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260f744906 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>
2026-04-18 14:33:48 +00:00

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//! Defines that give qdel hints.
//!
//! These can be given as a return in [/atom/proc/Destroy] or by calling [/proc/qdel].
/// `qdel` should queue the object for deletion.
#define QDEL_HINT_QUEUE 0
/// `qdel` should let the object live after calling [/atom/proc/Destroy].
#define QDEL_HINT_LETMELIVE 1
/// Functionally the same as the above. `qdel` should assume the object will gc on its own, and not check it.
#define QDEL_HINT_IWILLGC 2
/// Qdel should assume this object won't GC, and queue a hard delete using a hard reference.
#define QDEL_HINT_HARDDEL 3
// Qdel should assume this object won't gc, and hard delete it posthaste.
#define QDEL_HINT_HARDDEL_NOW 4
#ifdef REFERENCE_TRACKING
//A warning on compile is treated as an error in the CI, therefore unlike TG we must avoid the warn if it's running in the CI
#if defined(TESTING) && !defined(CIBUILDING) && !defined(OPENDREAM) && !defined(SPACEMAN_DMM)
/* If REFERENCE_TRACKING is enabled, qdel will call this object's find_references() verb.
Functionally identical to [QDEL_HINT_QUEUE] if [GC_FAILURE_HARD_LOOKUP] is not enabled in _compiler_options.dm.
*/
#warn TG0001 qdel REFERENCE_TRACKING enabled
#endif
#define QDEL_HINT_FINDREFERENCE 5
/// Behavior as [QDEL_HINT_FINDREFERENCE], but only if the GC fails and a hard delete is forced.
#define QDEL_HINT_IFFAIL_FINDREFERENCE 6
#endif
// Defines for the ssgarbage queues
#define GC_QUEUE_FILTER 1 //! short queue to filter out quick gc successes so they don't hang around in the main queue for 5 minutes
#define GC_QUEUE_CHECK 2 //! main queue that waits 5 minutes because thats the longest byond can hold a reference to our shit.
#define GC_QUEUE_HARDDELETE 3 //! short queue for things that hard delete instead of going thru the gc subsystem, this is purely so if they *can* softdelete, they will soft delete rather then wasting time with a hard delete.
#define GC_QUEUE_COUNT 3 //! Number of queues, used for allocating the nested lists. Don't forget to increase this if you add a new queue stage
// Defines for the ssgarbage queue items
#define GC_QUEUE_ITEM_QUEUE_TIME 1 //! Time this item entered the queue
#define GC_QUEUE_ITEM_REF 2 //! Ref to the item
#define GC_QUEUE_ITEM_GCD_DESTROYED 3 //! Item's gc_destroyed var value. Used to detect ref reuse.
#define GC_QUEUE_ITEM_INDEX_COUNT 3 //! Number of item indexes, used for allocating the nested lists. Don't forget to increase this if you add a new queue item index
// Defines for the time an item has to get its reference cleaned before it fails the queue and moves to the next.
#define GC_FILTER_QUEUE (1 SECONDS)
#define GC_CHECK_QUEUE (5 MINUTES)
#define GC_DEL_QUEUE (10 SECONDS)
#define QDEL_ITEM_ADMINS_WARNED (1<<0) //! Set when admins are told about lag causing qdels in this type.
#define QDEL_ITEM_SUSPENDED_FOR_LAG (1<<1) //! Set when a type can no longer be hard deleted on failure because of lag it causes while this happens.
// Defines for the [gc_destroyed][/datum/var/gc_destroyed] var.
#define GC_CURRENTLY_BEING_QDELETED -2
#define QDELING(X) (X.gc_destroyed)
#define QDELETED(X) (isnull(X) || QDELING(X))
#define QDESTROYING(X) (!X || X.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
// This is a bit hacky, we do it to avoid people relying on a return value for the macro
// If you need that you should use QDEL_IN_STOPPABLE instead
#define QDEL_IN(item, time) ; \
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(qdel), (time) > GC_FILTER_QUEUE ? WEAKREF(item) : item), time, TIMER_DELETE_ME);
#define QDEL_IN_STOPPABLE(item, time) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(qdel), (time) > GC_FILTER_QUEUE ? WEAKREF(item) : item), time, TIMER_STOPPABLE | TIMER_DELETE_ME)
#define QDEL_IN_CLIENT_TIME(item, time) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(qdel), item), time, TIMER_STOPPABLE | TIMER_CLIENT_TIME | TIMER_DELETE_ME)
//Bay uses the check before deleting something, to ensure it's not null, TG does not, and since I don't want to go hunt down 3 billion runtimes, we keep bay's version
///Delete and null the reference, if the object isn't null
#define QDEL_NULL(item) if(item) { qdel(item) ; item = null }
#define QDEL_NULL_LIST(x) if(x) { for(var/y in x) { qdel(y) }}; if(x) {x.Cut(); x = null } // Second x check to handle items that LAZYREMOVE on qdel.
#define QDEL_LIST(L) if(L) { for(var/I in L) qdel(I); L.Cut(); }
/// Variant on QDEL_LIST that applies the force optional input to the qdel() args.
#define QDEL_LIST_FORCE(L) if(L) { for(var/I in L) qdel(I, force = TRUE); L.Cut(); }
#define QDEL_LIST_IN(L, time) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(______qdel_list_wrapper), L), time, TIMER_STOPPABLE)
#define QDEL_LIST_ASSOC(L) if(L) { for(var/I in L) { qdel(L[I]); qdel(I); } L.Cut(); }
#define QDEL_LIST_ASSOC_VAL(L) if(L) { for(var/I in L) qdel(L[I]); L.Cut(); }