Skill progression system [Draft] (#1056)
* fuck all * clean up * remove knowledge books * Update base.yml * cl * fix #991 * fix * Update subgamemodes.yml * manual migration + recipes fix * Update comoss.yml * setup data * setup skills systems * more blacksmithing skills * Update base.yml * Create CP14SkillEffectAction.cs * skill button returns * base graph UI window * skill tree drawing * UI improve * pyro setup * skill trees selection, dragging control * refactor skill system: rename Skills to LearnedSkills, add experience tracking and learning logic * Create available.png * skill description generation setup * auto parsing skill names and descriptions * Hydrosophistry * water light fire and metamagic ported to skill tre * ice dagger spell returns * Update ice_dagger.yml * delete old files * Update modular_garde.yml * ice arrow spell * link graph with parallax * show experience counter * polish * puf * p * pipap * finally ready to merg? * fix * fix 2
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@@ -1,3 +1,5 @@
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using Content.Shared._CP14.Skill.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Preferences.Loadouts.Effects;
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using Content.Shared.Roles;
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using Robust.Shared.Prototypes;
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@@ -50,4 +52,10 @@ public sealed partial class LoadoutPrototype : IPrototype, IEquipmentLoadout
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/// </summary>
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[DataField]
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public List<EntProtoId> Actions { get; set; } = new();
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/// <summary>
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/// CP14 - it is possible to give skill trees to players who have taken this loadout
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/// </summary>
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[DataField]
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public Dictionary<ProtoId<CP14SkillTreePrototype>, FixedPoint2> SkillTree = new();
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}
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