## About The Pull Request Makes a number of changes to blacksmithing to make the role more appealing, convenient, and special: <details> <summary>New Additions</summary> - [ ] Added a new blacksmith recipe that requires legendary skill and the skillchip: parts for a classical single-action revolver. High damage, but finnicky to use; no safety mechanism, can't accept speed loaders, and the hammer has to be cocked before each shot. Cocking the hammer is faster if both hands are free, allowing for fanning the hammer. - [ ] Smiths can now make new storage options: a cowboy holster that stores a handgun and multiple ammo boxes, a charging belt that recharges one energy gun, a botany bag with expanded storage, and multiple types of scabbards. - [ ] Added a new skillchip specific to blacksmithing; without the skillchip, your options on what you can produce via smithing are reduced. This is to make it so that the smithing job role (or at least, whoever has been given the skillchip from the QM's locker) is more special. Currently smithing is just sort of something anyone can do, the only things unique about spawning in as the blacksmith is that you have cargo access and smithing-specific bounties. - [ ] Replaced the water barrel with a new structure: the reagent quenching trough. This spawns in filled with a new reagent, quenching oil. Quenching a smithing item in the trough with any reagent will imbue it for zero reagent use, and heat the trough's reagent. </details> <details> <summary>General direction changes</summary> - [ ] Perfect hits are no longer probability-dependant; they're based on the player's timing. Except if the player is max level at blacksmithing, in which case all hits are perfects. - [ ] Right-clicking with a hammer on the anvil will allow the player to automatically forge the item they're working on, with a slower pace compared to manual forging. This is mostly meant to allow talking to someone while working on forges. - [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated space on most maps and so must occupy a hallway or something else instead. "Playing optimally" with multi-anvil smithing means taking up significantly more space, in addition to looking extremely silly and bypassing part of the loop with blacksmithing (levelling up the smithing skills to produce equipment faster); the smithing chip will reduce the swings needed to finish a job to compensate. - [ ] Reworked reagent imbued equipment; removed the bonus from leaving a weapon unimbued. This bonus can now be regained specifically by imbuing smithing oil (smithing oil is special; imbuing it doesn't inflict it as a reagent for effects, but makes the armor/weapon/etc. better by numbers). Also, reagent imbued equipment no longer has a big damage multiplier but will merely stop applying reagents after a certain integrity threshold is passed. - [ ] Significantly reduced the income from smithing cargo bounties. It honestly kind of sucks that blacksmiths' value to the station is that they print money and not for the actual quality of their items. - [ ] Blacksmiths now have weapon access by default. It's honestly kind of weird that the guy whose whole schtick is making weapons, didn't have weapon access to start. - [ ] Moved the crusader belt from the general crafting menu to the smithing crafting menu; it now requires lv7 smithing and the smithing chip. This change is because it's highly contingent on blacksmithing equipment for its main storage so it seems most sensible for a smith to work it. - [ ] The leather apron that blacksmiths roundstart with now has dedicated storage for various smithing and glassblowing tools. </details> <details> <summary>Interactivity changes</summary> - [ ] Trying to pick up a heated blacksmith item will now burn your hand. - [ ] Various quenched smithing items now have associated force values for dealing damage, but will also (usually) cut the user's hand for doing so. - [ ] You can now use water tiles or certain reagent containers (needs at least 300 units) to quench smithing equipment. - [ ] The forge now heats up it's surroundings and burns carbon dioxide while doing so. The wall-mounted heater now auto charges it's cell to compensate for this. - [ ] You can now weapon-bash your blacksmithing shields, similar to how you can slap your baton against your riot shields to intimidate. </details> <details> <summary>Convenience and misc.