Merge pull request #12017 from kevinz000/skills

Implements a basic skill system + adds surgery skill
This commit is contained in:
Lin
2020-04-30 17:39:21 +00:00
committed by GitHub
17 changed files with 272 additions and 2 deletions
+16 -1
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@@ -66,6 +66,11 @@
// How much threat this job is worth in dynamic. Is subtracted if the player's not an antag, added if they are.
var/threat = 0
/// Starting skill levels.
var/list/starting_skills
/// Skill affinities to set
var/list/skill_affinities
//Only override this proc
//H is usually a human unless an /equip override transformed it
/datum/job/proc/after_spawn(mob/living/H, mob/M, latejoin = FALSE)
@@ -142,7 +147,6 @@
return TRUE //Available in 0 days = available right now = player is old enough to play.
return FALSE
/datum/job/proc/available_in_days(client/C)
if(!C)
return 0
@@ -166,6 +170,17 @@
/datum/job/proc/radio_help_message(mob/M)
to_chat(M, "<b>Prefix your message with :h to speak on your department's radio. To see other prefixes, look closely at your headset.</b>")
/datum/job/proc/standard_assign_skills(datum/mind/M)
if(!starting_skills)
return
for(var/skill in starting_skills)
M.skill_holder.boost_skill_value_to(skill, starting_skills[skill])
// do wipe affinities though
M.skill_holder.skill_affinities = list()
for(var/skill in skill_affinities)
M.skill_holder.skill_affinities[skill] = skill_affinities[skill]
UNSETEMPTY(M.skill_holder.skill_affinities) //if we didn't set any.
/datum/outfit/job
name = "Standard Gear"
+3
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@@ -19,6 +19,9 @@
display_order = JOB_DISPLAY_ORDER_CHEMIST
threat = 1.5
starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
/datum/outfit/job/chemist
name = "Chemist"
jobtype = /datum/job/chemist
@@ -29,6 +29,9 @@
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
threat = 2
starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
/datum/outfit/job/cmo
name = "Chief Medical Officer"
jobtype = /datum/job/cmo
@@ -19,6 +19,8 @@
display_order = JOB_DISPLAY_ORDER_GENETICIST
threat = 1.5
starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
/datum/outfit/job/geneticist
name = "Geneticist"
jobtype = /datum/job/geneticist
@@ -17,6 +17,9 @@
display_order = JOB_DISPLAY_ORDER_MEDICAL_DOCTOR
threat = 0.5
starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
/datum/outfit/job/doctor
name = "Medical Doctor"
jobtype = /datum/job/doctor
+3
View File
@@ -19,6 +19,9 @@
threat = 0.5
starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
/datum/outfit/job/paramedic
name = "Paramedic"
jobtype = /datum/job/paramedic
@@ -20,6 +20,9 @@
threat = 1.5
starting_skills = list(/datum/skill/numerical/surgery = STARTING_SKILL_SURGERY_MEDICAL)
skill_affinities = list(/datum/skill/numerical/surgery = STARTING_SKILL_AFFINITY_SURGERY_MEDICAL)
/datum/outfit/job/virologist
name = "Virologist"
jobtype = /datum/job/virologist
@@ -392,6 +392,8 @@
character.update_parallax_teleport()
job.standard_assign_skills(character.mind)
SSticker.minds += character.mind
var/mob/living/carbon/human/humanc
+5 -1
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@@ -58,7 +58,10 @@
return FALSE
if(tool)
speed_mod = tool.toolspeed
if(do_after(user, time * speed_mod, target = target))
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))
var/prob_chance = 100
if(implement_type) //this means it isn't a require hand or any item step.
prob_chance = implements[implement_type]
@@ -66,6 +69,7 @@
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)
advance = TRUE
else
if(failure(user, target, target_zone, tool, surgery))