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Limbs make up roughly half of the "Per additional player" processing
overhead, while Organs make up most of the other half.
Not every organ is an easy candidate for "Event-only processing", but
external limbs are significantly easier to do so.
So this PR makes it so that External Limbs no longer require Processing
unless an event happens that would justify them requiring processing.
Which SIGNIFICANTLY reduces the overall additional cost to the
Processing subsystem per player that joins the server.
Oh and I also made the Appendix and Kidneys not require constant
processing. The Appendix will only process if it is hit by an
Appendicitis event, and the Kidneys will only process if they are either
damaged, or you get poisoned.
This PR "gently refactors" surgery doafter timers to be deterministic
and variable. Instead of being simply a random number of seconds between
an upper and lower bounds, surgeries now have a base amount of time they
take to perform (in fractional seconds). This doafter time can then be
modified via signal interactions, such as coming from components.
The Morale component, Surgery skill, Anatomy skill, and Xenobiology
skill all have had signal hooks for surgery speed added, while the
latter two are uniquely conditional signal modifiers. Anatomy only
provides its modifier if the target's species matches your own, while
Xenobiology only applies its modifier if the target is an alien. Morale
can situationally either give a bonus or a penalty depending on your
current amount of morale points.
So to offset that this is now significantly more variable and that 4
different sources of bonus surgical speed exist, I've actually made the
base surgery times always on the upper end of what their previous
doafter duration range was, so surgeries are in general slower if you
aren't taking advantage of specializing in it.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Skills being based on "Hard Requirements" absolutely suck, and I wasn't
happy with the surgery code being essentially hardcoded around them. So
this PR refactors surgery to use soft requirement checks, based on
modifiers to the success rate probability. Surgeries still state what
skills (if any) they require and at what level, but rather than blocking
the surgery, it instead imposes a penalty(or bonus) on the success
chance based on how much the user's surgical skill differs from the
required level. This actually stacks with the penalties for "non ideal
tools", so if you're completely unskilled in surgery and you attempt to
make an incision with a shard of glass, you're going to have an
extremely hard time.
Individual surgeries also can define how much the success rate is
modified by "skill diff", with the more advanced "surgeon exclusive"
surgeries having extremely large potential modifiers.
I have also added a signal based check for modifiers, which the Morale
component now hooks into. This can also allow for other components,
implants, drugs, etc to modify the surgery chances in the future.
I have manually tested this PR and verified by examining debug
breakpoints in VSCode that the system correctly applies its modifiers.
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>
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
* i alone am the honoured one
* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE
* hollow point
* nanana
* ssss
* tgsay final touches
* stuff
* tgui inputs
* help
* carpal tunnel syndrome
* ffff
* again and again and again and again
* hehehehe
* dsada
* readd sanitize
* whoops
* dsad
* nah fuck that
* sd
* fix
* ow
* remove prefs for testmerging
* oops
* oops 2
* fix that
* f
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This pr adds an augment option to the loadout, that by using copious amounts of shitcode, allows players to spend their snowflake points into becoming total powergamers cool augmented cyborgs.
Also, make a couple of changes to allow all limbs to host internal organs and interact with them in surgery.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.
2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.
3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.
4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.
Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.
The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.
The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.
The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
Changed the name of lobotomization to MMI preparation in messages displayed to players.
It still functions the same. This is due to concerns that a lobotomy would not have the described effect, and a medical professional (such as a character performing the surgery) would not call that one.
As per Cake's looser instructions, MMI's will require a lobotomized brain to function. Instead of having the MMI automagically lobotomize a brain, I decided instead to make it a surgical operation and a prerequisite to borging. This also cleans up some snowflake istype() checks by instituting two new variables.
Cortical stacks, slime brains, and golem brains cannot be lobotomized, and as such cannot be put into an MMI.
You can lobotomize a person either by surgical-drilling their brain in surgery, or by surgical-drilling their removed brain.
The roboticist now spawns with a drill to accomodate this change. Surgical drills are not really useful otherwise, so I don't think this is a huge upset of the surgery balance.
Lobotomy will send the following message to the lobotomee;
"You have been lobotomized. Your memories and your former life have been surgically removed from your brain, and while you are lobotomized you remember nothing that ever came before this moment."
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.