</summary> - [ ] Changed the Rapier sprites to match the other smithing weapon sprites. - [ ] Added more tutorial tooltips when inspecting blacksmith equipment. - [ ] The blacksmithing noises are quieter, thank god. - [ ] Using tongs on a stack now pulls only one item from the stack, instead of pulling all items in the stack. You never actually want to have more than one sheet in the tongs so there's no reason to include it really. - [ ] Completed blacksmith items can now be picked up with tongs and placed into the crafting bench with them. This is meant to reduce the tool-juggling for moving the item from the anvil to the basin, then moving the item from the basin to the bench. - [ ] The blacksmith ID trim now has an actual icon - [ ] Commented out the cortical borer cage recipe. We don't really need this since we don't run cortical borers. - [ ] Halved the number of necessary chains and plates for all recipes, but doubled the time needed to hammer them; this is to reduce how much item juggling is needed. - [ ] Cargo guards and cargo secoffs now have blacksmithing access. - [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all the same mechanics as a skillchipped crewie, except cannot make the revolver </details> <details> <summary>Code refactoring</summary> - [ ] The reagent clothing and reagent weapon components now come from a general reagent imbued parent component. - [ ] Refactored how anvil smithing works; it now relies on an item component that handles item heat, hammer strikes, and quenching, instead of all the code being handled within the anvil itself. - [ ] Removed the skyrat_obj_flags variable that only functioned for the anvil_repair flag and nothing else. We have different ways to check for the stuff it relied on so it's not really needed. - [ ] Removed the in_use code from various forging objects. It's a really cumbersome system and annoying to manage all the time. Doafters with interaction_key stand as a replacement. </details> Overall, in the hands of blacksmiths, smithing-chipped characters, and the tribal factions, this should feel like a general buff. For everyone else, this should feel like a nerf, and they should go to the blacksmith or get skillchipped so they can make smithing stuff. It should also feel less 'shallow' and a bit more interactive with the rest of the game. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="180" height="108" alt="image" src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26" /> <img width="399" height="52" alt="image" src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177" /> https://youtu.be/hcPZXzCOSIU https://youtu.be/V7GeLetcRtk https://youtu.be/YEyW9pKidTU </details> ## Changelog 🆑 add: Way, way too many blacksmith job features & smithing system changes to list. But here's the highlights: balance: Forged blacksmith weapons can now be used nonlethally via striking with pommels, spear shafts, etc. which knocks down victims and stamina damages them like a weaker baton. qol: Blacksmith tongs now only pull one item at a time, if used on a stackable item. qol: Blacksmiths can now auto-smith at an anvil by right clicking with a hammer. qol: Blacksmithing tools now have more tooltips to tutorialize their usage. qol: Blacksmithing crafting bench can now store item stacks, forging plates, and forging chains. Right-click to view what's in it. balance: Removed multi-anvil smithing. Individual smithing pieces can now be made faster with the smithing chip and other means to compensate. add: Blacksmiths can now build a single action revolver if they are fully levelled. add: Blacksmiths can build a variety of new equipment at the crafting bench -- gun-charging holsters, knife belts, multiple types of scabbards, and even a new expanded-storage botany bag. add: Replaced the water barrel for smithing with a barrel of smithing oil; smithing oil is now used to grant the bonuses that was previously given by leaving the item unimbued. The new barrel can have its contents changed for reagent imbuing. add: A new reagent "smithing oil" which gives innate bonuses to any blacksmith equipment imbued using it. balance: Material types now affect the quality of resulting items and how quickly they can be forged. balance: The reagent smithing hammer now has increased toolspeed if forged well. balance: Reagent imbuing's durability penalty has been altered; it reduces durability for each time an imbue effect procs, and then stops functioning for such when below a certain durability percentage. /🆑 --------- Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
UpdatePaths
How To Use:
Drag one of the scripts in the “Scripts” folder onto the .bat file “Update Paths” to open it with the .bat file (or use the Python script directly depending on your operating system). Let the script run to completion.
Use this tool before using MapMerge2 or opening the map in an map editor. This is because the map editor may discard any unknown paths not found in the /tg/station environment (or what it builds after parsing tgstation.dme).
