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Aurora.3/code/game/objects/items/stacks/stack.dm
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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

473 lines
15 KiB
Plaintext

/* Stack type objects!
* Contains:
* Stacks
* Recipe datum
* Recipe list datum
*/
/*
* Stacks
*/
/obj/item/stack
gender = PLURAL
origin_tech = list(TECH_MATERIAL = 1)
item_flags = ITEM_FLAG_HELD_MAP_TEXT
var/list/datum/stack_recipe/recipes
var/singular_name
var/amount = 1
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
var/stacktype //determines whether different stack types can merge
///Used when directly applied to a turf to behave as a different `/obj/item/stack/tile` than it's actual type
var/obj/item/stack/tile/build_type = null
var/uses_charge = 0
var/list/charge_costs = null
var/list/datum/matter_synth/synths = null
var/icon_has_variants = FALSE
icon = 'icons/obj/item/stacks/materials.dmi'
contained_sprite = TRUE
/obj/item/stack/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(is_adjacent)
if(tool_behaviour != TOOL_CABLECOIL)
if(!uses_charge)
. += "There [src.amount == 1 ? "is" : "are"] <b>[src.amount]</b> [src.singular_name]\s in the stack."
else
. += "You have enough charge to produce <b>[get_amount()]</b>."
/obj/item/stack/Initialize(mapload, amount)
. = ..()
if (!stacktype)
stacktype = type
if (amount)
if(amount > max_amount)
var/amount_overdue = amount - max_amount
new type(get_turf(src), amount_overdue) // Remaining overflow recursively handled by new type
amount = max_amount
src.amount = amount
if (icon_has_variants && !item_state)
item_state = icon_state
update_icon()
return INITIALIZE_HINT_LATELOAD
/obj/item/stack/LateInitialize()
check_maptext(SMALL_FONTS(7, get_amount()))
/obj/item/stack/Destroy()
if (src && usr && usr.machine == src)
usr << browse(null, "window=stack")
usr.unset_machine()
return ..()
/obj/item/stack/update_icon()
check_maptext(SMALL_FONTS(7, get_amount()))
if (!icon_has_variants)
return ..()
if (amount <= (max_amount * (1/3)))
icon_state = initial(icon_state)
else if (amount <= (max_amount * (2/3)))
icon_state = "[initial(icon_state)]_2"
else
icon_state = "[initial(icon_state)]_3"
/obj/item/stack/attack_self(mob/user)
list_recipes(user, recipes)
/obj/item/stack/proc/list_recipes(mob/user, recipes_sublist, var/datum/stack_recipe/sublist)
if(!recipes)
return
if(!src || get_amount() <= 0)
user << browse(null, "window=stack")
user.set_machine(src) //for correct work of onclose
var/t1 = "<html><head><title>Constructions from [capitalize_first_letters(src.name)]</title></head><body><tt>Amount Left: [src.get_amount()]<br>"
if(sublist)
t1 += "<a href='byond://?src=[REF(src)];go_back=1'>Back</a><br>"
if(locate(/datum/stack_recipe_list) in recipes_sublist)
t1 += "<h2>Recipe Categories</h2>"
for(var/datum/stack_recipe_list/srl in recipes_sublist)
t1 += "<a href='byond://?src=[REF(src)];sublist=[REF(srl)]'>[capitalize_first_letters(srl.title)]</a><br>"
if(locate(/datum/stack_recipe) in recipes_sublist)
var/sublist_title = sublist ? " ([capitalize_first_letters(sublist.title)])" : ""
t1 += "<h2>Recipes[sublist_title]</h2>"
// Cache "skill visits" to avoid having to constantly recheck for components.
var/alist/checked_skills = alist()
var/visited_skill = null // Trinary boolean as null/0/nonzero
for(var/datum/stack_recipe/R in recipes_sublist)
var/lacks_skill = FALSE
// If you put anything other than a skill component in the required skills for a recipe, I will destroy you.
for(var/skill_comp, skill_level_requirement in R.required_skills_hard)
visited_skill = checked_skills[skill_comp]
// ** Trinary Check for Null, 0, or Nonzero. **
// Case for skill hasn't been checked yet.
if (isnull(visited_skill))
// null if no component at all, otherwise equal to the skill level (which can be any real number).
var/visited_comp = astype(user.GetComponent(skill_comp), SKILL_COMPONENT)?.skill_level
// Case for "Non-Player Characters", which will never have the component at all.
if (isnull(visited_comp))
checked_skills[skill_comp] = SKILL_LEVEL_PROFESSIONAL
continue // Not a player character, just assume they can craft everything.
