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VMSolidus 13f87e4a26 Various Skill Bugfixes (#22533)
This PR fixes a bunch of skills related bugs, the biggest of which were
the result of the system being overly trusting of the database, when in
reality due to a bunch of unpredictable edge cases, the database is not
guaranteed to always have what I think it has. To fix these bugs, I've
had to slightly refactor how skills are generated on player characters
and antagonists, such that the burden of proof for skills is with the
Skills Subsystem rather than the Database.

Skills generated for a fresh character that has NO preferences saved
(Worst case scenario):

<img width="1491" height="849" alt="image"
src="https://github.com/user-attachments/assets/683fb538-106a-4679-8e2a-30dd45f456a1"
/>

Promoting that same character to Antagonist now increases certain skills
to a minimum baseline:

<img width="1315" height="830" alt="image"
src="https://github.com/user-attachments/assets/94bcc69e-cbbe-45fa-956e-f53b7f5d2779"
/>

By Mel's request, Bluespace Technicians spawn with all skills fully
maxed out for debugging purposes:

<img width="1909" height="985" alt="image"
src="https://github.com/user-attachments/assets/db4f3f65-3d87-47fc-907e-c68eae6d4cdb"
/>
2026-05-29 20:37:57 +00:00

48 lines
2.1 KiB
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SUBSYSTEM_DEF(skills)
name = "Skills"
flags = SS_NO_FIRE
/// This is essentially the list we use to read skills in the character setup.
var/list/skill_tree = list()
/**
* The set of all known skill singletons.
* These are always typed as /singleton/skill and as such are safe to for(var/singleton/skill/skill as anything in SSskills.all_skills)
*/
var/list/all_skills = list()
/**
* The set of all skills that are "forced" in order to guarantee necessary components are applied.
* These are always typed as /singleton/skill and as such are safe to for(var/singleton/skill/skill as anything in SSskills.required_skills)
*/
var/list/required_skills = list()
/datum/controller/subsystem/skills/Initialize()
// Initialize the skill category lists first.
// This creates linked lists as follows: "Science" -> empty list
for(var/singleton/skill_category/skill_category as anything in GET_SINGLETON_SUBTYPE_LIST(/singleton/skill_category))
skill_tree[skill_category] = list()
// Now, initialize all the skills.
// What actually goes on here: we want a tree that we can traverse programmatically.
// To do that, we first of all make empty lists above with all the categories (they're singletons so we can easily iterate over them).
// Next, we add the empty subcategory lists if they're not present. At this point, the tree would look like "Combat" -> "Melee" -> empty list
// After that's done, if our skill is not present, add it to the empty list of the subcategory.
for(var/singleton/skill/skill as anything in GET_SINGLETON_SUBTYPE_LIST(/singleton/skill))
all_skills += skill
if (skill.required && skill.component_type)
required_skills += skill
var/singleton/skill_category/skill_category = GET_SINGLETON(skill.category)
if(!(skill.subcategory in skill_tree[skill_category]))
skill_tree[skill_category] |= skill.subcategory
skill_tree[skill_category][skill.subcategory] = list()
if(!(skill in skill_tree[skill_category][skill.subcategory]))
skill_tree[skill_category][skill.subcategory] |= skill
return SS_INIT_SUCCESS
/datum/controller/subsystem/skills/Destroy()
all_skills.Cut()
required_skills.Cut()
return ..()