Files
crystall-punk-14/Content.Shared/_CP14/Skill/CP14SharedSkillSystem.cs
Red 5020be8ec6 Add supports for different skillpoints types (#1581)
* Refactor skill points to support multiple types

Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes.

* oopsie

* Update human.yml

* Update CP14SkillUIController.cs

* Refactor skill storage to use skillPoints config

Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
2025-07-27 13:47:05 +03:00

371 lines
11 KiB
C#

using System.Linq;
using System.Text;
using Content.Shared._CP14.Skill.Components;
using Content.Shared._CP14.Skill.Prototypes;
using Content.Shared._CP14.Skill.Restrictions;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared._CP14.Skill;
public abstract partial class CP14SharedSkillSystem : EntitySystem
{
private EntityQuery<CP14SkillStorageComponent> _skillStorageQuery;
public override void Initialize()
{
base.Initialize();
_skillStorageQuery = GetEntityQuery<CP14SkillStorageComponent>();
SubscribeLocalEvent<CP14SkillStorageComponent, MapInitEvent>(OnMapInit);
InitializeAdmin();
InitializeChecks();
InitializeScanning();
}
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;
if (!_proto.TryIndex(indexedSkill.Tree, out var indexedTree))
return false;
foreach (var effect in indexedSkill.Effects)
{
effect.AddSkill(EntityManager, target);
}
if (free)
component.FreeLearnedSkills.Add(skill);
else
{
if (component.SkillPoints.TryGetValue(indexedTree.SkillType, out var skillContainer))
{
skillContainer.Sum += 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;
if (!_proto.TryIndex(indexedSkill.Tree, out var indexedTree))
return false;
foreach (var effect in indexedSkill.Effects)
{
effect.RemoveSkill(EntityManager, target);
}
if (!component.FreeLearnedSkills.Remove(skill))
{
if (component.SkillPoints.TryGetValue(indexedTree.SkillType, out var skillContainer))
{
skillContainer.Sum -= 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 (!_proto.TryIndex(skill.Tree, out var indexedTree))
return false;
//Already learned
if (HaveSkill(target, skill, component))
return false;
//Check if the skill is in the available skill trees
if (!component.AvailableSkillTrees.Contains(skill.Tree))
return false;
//Check skill points
if (!component.SkillPoints.TryGetValue(indexedTree.SkillType, out var skillContainer))
return false;
if (skillContainer.Sum + skill.LearnCost > skillContainer.Max)
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();
}
/// <summary>
/// Obtaining all skills that are not prerequisites for other skills of this creature
/// </summary>
public HashSet<ProtoId<CP14SkillPrototype>> GetFrontierSkills(EntityUid target,
CP14SkillStorageComponent? component = null)
{
var skills = new HashSet<ProtoId<CP14SkillPrototype>>();
if (!Resolve(target, ref component, false))
return skills;
var frontier = component.LearnedSkills.ToHashSet();
foreach (var skill in component.LearnedSkills)
{
if (!_proto.TryIndex(skill, out var indexedSkill))
continue;
if (HaveFreeSkill(target, skill))
continue;
foreach (var req in indexedSkill.Restrictions)
{
if (req is NeedPrerequisite prerequisite)
{
if (frontier.Contains(prerequisite.Prerequisite))
frontier.Remove(prerequisite.Prerequisite);
}
}
}
return frontier;
}
/// <summary>
/// Helper function to reset skills to only learned skills
/// </summary>
public bool TryResetSkills(EntityUid target,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
{
return false;
}
for (var i = component.LearnedSkills.Count - 1; i >= 0; i--)
{
if (HaveFreeSkill(target, component.LearnedSkills[i], component))
{
continue;
}
TryRemoveSkill(target, component.LearnedSkills[i], component);
}
return true;
}
/// <summary>
/// Increases the number of memory points for a character, limited to a certain amount.
/// </summary>
public void AddSkillPoints(EntityUid target,
ProtoId<CP14SkillPointPrototype> type,
FixedPoint2 points,
FixedPoint2 limit,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return;
if (component.SkillPoints.TryGetValue(type, out var skillContainer))
skillContainer.Max = FixedPoint2.Min(skillContainer.Max + points, limit);
Dirty(target, component);
_popup.PopupEntity(Loc.GetString("cp14-skill-popup-added-points", ("count", points)), target, target);
}
/// <summary>
/// Removes memory points. If a character has accumulated skills exceeding the new memory limit, random skills will be removed.
/// </summary>
public void RemoveMemoryPoints(EntityUid target,
ProtoId<CP14SkillPointPrototype> type,
FixedPoint2 points,
CP14SkillStorageComponent? component = null)
{
if (!Resolve(target, ref component, false))
return;
if (!component.SkillPoints.TryGetValue(type, out var skillContainer))
return;
skillContainer.Max = FixedPoint2.Max(skillContainer.Max - points, 0);
Dirty(target, component);
_popup.PopupEntity(Loc.GetString("cp14-skill-popup-removed-points", ("count", points)), target, target);
while (skillContainer.Sum > skillContainer.Max)
{
var frontier = GetFrontierSkills(target, component);
if (frontier.Count == 0)
break;
//Randomly remove one of the frontier skills
var skill = _random.Pick(frontier);
TryRemoveSkill(target, skill, component);
}
}
}
[ByRefEvent]
public record struct CP14SkillLearnedEvent(ProtoId<CP14SkillPrototype> Skill, EntityUid User);