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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>
36 lines
2.5 KiB
Plaintext
36 lines
2.5 KiB
Plaintext
#define COMSIG_BASENAME_RENAME "base_name_rename"
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#define COMSIG_BASENAME_SETNAME "base_name_setname"
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#define ARMED_COMBAT_SKILL_COMPONENT /datum/component/skill/armed_combat
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#define FIREARMS_SKILL_COMPONENT /datum/component/skill/firearms
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#define UNARMED_COMBAT_SKILL_COMPONENT /datum/component/skill/unarmed_combat
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#define PILOT_MECHS_SKILL_COMPONENT /datum/component/skill/pilot_mechs
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#define PILOT_SPACECRAFT_SKILL_COMPONENT /datum/component/skill/pilot_spacecraft
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#define ROBOTICS_SKILL_COMPONENT /datum/component/skill/robotics
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#define ARCHAOLOGY_SKILL_COMPONENT /datum/component/skill/archaology
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#define RESEARCH_SKILL_COMPONENT /datum/component/skill/research
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#define XENOBIOLOGY_SKILL_COMPONENT /datum/component/skill/xenobiology
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#define XENOBOTANY_SKILL_COMPONENT /datum/component/skill/xenobotany
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#define BARTENDING_SKILL_COMPONENT /datum/component/skill/bartending
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#define COOKING_SKILL_COMPONENT /datum/component/skill/cooking
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#define ENTERTAINING_SKILL_COMPONENT /datum/component/skill/entertaining
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#define GARDENING_SKILL_COMPONENT /datum/component/skill/gardening
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#define MEDICINE_SKILL_COMPONENT /datum/component/skill/medicine
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#define SKILL_COMPONENT /datum/component/skill
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#define MORALE_COMPONENT /datum/component/morale
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#define ELECTRICAL_ENGINEERING_SKILL_COMPONENT /datum/component/skill/electrical_engineering
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#define MECHANICAL_ENGINEERING_SKILL_COMPONENT /datum/component/skill/electrical_engineering
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#define ATMOSPHERICS_SYSTEMS_SKILL_COMPONENT /datum/component/skill/atmospherics_systems
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#define REACTOR_SYSTEMS_SKILL_COMPONENT /datum/component/skill/reactor_systems
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#define LEADERSHIP_SKILL_COMPONENT /datum/component/skill/leadership
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#define ANATOMY_SKILL_COMPONENT /datum/component/skill/anatomy
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#define FORENSICS_SKILL_COMPONENT /datum/component/skill/forensics
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#define PHARMACOLOGY_SKILL_COMPONENT /datum/component/skill/pharmacology
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#define SURGERY_SKILL_COMPONENT /datum/component/skill/surgery
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/**
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* Trinary-Boolean helper that either returns null, or the skill level of a given skill component(which can be zero).
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* It will ALWAYS be null if you try to use this to check for something that isn't a skill component, so just don't. Refer to the list above this function to see what your options are.
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* Therefore, merely checking if (!this) is not sufficient to use this function, and instead you should be using isnull() on it to determine whether or not the skill exists.
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*/
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#define GET_SKILL_LEVEL(user, comp) astype(user.GetComponent(comp), SKILL_COMPONENT)?.skill_level
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