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VMSolidus 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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/**
* The base type for Componentized skills, containing only the information extracted from Skill preferences that would be required to function.
* Children of this component can be added to a character from skill singletons by overriding that singleton's on_spawn() proc.
*/
ABSTRACT_TYPE(/datum/component/skill)
/**
* How many ranks a player has purchased in a given skill.
* How this is actually used is entirely up to the implementation of individual components.
*/
var/skill_level = SKILL_LEVEL_UNFAMILIAR
/**
* Reference value used for checking "Skill Diff"
* "Skill Diff" is the distance from the actual skill level to the reference.
*
* This can essentially be thought of as the "baseline competence" for how a vanilla character would function prior to the introduction of Skill Components.
* Any datum that is *missing* a given skill component can be logically assumed to be at this skill level.
* Therefore, characters who both have the component, and are at a level lower than this can be assumed to be "less competent".
* While characters at a level above this can be assumed to be "more competent".
*/
var/skill_diff_reference = SKILL_LEVEL_TRAINED
/**
* Always use . = ..() at the start of a NameSkillComponent's Initialize() proc.
* Skills MUST have their skill_level set first during initialization.
* Do this by setting var/level to the 2nd arg of AddComponent()
*/
/datum/component/skill/Initialize(var/level = SKILL_LEVEL_UNFAMILIAR)
SHOULD_CALL_PARENT(TRUE)
. = ..()
skill_level = level