// Player characters will always have the component if relevant.
checked_skills[skill_comp] = visited_comp
if (visited_comp < skill_level_requirement)
lacks_skill = TRUE
break
// Case for skill has been checked AND the character has the component.
else if (visited_skill < skill_level_requirement)
lacks_skill = TRUE
break
var/max_multiplier = round(src.get_amount() / R.req_amount)
var/title = ""
var/can_build = TRUE
can_build = (max_multiplier > 0)
if(lacks_skill)
can_build = FALSE
if(R.res_amount > 1)
title += "[R.res_amount]x [R.title]\s"
else
title += "[capitalize_first_letters(R.title)]"
title += " ([R.req_amount] [src.singular_name]\s)"
if(can_build)
var/sublist_var = sublist ? "[REF(sublist)]" : ""
t1 += "<a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=1'>[title]</a>"
else
t1 += "[lacks_skill ? "<span class='warning'>Missing Skill — " : ""]<div class='no-build inline'>[title]</div>[lacks_skill ? "</span>" : ""]<br>"
continue
if(R.max_res_amount > 1 && max_multiplier > 1)
max_multiplier = min(max_multiplier, round(R.max_res_amount / R.res_amount))
t1 += " |"
var/list/multipliers = list(5, 10, 25)
for(var/n in multipliers)
if(max_multiplier >= n)
var/sublist_var = sublist ? "[REF(sublist)]" : ""
t1 += " <a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=[n]'>[n * R.res_amount]x</a>"
if(!(max_multiplier in multipliers))
var/sublist_var = sublist ? "[REF(sublist)]" : ""
t1 += " <a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=[max_multiplier]'>[max_multiplier * R.res_amount]x</a>"
t1 += "<br>"
t1 += "</tt></body></html>"
var/datum/browser/stack_win = new(user, "stack", capitalize_first_letters(name))
stack_win.set_content(t1)
stack_win.add_stylesheet("misc", 'html/browser/misc.css')
stack_win.open()
/obj/item/stack/proc/produce_recipe(datum/stack_recipe/recipe, var/quantity, mob/user)
var/required = quantity*recipe.req_amount
var/produced = min(quantity*recipe.res_amount, recipe.max_res_amount)
if (!can_use(required))
if (produced>1)
to_chat(user, SPAN_WARNING("You haven't got enough [src] to build \the [produced] [recipe.title]\s!"))
else
to_chat(user, SPAN_WARNING("You haven't got enough [src] to build \the [recipe.title]!"))
return
if (recipe.one_per_turf && (locate(recipe.result_type) in user.loc))
to_chat(user, SPAN_WARNING("There is another [recipe.title] here!"))
return
if (recipe.on_floor && !isfloor(user.loc))
to_chat(user, SPAN_WARNING("\The [recipe.title] must be constructed on the floor!"))
return
var/skill_diff = 0
for (var/skill_type, required_level in recipe.required_skills_soft)
skill_diff += required_level - astype(user.GetComponent(skill_type), SKILL_COMPONENT)?.skill_level
to_chat(user, SPAN_NOTICE("Building [recipe.title]..."))
var/doafter_time = recipe.time
if (doafter_time)
// Approximately no crafting time if you beat the skill req by 4, approximately twice as long to craft if you're under by 4.
