* solutionResource * fuck research system + QoL workbench update * colorful quartz returns * Refactor workbench skill requirements handling Replaces the SkillRequired requirement with a direct RequiredSkills field on CP14WorkbenchRecipePrototype. Updates client and server logic to check skills directly, simplifying recipe skill checks and related UI logic. * Initial commit Add initial project files and setup.
60 lines
2.3 KiB
C#
60 lines
2.3 KiB
C#
using Content.Shared._CP14.Skill.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared._CP14.Skill.Components;
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/// <summary>
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/// Component that stores the skills learned by a player and their progress in the skill trees.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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[Access(typeof(CP14SharedSkillSystem))]
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public sealed partial class CP14SkillStorageComponent : Component
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{
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/// <summary>
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/// Skill trees displayed in the skill tree interface. Only skills from these trees can be learned by this player.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<CP14SkillTreePrototype>> AvailableSkillTrees = new();
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/// <summary>
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/// Tracks skills that are learned without spending memory points.
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/// the skills that are here are DOUBLED in the LearnedSkills,
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<ProtoId<CP14SkillPrototype>> FreeLearnedSkills = new();
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[DataField, AutoNetworkedField]
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public List<ProtoId<CP14SkillPrototype>> LearnedSkills = new();
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/// <summary>
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/// skills that the player has learned on the research table, but has not yet learned in the skill tree.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<ProtoId<CP14SkillPrototype>> ResearchedSkills = new();
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/// <summary>
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/// The number of experience points spent on skills. Technically this could be calculated via LearnedSkills, but this is a cached value for optimization.
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/// </summary>
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[DataField, AutoNetworkedField]
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public FixedPoint2 SkillsSumExperience = 0;
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/// <summary>
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/// The maximum ceiling of experience points that can be spent on learning skills. Not tied to a category.
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/// </summary>
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[DataField, AutoNetworkedField]
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public FixedPoint2 ExperienceMaxCap = 5;
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}
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/// <summary>
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/// Raised when a player attempts to learn a skill. This is sent from the client to the server.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class CP14TryLearnSkillMessage(NetEntity entity, ProtoId<CP14SkillPrototype> skill) : EntityEventArgs
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{
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public readonly NetEntity Entity = entity;
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public readonly ProtoId<CP14SkillPrototype> Skill = skill;
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}
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