Scriptmaking:
This tool updates paths in the game to new paths. For instance:
If you have a path labeled /obj/structure/door/airlock/science/closed/rd and wanted it to be /obj/structure/door/airlock/science/rd/closed, this tool would update it for you! This is extremely helpful if you want to be nice to people who have to resolve merge conflicts from the PRs that you make updating these areas.
How do I do it?
Simply create a .TXT file and type this on a line:
Tried and True - Part One
/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed{@OLD}
The path on the left is the old, the path on the right is the new. It is seperated by a ":" If you want to make multiple path changes in one script, simply add more changes on new lines.
Putting {@OLD} is important since otherwise, UpdatePaths will automatically discard the old variables attached to the old path. Adding {@OLD} to the right-hand side will ensure that every single variable from the old path will be applied to the new path.
You'll want to save your .TXT file with a name that is descriptive of what it does, as well as the associated PR Number to your PR. So, it would look like PRNUMBER_RD_AIRLOCK_REPATH.txt. Both of these are for book-keeping purposes, so that intent is clear to anyone who looks at the file. They can also easily reference the PR number that the script was made in to determine why it was made, and if it is still needed.
What does it look like?
Alright, so we've already made the script. So, let's say we have this example map key in the TGM Format.
Tried and True - Part Two
"a" = (
/obj/structure/door/airlock/science/closed/rd{
dir = 4;
name = "RD Airlock"
},
/turf/open/floor/iron,
/area/science/rd),
Now, after you drag and drop your script onto the Update Paths.bat file, it will look like this:
"a" = (
/obj/structure/door/airlock/science/rd/closed{
dir = 4;
name = "RD Airlock"
},
/turf/open/floor/iron,
/area/science/rd),
It worked! Great!
On Variable Editing
If you do not want any variable edits to carry over, you can simply skip adding the {@OLD} tag. This will make the script change the path, and discard all variables associated to the old path. So, continuing with the same example mentioned above, lets run the following script:
Discarding Old Variables
/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed
On this example map key:
"a" = (
/obj/structure/door/airlock/science/rd/closed{
dir = 4;
name = "RD Airlock"
},
/turf/open/floor/iron,
/area/science/rd),
You will then result the following:
"a" = (
/obj/structure/door/airlock/science/closed/rd,
/turf/open/floor/iron,
/area/science/rd),
As expected, all variables were discarded. This is only really useful in certain edgecases, and you shouldn't do something like this trivially in case someone has lovably named a variable special since it'll just nuke it.
There are also a bunch of neat features you can use with UpdatePaths variable filtering, with it all documented here: https://github.com/tgstation/tgstation/blob/master/tools/UpdatePaths/__main__.py#L9. However, let's spin it all out for you here as well:
Deleting Entire Paths
Alright, you did a large refactor and you got rid of some shoddy paths. Great! So, let's make a script to delete that old path from all of our map files. Let's say we want to delete /mob/living/deez_nuts. We can do that by simply adding the following to our script:
/mob/living/deez_nuts : @DELETE
So, now when you have the following example map keys:
"a" = (
/turf/open/floor/carpet,
/area/meme_zone),
"b" = (
/mob/living/deez_nuts{
goteem = 1;
desc = "these jokes are still funny"
},
/turf/open/floor/carpet,
/area/meme_zone),
And you run the script, you will get the following:
"a" = (
/turf/open/floor/carpet,
/area/meme_zone),
Presto, like it never existed. Note how both the "a" and "b" files were able to combine into the same dictionary key, since the "b" key was deleted entirely, and since "a" and 'b" now matched, UpdatePaths was able to just clean that up for you. It'll also update the map itself to reflect this as well. Now that is something your Search & Replace tool can't do!
Multiple Path Output
UpdatePaths has the powerful ability to output multiple paths from a single input path. Let's say that you have a snowflake turf (/turf/open/floor/iron/i_like_spawning_mobs) with some behavior that you atomize out into some spawner /obj/mob_spawner that can work on every single turf. So, let's script that out.
