Files
crystall-punk-14/Content.Shared/_CP14/Skill/CP14SharedSkillSystem.cs
Ed 0274826e32 Species free innate skill (#1277)
* innate free job skills

* returns species magic buff + unlock all skill

* Update tiefling.yml

* fix
2025-05-18 00:37:04 +03:00

251 lines
7.1 KiB
C#

using System.Linq;
using System.Text;
using Content.Shared._CP14.Skill.Components;
using Content.Shared._CP14.Skill.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.Shared._CP14.Skill;
public abstract partial class CP14SharedSkillSystem : EntitySystem
{
private EntityQuery<CP14SkillStorageComponent> _skillStorageQuery = default!;
public override void Initialize()
{
base.Initialize();
_skillStorageQuery = GetEntityQuery<CP14SkillStorageComponent>();
SubscribeLocalEvent<CP14SkillStorageComponent, MapInitEvent>(OnMapInit);
InitializeAdmin();
InitializeChecks();
}
private void OnMapInit(Entity<CP14SkillStorageComponent> ent, ref MapInitEvent args)
{
//If at initialization we have any skill records, we automatically give them to this entity
var free = ent.Comp.FreeLearnedSkills.ToList();
var learned = ent.Comp.LearnedSkills.ToList();
ent.Comp.FreeLearnedSkills.Clear();
ent.Comp.LearnedSkills.Clear();
foreach (var skill in free)
{
TryAddSkill(ent.Owner, skill, ent.Comp, true);
}
foreach (var skill in learned)
{
TryAddSkill(ent.Owner, skill, ent.Comp);
}
}
/// <summary>
/// Directly adds the skill to the player, bypassing any checks.
/// </summary>
public bool TryAddSkill(EntityUid target,
ProtoId<CP14SkillPrototype> skill,
CP14SkillStorageComponent? component = null,
bool free = false)
{
if (!Resolve(target, ref component, false))
return false;
if (component.LearnedSkills.Contains(skill))
return false;
if (!_proto.TryIndex(skill, out var indexedSkill))
return false;
foreach (var effect in indexedSkill.Effects)
{
effect.AddSkill(EntityManager, target);
}
if (free)
component.FreeLearnedSkills.Add(skill);
else
component.SkillsSumExperience += indexedSkill.LearnCost;
component.LearnedSkills.Add(skill);
Dirty(target, component);
var learnEv = new CP14SkillLearnedEvent(skill, target);
RaiseLocalEvent(target, ref learnEv);
return true;
}
/// <summary>
/// Removes the skill from the player, bypassing any checks.
/// </summary>
public bool TryRemoveSkill(EntityUid target,
ProtoId<CP14SkillPrototype> skill,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
if (!component.LearnedSkills.Remove(skill))
return false;
if (!_proto.TryIndex(skill, out var indexedSkill))
return false;
foreach (var effect in indexedSkill.Effects)
{
effect.RemoveSkill(EntityManager, target);
}
if (!component.FreeLearnedSkills.Remove(skill))
component.SkillsSumExperience -= indexedSkill.LearnCost;
Dirty(target, component);
return true;
}
/// <summary>
/// Checks if the player has the skill.
/// </summary>
public bool HaveSkill(EntityUid target,
ProtoId<CP14SkillPrototype> skill,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.LearnedSkills.Contains(skill);
}
public bool HaveFreeSkill(EntityUid target,
ProtoId<CP14SkillPrototype> skill,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.FreeLearnedSkills.Contains(skill);
}
/// <summary>
/// Checks if the player can learn the specified skill.
/// </summary>
public bool CanLearnSkill(EntityUid target,
ProtoId<CP14SkillPrototype> skill,
CP14SkillStorageComponent? component = null)
{
if (!_proto.TryIndex(skill, out var indexedSkill))
return false;
return CanLearnSkill(target, indexedSkill, component);
}
/// <summary>
/// Checks if the player can learn the specified skill.
/// </summary>
public bool CanLearnSkill(EntityUid target,
CP14SkillPrototype skill,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
if (!AllowedToLearn(target, skill, component))
return false;
return true;
}
/// <summary>
/// Is it allowed to learn this skill? The player may not have enough points to learn it, but has already met all the requirements to learn it.
/// </summary>
public bool AllowedToLearn(EntityUid target,
CP14SkillPrototype skill,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
//Already learned
if (HaveSkill(target, skill, component))
return false;
//Check max cap
if (component.SkillsSumExperience + skill.LearnCost > component.ExperienceMaxCap)
return false;
//Restrictions check
foreach (var req in skill.Restrictions)
{
if (!req.Check(EntityManager, target, skill))
return false;
}
return true;
}
/// <summary>
/// Tries to learn the specified skill for the player.
/// </summary>
public bool TryLearnSkill(EntityUid target,
ProtoId<CP14SkillPrototype> skill,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
if (!CanLearnSkill(target, skill, component))
return false;
if (!TryAddSkill(target, skill, component))
return false;
return false;
}
/// <summary>
/// Helper function to get the skill name for a given skill prototype.
/// </summary>
public string GetSkillName(ProtoId<CP14SkillPrototype> skill)
{
if (!_proto.TryIndex(skill, out var indexedSkill))
return string.Empty;
if (indexedSkill.Name is not null)
return Loc.GetString(indexedSkill.Name);
if (indexedSkill.Effects.Count > 0)
return indexedSkill.Effects.First().GetName(EntityManager, _proto) ?? string.Empty;
return string.Empty;
}
/// <summary>
/// Helper function to get the skill description for a given skill prototype.
/// </summary>
public string GetSkillDescription(ProtoId<CP14SkillPrototype> skill)
{
if (!_proto.TryIndex(skill, out var indexedSkill))
return string.Empty;
if (indexedSkill.Desc is not null)
return Loc.GetString(indexedSkill.Desc);
var sb = new StringBuilder();
foreach (var effect in indexedSkill.Effects)
{
sb.Append(effect.GetDescription(EntityManager, _proto, skill) + "\n");
}
return sb.ToString();
}
}
[ByRefEvent]
public record struct CP14SkillLearnedEvent(ProtoId<CP14SkillPrototype> Skill, EntityUid User);