// No need to do an expensive min because it is mathematically impossible for this to ever be negative.
doafter_time += doafter_time * ftanh(0.5 * skill_diff)
if (!do_after(user, doafter_time, do_flags = DO_REPAIR_CONSTRUCT))
return
if (use(required))
recipe.Produce(produced, user.loc, user.dir, user, skill_diff)
/obj/item/stack/Topic(href, href_list)
..()
if((usr.restrained() || usr.stat || usr.get_active_hand() != src))
return
if(href_list["go_back"])
list_recipes(usr, recipes)
return
if(href_list["sublist"] && !href_list["make"])
var/datum/stack_recipe_list/recipe_list = locate(href_list["sublist"]) in recipes
list_recipes(usr, recipe_list.recipes, recipe_list)
if(href_list["make"])
if(src.get_amount() < 1)
qdel(src) //Never should happen
var/datum/stack_recipe/R = locate(href_list["make"]) in recipes
if(href_list["sublist"])
var/datum/stack_recipe_list/recipe_list = locate(href_list["sublist"]) in recipes
R = locate(href_list["make"]) in recipe_list.recipes
var/multiplier = text2num(href_list["multiplier"])
if(!multiplier || (multiplier <= 0)) //href exploit protection
return
produce_recipe(R, multiplier, usr)
updateUsrDialog()
//Return 1 if an immediate subsequent call to use() would succeed.
//Ensures that code dealing with stacks uses the same logic
/obj/item/stack/proc/can_use(var/used, var/mob/user=null)
if (get_amount() < used)
if(user && isrobot(user))
to_chat(user, SPAN_WARNING("You don't have enough charge left in your synthesizer!"))
return 0
return 1
/obj/item/stack/use(var/used)
if (!can_use(used))
return 0
if(!uses_charge)
amount -= used
if (amount <= 0)
if(usr)
usr.remove_from_mob(src)
qdel(src) //should be safe to qdel immediately since if someone is still using this stack it will persist for a little while longer
update_icon()
return 1
else
for(var/i = 1 to charge_costs.len)
var/datum/matter_synth/S = synths[i]
if(!S.use_charge(charge_costs[i] * used)) // Doesn't need to be deleted
return 0
check_maptext(SMALL_FONTS(7, get_amount()))
return 1
/obj/item/stack/proc/add(var/extra)
if(!uses_charge)
if(amount + extra > get_max_amount())
return 0
else
amount += extra
update_icon()
return 1
else if(!synths || synths.len < uses_charge)
return 0
else
for(var/i = 1 to uses_charge)
var/datum/matter_synth/S = synths[i]
S.add_charge(charge_costs[i] * extra)
check_maptext(SMALL_FONTS(7, get_amount()))
/*
The transfer and split procs work differently than use() and add().
Whereas those procs take no action if the desired amount cannot be added or removed these procs will try to transfer whatever they can.
They also remove an equal amount from the source stack.
*/
//attempts to transfer amount to S, and returns the amount actually transferred
/obj/item/stack/proc/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
if (!get_amount())
return 0
if ((stacktype != S.stacktype) && !type_verified)
return 0
if (isnull(tamount))
tamount = src.get_amount()
var/transfer = max(min(tamount, src.get_amount(), (S.get_max_amount() - S.get_amount())), 0)
var/orig_amount = src.get_amount()
if (transfer && src.use(transfer))
S.add(transfer)
if (prob(transfer/orig_amount * 100))
transfer_fingerprints_to(S)
if(blood_DNA)
S.blood_DNA |= blood_DNA
return transfer
return 0
//creates a new stack with the specified amount
/obj/item/stack/proc/split(var/tamount)
if (!get_amount())
return null
var/transfer = max(min(tamount, src.amount, initial(max_amount)), 0)
var/orig_amount = src.get_amount()
if (transfer && src.use(transfer))
var/obj/item/stack/newstack = new src.stacktype(loc, transfer)
newstack.color = color
if (prob(transfer/orig_amount * 100))
transfer_fingerprints_to(newstack)
if(blood_DNA)
newstack.blood_DNA |= blood_DNA
return newstack
return null
/obj/item/stack/proc/get_amount()
if(uses_charge)
if(!synths || synths.len < uses_charge)
return 0
var/datum/matter_synth/S = synths[1]
. = round(S.get_charge() / charge_costs[1])
if(charge_costs.len > 1)
for(var/i = 2 to charge_costs.len)
S = synths[i]
. = min(., round(S.get_charge() / charge_costs[i]))
return
return amount
/obj/item/stack/proc/get_max_amount()
if(uses_charge)
if(!synths || synths.len < uses_charge)
return 0
var/datum/matter_synth/S = synths[1]
. = round(S.max_energy / charge_costs[1])
if(uses_charge > 1)
for(var/i = 2 to uses_charge)
S = synths[i]
. = min(., round(S.max_energy / charge_costs[i]))
return
return max_amount
/obj/item/stack/proc/add_to_stacks(mob/user as mob)
for (var/obj/item/stack/item in user.loc)
if (item==src)
continue
var/transfer = src.transfer_to(item)
if (transfer)
to_chat(user, SPAN_NOTICE("You add a new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."))