/turf/open/floor/iron/i_like_spawning_mobs : /obj/mob_spawner, /turf/open/floor/iron
So, now when you have the following example map keys:
"a" = (
/turf/open/floor/iron/i_like_spawning_mobs,
/area/station/kitchen),
Running the script will mutate this into:
"a" = (
/obj/mob_spawner,
/turf/open/floor/iron,
/area/station/kitchen),
Remember that this is a kind of silly example, but this is one of the things that UpdatePaths was built to do- help coders fix shitty code without having to bug out over how maps don't compile.
Subtype Handling
This is one of UpdatePaths' more recent features. It allows you to specify a generic base path that you've done a major refactor on, and then easily specify the gamut of subtypes you want to swap it to. Let's say you have a /obj/item/weapon/big_chungus base path that you want to refactor to /obj/item/big_chungus. However, you also have subtypes like /obj/item/weapon/big_chungus/funny, /obj/item/weapon/big_chungus/really_large, etc. You can do that by simply adding the following to your script:
/obj/item/weapon/big_chungus/@SUBTYPES : /obj/item/big_chungus/@SUBTYPES{@OLD}
So, let's assume we have the following map file:
"a" = (
/obj/item/weapon/big_chungus,
/obj/item/weapon/big_chungus/funny{
name = "funny big chungus"
},
/obj/item/weapon/big_chungus/really_large{
name = "really large big chungus"
},
/turf/open/floor/iron,
/area/station/maintenance/fore/greater),
Running the script will update this into:
"a" = (
/obj/item/big_chungus,
/obj/item/big_chungus/funny{
name = "funny big chungus"
},
/obj/item/big_chungus/really_large{
name = "really large big chungus"
},
/turf/open/floor/iron,
/area/station/maintenance/fore/greater),
Note how since you kept in {@OLD}, it was able to retain the re-named variables of the subtypes.
Old Path Variable Filtering
Alright, there's a few subsections here. This is how you are able to filter out old paths to ensure you target something precise. Let's just go through them one by one.
Property Filtration (feat. @SKIP)
Method: Open Mind To All Possibilities
Alright, you saw something cool in a map that you wanted to expand upon codeside. So, you make the new path /mob/living/basic/mouse/tom with all sorts of nice behavior. However, you don't want to just replace all of the old /mob/living/basic/mouse paths with the new one, you want to only replace the ones that have a name variable of "Tom". You can do that by simply adding the following to your script:
/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD;name=@SKIP}
In this test example, you already set the name of the Mob to "Tom", so you don't need to worry about that, so first you'll insert @OLD, because you want to retain all the other variables, and then add @SKIP in order to skip adding that variable to the new path. Its important that '@OLD' goes before '@SKIP', otherwise the script won't see the variables to skip and will just keep all of them anyway. So, let's assume we have the following map file:
"a" = (
/mob/living/basic/mouse{
name = "Tom";
desc = "A mouse named Tom";
pixel_x = 12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = -12
},
/turf/open/floor/iron,
/area/station/prison),
Running the script will update this into:
"a" = (
/mob/living/basic/mouse/tom{
desc = "A mouse named Tom";
pixel_x = 12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = -12
},
/turf/open/floor/iron,
/area/station/prison),
Notice how since you @SKIP'd the name, it doesn't need to re-apply itself, and since you added (the global) @OLD, it was able to keep the desc and pixel_x variable. Also, cute little mouse named Tina goes unfazed through this change.
Method: I Don't Care About Soulful Var-Edits
That's cool, but let's say you have this same example, but let's say that you don't want to carry over the desc variable either (because you did that code-side). In fact, you don't want to carry over any variables beyond the pixel_x. You can choose to only copy over one variable with the following script entry:
/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{pixel_x = @OLD}
The following is also supported, but it's not recommended since it's harder to read because it doesn't really mesh with the TGM format:
/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD:pixel_x}
So, let's assume we have the following map file:
"a" = (
/mob/living/basic/mouse{
name = "Tom";
desc = "A mouse named Tom";
pixel_x = -12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = 12
},
/turf/open/floor/iron,
/area/station/prison),
You would then get the following output:
"a" = (
/mob/living/basic/mouse/tom{
pixel_x = -12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = 12
},
/turf/open/floor/iron,
/area/station/prison),
As you would have wished, only the pixel_x variable copied through. This is pretty constraining and might not match up to certain needs of the repository (or other repositories), so recommend using the first example when possible.
