Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)

This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This commit is contained in:
VMSolidus
2026-04-18 14:33:48 +00:00
committed by GitHub
co-authored by Matt Atlas FabianK3 Matt Atlas
parent 2948b1dc87
commit 260f744906
107 changed files with 2965 additions and 185 deletions
+10 -5
View File
@@ -150,12 +150,13 @@ Contains:
user.visible_message(SPAN_NOTICE("\The [user] starts treating [target_mob]'s [affecting.name]."), \
SPAN_NOTICE("You start treating [target_mob]'s [affecting.name]."))
var/used = 0
var/medicine_skill = user.GetComponent(MEDICINE_SKILL_COMPONENT)?.skill_level
for (var/datum/wound/W in affecting.wounds)
if(W.bandaged)
continue
if(used == amount)
break
if(!do_mob(user, target_mob, W.damage/5))
if(!do_mob(user, target_mob, W.damage/(5 + (medicine_skill ? medicine_skill - SKILL_LEVEL_TRAINED : 0))))
to_chat(user, SPAN_NOTICE("You must stand still to bandage wounds."))
break
if (W.current_stage <= W.max_bleeding_stage)
@@ -226,7 +227,8 @@ Contains:
user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [target_mob]'s [affecting.name]."), \
SPAN_NOTICE("You start salving the wounds on [target_mob]'s [affecting.name]."))
playsound(src, pick(apply_sounds), 25)
if(!do_mob(user, target_mob, 10))
var/medicine_skill = user.GetComponent(MEDICINE_SKILL_COMPONENT)?.skill_level
if(!do_mob(user, target_mob, 10 + (medicine_skill ? 5 * (SKILL_LEVEL_TRAINED - medicine_skill) : 0)))
to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
return 1
user.visible_message(SPAN_NOTICE("[user] salved wounds on [target_mob]'s [affecting.name]."), \
@@ -282,7 +284,8 @@ Contains:
continue
if(used == amount)
break
if(!do_mob(user, target_mob, W.damage/5))
var/medicine_skill = user.GetComponent(MEDICINE_SKILL_COMPONENT)?.skill_level
if(!do_mob(user, target_mob, W.damage/(5 + (medicine_skill ? medicine_skill - SKILL_LEVEL_TRAINED : 0))))
to_chat(user, SPAN_NOTICE("You must stand still to bandage wounds."))
break
if (W.current_stage <= W.max_bleeding_stage)
@@ -350,7 +353,8 @@ Contains:
user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [target_mob]'s [affecting.name]."), \
SPAN_NOTICE("You start salving the wounds on [target_mob]'s [affecting.name]."))
playsound(src, pick(apply_sounds), 25)
if(!do_mob(user, target_mob, 10))
var/medicine_skill = user.GetComponent(MEDICINE_SKILL_COMPONENT)?.skill_level
if(!do_mob(user, target_mob, 10 + (medicine_skill ? 5 * (SKILL_LEVEL_TRAINED - medicine_skill) : 0)))
to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
return 1
user.visible_message(SPAN_NOTICE("[user] covers wounds on [target_mob]'s [affecting.name] with regenerative membrane."), \
@@ -405,7 +409,8 @@ Contains:
to_chat(user, SPAN_DANGER("You can't apply a splint to the arm you're using!"))
return
user.visible_message(SPAN_DANGER("[user] starts to apply \the [src] to their [limb]."), SPAN_DANGER("You start to apply \the [src] to your [limb]."), SPAN_DANGER("You hear something being wrapped."))
if(do_after(user, 5 SECONDS, target_mob))
var/medicine_skill = user.GetComponent(MEDICINE_SKILL_COMPONENT)?.skill_level
if(do_after(user, 5 SECONDS + 25 * (medicine_skill ? SKILL_LEVEL_TRAINED - medicine_skill : 0), target_mob))
if (target_mob != user)
user.visible_message(SPAN_DANGER("[user] finishes applying \the [src] to [target_mob]'s [limb]."), SPAN_DANGER("You finish applying \the [src] to [target_mob]'s [limb]."), SPAN_DANGER("You hear something being wrapped."))
else
+61 -6
View File
@@ -99,11 +99,43 @@
if(locate(/datum/stack_recipe) in recipes_sublist)
var/sublist_title = sublist ? " ([capitalize_first_letters(sublist.title)])" : ""
t1 += "<h2>Recipes[sublist_title]</h2>"
// Cache "skill visits" to avoid having to constantly recheck for components.
var/alist/checked_skills = alist()
var/visited_skill = null // Trinary boolean as null/0/nonzero
for(var/datum/stack_recipe/R in recipes_sublist)
var/lacks_skill = FALSE
// If you put anything other than a skill component in the required skills for a recipe, I will destroy you.
