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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>
/* The overmap system allows adding new maps to the big 'galaxy' map. There's overmap zlevel, that looks like a map. On it, token objects (overmap objects) are moved, representing ship movement etc. No actual turfs are moved, you would need exploration shuttles or teleports to move atoms between different sectors/ships. Unless stated otherwise, you just need to place any of things below somewhere on the map and they'll handle the rest. ************************************************************* # How to make new sector ************************************************************* 0. Map whatever. 1. Make /obj/effect/overmap/visitable/sector/[whatever] If you want explorations shuttles be able to dock here, remember to set waypoints lists 2. Put /obj/effect/overmap/visitable/sector/[whatever] on the map. Even if it's multiz, only one is needed, on any z. 3. Done. ************************************************************* # How to make new ship ************************************************************* 0. Map whatever. 1. Make /obj/effect/overmap/visitable/ship/[whatever] If you want explorations shuttles be able to dock here, remember to set waypoints lists 2. Put /obj/effect/overmap/visitable/ship/[whatever] on the map. If it's multiz, only one is needed, on any z. 3. Put Helm Console anywhere on the map. 4. Put Engines Control Console anywhere on the map. 5. Put some engines hooked up to gas supply anywhere on the map. 6. Done. ************************************************************* # Overmap object ************************************************************* /obj/effect/overmap/visitable ### WHAT IT DOES Lets overmap know this place should be represented on the map as a sector/ship. If this zlevel (or any of connected ones for multiz) doesn't have this object, you won't be able to travel there by ovemap means. ### HOW TO USE 1. Create subtype for your ship/sector. Use /ship one for ships. 2. Put it anywhere on the ship/sector map. It will do the rest on its own during init. If your thing is multiz, only one is needed per multiz sector/ship. If it's player's main base (e.g Aurora), set 'base' var to 1, so it adds itself to station_levels list. If this place cannot be reached or left with EVA, set 'in_space' var to 0 If you want exploration shuttles (look below) to be able to dock here, set up waypoints lists. generic_waypoints is list of landmark_tags of waypoints any shttle should be able to visit. restricted_waypoints is list of 'shuttle name = list(landmark_tags)' pairs for waypoints only those shuttles can visit ************************************************************* # Helm console ************************************************************* /obj/machinery/computer/ship/helm ### WHAT IT DOES Lets you steer ship around on overmap. Lets you use autopilot. ### HOW TO USE Just place it anywhere on the ship. ************************************************************* # Engines control console ************************************************************* /obj/machinery/computer/ship/engines ### WHAT IT DOES Lets use set thrust limits for engines of your ship. Lets you shutdown/restart the engines. Lets you check status of engines. ### HOW TO USE Just place it anywhere on the ship. ************************************************************* # Thermal engines ************************************************************* /obj/machinery/atmospherics/unary/engine ### WHAT IT DOES Lets your ship move on the map at all. ### HOW TO USE Put them on map, hook up to pipes with any gas. Heavier gas (CO2/plasma) + More pressure = more thrust. ************************************************************* # Exploration shuttle terminal ************************************************************* /obj/machinery/computer/shuttle_control/explore ### WHAT IT DOES Lets you control shuttles that can change destinations and visit other sectors/ships. ### HOW TO USE 1. Define starting shuttle landmark. 2. Define a /datum/shuttle/autodock/overmap for your shuttle. Same as normal shuttle, aside from 'range' var - how many squares on overmap it can travel on its own. 3. Place console anywhere on the ship/sector. Set shuttle_tag to shuttle's name. 4. Use. You can select destinations if you're in range (on same tile by defualt) on the map and sector has waypoints lists defined */