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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>
103 lines
5.0 KiB
Plaintext
103 lines
5.0 KiB
Plaintext
//////////////////////////////////////////////////////////////////
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// SLIME CORE EXTRACTION //
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//////////////////////////////////////////////////////////////////
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/singleton/surgery_step/slime/is_valid_target(mob/living/carbon/slime/target)
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return istype(target, /mob/living/carbon/slime/)
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/singleton/surgery_step/slime/can_use(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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SHOULD_CALL_PARENT(FALSE)
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return isslime(target) && target.stat == DEAD
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/singleton/surgery_step/slime/cut_flesh
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name = "Open Slime"
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allowed_tools = list(
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TOOL_SCALPEL = 100,
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/obj/item/material/knife = 75,
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/obj/item/material/shard = 50
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)
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min_duration = 10
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max_duration = 35
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skill_requirements = alist(XENOBIOLOGY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/slime/cut_flesh/can_use(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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return ..() && istype(target) && target.core_removal_stage == ORGAN_CLOSED
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/singleton/surgery_step/slime/cut_flesh/begin_step(mob/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts cutting through [target]'s flesh with \the [tool].", \
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"You start cutting through [target]'s flesh with \the [tool].")
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..()
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/singleton/surgery_step/slime/cut_flesh/end_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message(SPAN_NOTICE("[user] cuts through [target]'s flesh with \the [tool]."), \
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SPAN_NOTICE("You cut through [target]'s flesh with \the [tool], revealing its silky innards."))
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target.core_removal_stage = ORGAN_OPEN_INCISION
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/singleton/surgery_step/slime/cut_flesh/fail_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, tearing [target]'s flesh with \the [tool]!"), \
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SPAN_WARNING("Your hand slips, tearing [target]'s flesh with \the [tool]!"))
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/singleton/surgery_step/slime/cut_innards
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name = "Cut Innards"
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allowed_tools = list(
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TOOL_SCALPEL = 100,
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/obj/item/material/knife = 75,
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/obj/item/material/shard = 50
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)
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min_duration = 20
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max_duration = 45
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skill_requirements = alist(XENOBIOLOGY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/slime/cut_innards/can_use(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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return ..() && istype(target) && target.core_removal_stage == ORGAN_OPEN_INCISION
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/singleton/surgery_step/slime/cut_innards/begin_step(mob/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts cutting [target]'s silky innards apart with \the [tool].", \
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"You start cutting [target]'s silky innards apart with \the [tool].")
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..()
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/singleton/surgery_step/slime/cut_innards/end_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message(SPAN_NOTICE("[user] cuts [target]'s innards apart with \the [tool], exposing the cores."), \
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SPAN_NOTICE("You cut [target]'s innards apart with \the [tool], exposing the cores."))
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target.core_removal_stage = ORGAN_OPEN_RETRACTED
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/singleton/surgery_step/slime/cut_innards/fail_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, tearing [target]'s innards with \the [tool]!"), \
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SPAN_WARNING("Your hand slips, tearing [target]'s innards with \the [tool]!"))
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/singleton/surgery_step/slime/saw_core
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name = "Detach Core"
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allowed_tools = list(
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TOOL_SAW = 100, \
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/obj/item/material/hatchet = 75
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)
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min_duration = 35
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max_duration = 55
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skill_requirements = alist(XENOBIOLOGY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/slime/saw_core/can_use(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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return ..() && (istype(target) && target.core_removal_stage == ORGAN_OPEN_RETRACTED && target.cores > 0) //This is being passed a human as target, unsure why.
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/singleton/surgery_step/slime/saw_core/begin_step(mob/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message("[user] starts cutting out one of [target]'s cores with \the [tool].", \
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"You start cutting out one of [target]'s cores with \the [tool].")
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..()
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/singleton/surgery_step/slime/saw_core/end_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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target.cores--
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user.visible_message(SPAN_NOTICE("[user] cuts out one of [target]'s cores with \the [tool]."),, \
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SPAN_NOTICE("You cut out one of [target]'s cores with \the [tool]. [target.cores] cores left."))
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if(target.cores >= 0)
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new target.coretype(target.loc)
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if(target.cores < 0)
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target.icon_state = "[target.colour] baby slime dead-nocore"
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/singleton/surgery_step/slime/saw_core/fail_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, causing [user.get_pronoun("him")] to miss the core!"), \
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SPAN_WARNING("Your hand slips, causing you to miss the core!"))
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