This PR does a few new things:
1. Adds a Mass var for Movables (/Mob, /Obj) which is literally required
for me to do anything at all with Kinematics (Very routine basic
physics)
2. Adds a derived "effective mass" statistic which is generated via
signal hook, allowing sources like Skills, Drugs, Cybernetics etc to
pitch in and contribute to a user's "Strength" in certain situations
without directly modifying mass.
3. Adds a mass modifier var for species datums, while painstakingly
calibrating each and every single species with consultation from every
lore team. A baseline human gets 72.0kg of Human Reference Mass. Any
species applied to it will multiply this by a constant that
algebraically cancels out the Human Reference Mass and replaces it with
a Species Reference Mass. Changing a species via the usual procs will
reset and then re-apply the correct values.
4. Refactored Lift/Drag/Fireman to have limits and penalties based on
relative effective mass
5. Finally, to make use of all this, I've added a new Conditioning
Skill, which modifies effective mass.
The standard assumption made for Lift/Carry is based in an assumption
that a typical character should realistically be able to
lift/carry/fireman a person 1.25x their mass. Previously the fireman
carry mechanic was heavily hardcoded, and didn't have much in the way of
granularity. If I wanted to RP a character that was a bodybuilder, there
wasn't really a way to do this. With this PR, there's now a fairly large
variety of interesting breakpoints.
This also allows there to be more granularity between different species
as desired by our lore teams. For example, a Zhan is in general stronger
than a M'sai. To give an example in the breakpoints for two different
species:
Human Lift Breakpoints:
Rank 1: 90kg (lift a Skrell, Human, Offworlder, M'sai, KA, or ZA)
Rank 2: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)
Rank 3: 135kg (Lift a (Non-Industrial) IPC, Unathi)
Rank 4: 157.5kg (No new breakpoints, though you get less a movespeed
penalty from lugging around any of the above)
Can Never Lift: Industrial, Bullwark, Diona, Vaurca Ta'
Zhan Tajara Lift Breakpoints:
Rank 1: 116kg (Skrell, Human, Offworlder, M'sai, Ka, Za, Zhan, Shell, or
Diona Coeus)
Rank 2: 145kg (Non-Industrial IPC, Unathi)
Rank 3: 174kg (No new breakpoints, though you get less penalties from
the above)
Rank 4: 203kg (Juuuust barely lift an Industrial or Diona with heavy
slowdown)
<img width="1078" height="436" alt="image"
src="https://github.com/user-attachments/assets/a6802515-a827-4dc1-8734-55b604c589ab"
/>
Conditioning as a Skill sits in the Occupational category, which has
been carefully chosen and designed around to create a fairly compelling
web of opportunity costs. As a skill, it's very desireable for basically
any person that wants to play a "Muscular character" and also enjoys
fireman carrying people around, which makes it particularly useful for
hangar techs. By contrast a Paramedic might not actually need this
skill, since they can bypass the usual limits by just using rollerbeds.
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Signed-off-by: VMSolidus <evilexecutive@gmail.com>
A not insignificant number of bugs caused when converting code to
calculus methods is me missing that a proc is getting called from a
different file entirely without passing in a seconds_per_tick value.
Byond will just gleefully let my calculus methods for code run with a
time delta of 0, which introduces all manner of exotic and fascinating
bugs.
So to better prevent this kind of issue from occuring, I'm adding a new
linter tag called ENFORCE_CALCULUS(seconds_per_tick) which loudly forces
unit test fails if a proc with the tag is called by a different proc
without correctly passing in the needed time delta. I have previously
run into this problem on occasion, such as in PR #22413
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.