Method: Keep All The Soul!
Okay, let's say that you want to change all instances of /obj/structure/sink that have dir=2 to dir=1 for a laugh. However, there's an issue. You see, 2 is SOUTH in DM directions, (1 is NORTH), and code-side, /obj/structure/sink has dir = 2 by default and doesn't show up in the map editor. You would have to do something like this:
/obj/structure/sink{@UNSET} : /obj/structure/sink{dir=1}
@UNSET will only apply to the change to paths that do not have any variable edits. So, let's assume we have the following map file:
"a" = (
/obj/structure/sink,
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
dir = 8
name = "Money Hole"
},
/turf/open/floor/iron,
/area/station/bathroom),
You would then get the following output:
"a" = (
/obj/structure/sink{
dir = 1
},
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
dir = 8
name = "Money Hole"
},
/turf/open/floor/iron,
/area/station/bathroom),
Note how we keep the "Money Hole" intact, while still managing to extrapolate the dir variable to 1 on the sink that had absolutely no variables set on it. This is useful for when you want to change a variable that is not shown in the map editor, but you want to keep the rest of the variables intact.
Methods: Any Value Fits All and Naming Conventions
But what if you just want to rename the variable maxHealth to good_boy_points for all instances of /mob/living/github_user? Using the @ANY parameter after a variable name, you can capture any instance that has it edited in a map. While, to set the value of the newly named good_boy_points to that of the old maxHealth, we can use @OLD:maxHealth, put after the name of the new variable to achieve that. The result'll be something like this:
/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{good_boy_points=@OLD:maxHealth}
Though, If you read about the previous methods, you'd know that without the @OLD parameter (the one without colon), every other variable edit will also be discarded, so it's important to add that BEFORE any other parament, as well as maxHealth=@SKIP following that since we're renaming that variable. So, take two:
/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{@OLD; maxHealth=@SKIP; good_boy_points=@OLD:maxHealth}
Perfect, so now let's assume the following map:
"a" = (
/mob/living/basic/mouse{
maxHealth = 15
},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
name = "ShizCalev";
desc= "Has more good boy points than a megafauna has health.";
maxHealth = 2083
},
/turf/open/floor/iron,
/area/github),
You would then get the following output:
"a" = (
/mob/living/basic/mouse{
maxHealth = 15
},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
name = "ShizCalev";
desc= "Has more good boy points than a megafauna has health.";
good_boy_points = 2083
},
/turf/open/floor/iron,
/area/github),
As an addendum, you don't have to use both @ANY and @OLD:prop_name together. I'm merely providing a single example for the both of them and their most practical usage.
Blend it all together
All of the examples provided within are not mutually exclusive! They can be mixed-and-matched in several ways (old scripts might have a few good examples of these), and the only limit here is your imagination. You can do some very powerful things with UpdatePaths, with your scripts lasting for years to come.
Why should I care?
UpdatePaths is an incredible valuable tool to the following populations:
- Mappers who have mapping PRs that take a long time to create, and that will need to be updated as progression goes on. Having an UpdatePaths file makes it much more simple to get them to compile their map properly, and not lose paths.
- Downstreams who have additional maps to the ones we have. You obviously can't Search & Replace fix for a whole downstream, but you can give them the ammunition (UpdatePaths script) for them to quickly and easily resolve that problem.
- You! As you've seen, you can do a lot of clever and powerful tools that respect the TGM format, from Old Path Filtering to Multiple Path Output- and you can do it all with a simple text file! Otherwise, you would be stuck in absolute RegEx hell, and still end up missing on several potential edge cases. UpdatePaths is built on the same framework that builds the TGM format, so it's incredibly reliable in finding and replacing paths.