for(var/skill_comp, skill_level_requirement in R.required_skills_hard)
visited_skill = checked_skills[skill_comp]
// ** Trinary Check for Null, 0, or Nonzero. **
// Case for skill hasn't been checked yet.
if (isnull(visited_skill))
// null if no component at all, otherwise equal to the skill level (which can be any real number).
var/visited_comp = astype(user.GetComponent(skill_comp), SKILL_COMPONENT)?.skill_level
// Case for "Non-Player Characters", which will never have the component at all.
if (isnull(visited_comp))
checked_skills[skill_comp] = SKILL_LEVEL_PROFESSIONAL
continue // Not a player character, just assume they can craft everything.
// Player characters will always have the component if relevant.
checked_skills[skill_comp] = visited_comp
if (visited_comp < skill_level_requirement)
lacks_skill = TRUE
break
// Case for skill has been checked AND the character has the component.
else if (visited_skill < skill_level_requirement)
lacks_skill = TRUE
break
var/max_multiplier = round(src.get_amount() / R.req_amount)
var/title = ""
var/can_build = TRUE
can_build = (max_multiplier > 0)
if(lacks_skill)
can_build = FALSE
if(R.res_amount > 1)
title += "[R.res_amount]x [R.title]\s"
@@ -116,7 +148,7 @@
var/sublist_var = sublist ? "[REF(sublist)]" : ""
t1 += "<a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=1'>[title]</a>"
else
t1 += "<div class='no-build inline'>[title]</div><br>"
t1 += "[lacks_skill ? "<span class='warning'>Missing Skill — " : ""]<div class='no-build inline'>[title]</div>[lacks_skill ? "</span>" : ""]<br>"
continue
if(R.max_res_amount > 1 && max_multiplier > 1)
@@ -157,14 +189,22 @@
if (recipe.on_floor && !isfloor(user.loc))
to_chat(user, SPAN_WARNING("\The [recipe.title] must be constructed on the floor!"))
return
var/skill_diff = 0
for (var/skill_type, required_level in recipe.required_skills_soft)
skill_diff += required_level - astype(user.GetComponent(skill_type), SKILL_COMPONENT)?.skill_level
to_chat(user, SPAN_NOTICE("Building [recipe.title]..."))
if (recipe.time)
if (!do_after(user, recipe.time, do_flags = DO_REPAIR_CONSTRUCT))
var/doafter_time = recipe.time
if (doafter_time)
// Approximately no crafting time if you beat the skill req by 4, approximately twice as long to craft if you're under by 4.
// No need to do an expensive min because it is mathematically impossible for this to ever be negative.
doafter_time += doafter_time * ftanh(0.5 * skill_diff)
if (!do_after(user, doafter_time, do_flags = DO_REPAIR_CONSTRUCT))
return
if (use(required))
recipe.Produce(produced, user.loc, user.dir, user)
recipe.Produce(produced, user.loc, user.dir, user, skill_diff)
/obj/item/stack/Topic(href, href_list)
..()
@@ -365,8 +405,21 @@
var/one_per_turf = 0
var/on_floor = 0
var/use_material
/**
* Assoc list of required skills to required skill levels. Requirements are taken as a "soft" requirement used to generate a "skill difference", which is applied as a modifier to a d20 roll.
* This roll currently just affects the name of the resulting item and is for fun, but should be later expanded to have more unique effects.
* THIS MAY ONLY HAVE /datum/component/skill/skill_name in it. I WILL DESTROY YOU IF YOU PUT ANYTHING ELSE IN HERE.
*/
var/alist/required_skills_soft
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, supplied_material = null)
/**
* Assoc list of required skills to required skill levels. This is the MINIMUM to craft the item.
* You must have ALL these skills at that level to see the item as craftable.
* THIS MAY ONLY HAVE /datum/component/skill/skill_name in it. I WILL DESTROY YOU IF YOU PUT ANYTHING ELSE IN HERE.
*/
var/alist/required_skills_hard
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, supplied_material = null, alist/required_skills_soft, alist/required_skills_hard)
src.title = title
src.result_type = result_type
if(ispath(result_type, /obj/structure))
@@ -380,8 +433,10 @@
src.one_per_turf = one_per_turf
src.on_floor = on_floor
src.use_material = supplied_material
src.required_skills_soft = required_skills_soft
src.required_skills_hard = required_skills_hard
/datum/stack_recipe/proc/Produce(var/amount = 1, var/loc = null, var/dir = NORTH, var/user = null)
/datum/stack_recipe/proc/Produce(var/amount = 1, var/loc = null, var/dir = NORTH, var/user = null, var/skill_diff = 0)
if(amount < 1)
return null