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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@@ -1,4 +1,5 @@
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using System.Linq;
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using Content.Shared._CP14.Skill;
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using Content.Shared.Actions;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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@@ -25,6 +26,7 @@ public abstract class SharedStationSpawningSystem : EntitySystem
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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[Dependency] private readonly SharedActionsSystem _action = default!; //CP14
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[Dependency] private readonly CP14SharedSkillSystem _skill = default!; //CP14
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private EntityQuery<HandsComponent> _handsQuery;
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private EntityQuery<InventoryComponent> _inventoryQuery;
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@@ -90,7 +92,7 @@ public abstract class SharedStationSpawningSystem : EntitySystem
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{
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EquipStartingGear(entity, loadout.StartingGear, raiseEvent);
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EquipStartingGear(entity, (IEquipmentLoadout) loadout, raiseEvent);
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CP14EquipStartingActions(entity, loadout);
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CP14EquipStartingActions(entity, loadout); //CP14
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}
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private void CP14EquipStartingActions(EntityUid entity, LoadoutPrototype loadout)
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@@ -99,6 +101,11 @@ public abstract class SharedStationSpawningSystem : EntitySystem
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{
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_action.AddAction(entity, action);
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}
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foreach (var tree in loadout.SkillTree)
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{
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_skill.TryAddExperience(entity, tree.Key, tree.Value);
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}
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}
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/// <summary>
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