item.update_icon()
if(!amount)
break
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = src.split(1)
if (F)
if (!user.can_use_hand())
return
user.put_in_hands(F)
src.add_fingerprint(user)
F.add_fingerprint(user)
spawn(0)
if (src && usr.machine==src)
src.interact(usr)
else
..()
return
/obj/item/stack/attackby(obj/item/attacking_item, mob/user)
if (istype(attacking_item, /obj/item/stack))
var/obj/item/stack/S = attacking_item
if (user.get_inactive_hand()==src)
src.transfer_to(S, 1)
else
src.transfer_to(S)
spawn(0) //give the stacks a chance to delete themselves if necessary
if (S && usr.machine==S)
S.interact(usr)
if (src && usr.machine==src)
src.interact(usr)
else
return ..()
/*
* Recipe datum
*/
/datum/stack_recipe
var/title = "ERROR"
var/result_type
var/req_amount = 1 //amount of material needed for this recipe
var/res_amount = 1 //amount of stuff that is produced in one batch (e.g. 4 for floor tiles)
var/max_res_amount = 1
var/time = 0
var/one_per_turf = 0
var/on_floor = 0
var/use_material
/**
* Assoc list of required skills to required skill levels. Requirements are taken as a "soft" requirement used to generate a "skill difference", which is applied as a modifier to a d20 roll.
* This roll currently just affects the name of the resulting item and is for fun, but should be later expanded to have more unique effects.
* THIS MAY ONLY HAVE /datum/component/skill/skill_name in it. I WILL DESTROY YOU IF YOU PUT ANYTHING ELSE IN HERE.
*/
var/alist/required_skills_soft
/**
* Assoc list of required skills to required skill levels. This is the MINIMUM to craft the item.
* You must have ALL these skills at that level to see the item as craftable.
* THIS MAY ONLY HAVE /datum/component/skill/skill_name in it. I WILL DESTROY YOU IF YOU PUT ANYTHING ELSE IN HERE.
*/
var/alist/required_skills_hard
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, supplied_material = null, alist/required_skills_soft, alist/required_skills_hard)
src.title = title
src.result_type = result_type
if(ispath(result_type, /obj/structure))
var/obj/structure/S = result_type
src.req_amount = initial(S.build_amt) ? initial(S.build_amt) : req_amount
else
src.req_amount = req_amount
src.res_amount = res_amount
src.max_res_amount = max_res_amount
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor
src.use_material = supplied_material
src.required_skills_soft = required_skills_soft
src.required_skills_hard = required_skills_hard
/datum/stack_recipe/proc/Produce(var/amount = 1, var/loc = null, var/dir = NORTH, var/user = null, var/skill_diff = 0)
if(amount < 1)
return null
var/atom/O
if(use_material)
O = new result_type(loc, use_material)
else
O = new result_type(loc)
O.set_dir(dir)
O.add_fingerprint(user)
if (istype(O, /obj/item/stack))
var/obj/item/stack/S = O
S.amount = amount
S.update_icon()
if(user)
S.add_to_stacks(user)
if (istype(O, /obj/item/storage)) //BubbleWrap - so newly formed boxes are empty
for (var/obj/item/I in O)
qdel(I)
return O
/*
* Recipe list datum
*/
/datum/stack_recipe_list
var/title = "ERROR"
var/list/recipes = null
/datum/stack_recipe_list/New(new_title, new_recipes)
src.title = new_title
src.recipes = new_recipes