flags.
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/// skill affinity modifier, can be a multiplier or addendum, depending on the modifier_flags.
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var/affinity_mod = 1
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/// skill value modifier, see above.
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var/value_mod = 1
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@@ -38,21 +40,25 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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CRASH("Skill modifier identifier \"[identifier]\" already taken.")
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GLOB.skill_modifiers[identifier] = src
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if(ispath(target_skills))
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target_skills_key = target_skills
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var/list/mod_L = GLOB.potential_mods_per_skill[target_skills]
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if(!mod_L)
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mod_L = GLOB.potential_mods_per_skill[target_skills] = list()
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else
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BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
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mod_L[identifier] = src
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GLOB.potential_skills_per_mod["[target_skills]"] = list(target_skills)
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else //Should be a bitfield.
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var/list/L = GLOB.potential_skills_per_mod["[target_skills]"]
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GLOB.potential_skills_per_mod[target_skills_key] = list(target_skills)
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else //Should be a list.
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var/list/T = target_skills
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T = sortTim(target_skills, /proc/cmp_text_asc) //Sort the list contents alphabetically.
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target_skills_key = T.Join("-")
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var/list/L = GLOB.potential_skills_per_mod[target_skills_key]
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if(!L)
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L = list()
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for(var/path in GLOB.skill_datums)
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if(GLOB.skill_datums[path].skill_flags & target_skills)
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if(GLOB.skill_datums[path].skill_traits & target_skills)
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L += path
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GLOB.potential_skills_per_mod["[target_skills]"] = L
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GLOB.potential_skills_per_mod[target_skills_key] = L
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for(var/path in L)
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var/list/mod_L = GLOB.potential_mods_per_skill[path]
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if(!mod_L)
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@@ -62,7 +68,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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mod_L[identifier] = src
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/datum/skill_modifier/Destroy()
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for(var/path in GLOB.potential_skills_per_mod["[target_skills]"])
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for(var/path in GLOB.potential_skills_per_mod[target_skills_key])
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var/mod_L = GLOB.potential_mods_per_skill[path]
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mod_L -= identifier
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if(!length(mod_L))
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@@ -96,7 +102,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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LAZYINITLIST(skill_holder.skill_affinity_mods)
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if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
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LAZYINITLIST(skill_holder.skill_level_mods)
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for(var/path in GLOB.potential_skills_per_mod["[M.target_skills]"])
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for(var/path in GLOB.potential_skills_per_mod[M.target_skills_key])
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if(M.modifier_flags & MODIFIER_SKILL_VALUE)
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ADD_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values, get_skill_value(path, FALSE))
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if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
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@@ -127,7 +133,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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if(!skill_holder.skill_value_mods && !skill_holder.skill_affinity_mods && !skill_holder.skill_level_mods)
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return
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for(var/path in GLOB.potential_skills_per_mod["[M.target_skills]"])
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for(var/path in GLOB.potential_skills_per_mod[M.target_skills_key])
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if(M.modifier_flags & MODIFIER_SKILL_VALUE && skill_holder.skill_value_mods)
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REMOVE_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values)
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if(M.modifier_flags & MODIFIER_SKILL_AFFINITY && skill_holder.skill_affinity_mods)
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@@ -155,6 +161,18 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
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if(MODIFIER_TARGET_AFFINITY)
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mod = affinity_mod
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if(modifier_flags & MODIFIER_USE_THRESHOLDS && istext(mod))
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var/datum/skill/S = GLOB.skill_datums[skillpath]
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if(method == MODIFIER_TARGET_VALUE && S.progression_type == SKILL_PROGRESSION_LEVEL)
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var/datum/skill/level/L = S
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switch(L.level_up_method)
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if(STANDARD_LEVEL_UP)
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mod = XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
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if(DWARFY_LEVEL_UP)
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mod = DORF_XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
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else
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mod = S.competency_thresholds[mod]
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var/diff = 0
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if(modifier_flags & (MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_HANDICAP))
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if(modifier_flags & MODIFIER_SKILL_VIRTUE)
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@@ -2,5 +2,4 @@
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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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name_color = COLOR_PALE_ORANGE
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competency_thresholds = list(JOB_SKILL_BASIC, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
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skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD|SKILL_USE_TOOL|SKILL_TRAINING_TOOL
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skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
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@@ -2,4 +2,4 @@
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name = "Surgery"
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desc = "How proficient you are at doing surgery."
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name_color = COLOR_PALE_BLUE_GRAY
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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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competency_multiplier = 1.5 // 60% surgery speed up at max value of 100, considering the base multiplier.
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@@ -1,8 +1,8 @@
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/datum/skill_modifier/bad_mood
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modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
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target_skills = SKILL_USE_MOOD
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target_skills = list(SKILL_SANITY)
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/datum/skill_modifier/great_mood
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modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
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target_skills = SKILL_TRAIN_MOOD
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target_skills = list(SKILL_SANITY)
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affinity_mod = 1.2
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@@ -0,0 +1,13 @@
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/datum/skill_modifier/brain_damage
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target_skills = list(SKILL_INTELLIGENCE)
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modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
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value_mod = 0.85
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level_mod = 0.85
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affinity_mod = 0.85
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/datum/skill_modifier/heavy_brain_damage
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target_skills = list(SKILL_INTELLIGENCE)
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modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_BODYBOUND|MODIFIER_SKILL_HANDICAP|MODIFIER_USE_THRESHOLDS
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priority = MODIFIER_SKILL_PRIORITY_LOW
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value_mod = THRESHOLD_COMPETENT
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level_mod = THRESHOLD_COMPETENT
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