Fish (ya know, from fishing) is now edible (#86110)

## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.

That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.

*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.

This is WIP btw, I'll have to test it and add some then polish it.

## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.

## Changelog

🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
This commit is contained in:
Ghom
2024-09-15 13:13:47 +02:00
committed by GitHub
parent d460c4a9ef
commit 8d0e6734fe
45 changed files with 692 additions and 161 deletions
+63 -4
View File
@@ -1,4 +1,5 @@
#define TRAIT_FISH_TESTING "made_you_read_this"
#define FISH_REAGENT_AMOUNT (10 * FISH_WEIGHT_GRIND_TO_BITE_MULT)
///Ensures that all fish have an aquarium icon state and that sprite_width and sprite_height have been set.
/datum/unit_test/fish_aquarium_icons
@@ -21,7 +22,10 @@
/datum/unit_test/fish_size_weight/Run()
var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy)
TEST_ASSERT_EQUAL(fish.grind_results[/datum/reagent], 20, "the test fish has [fish.grind_results[/datum/reagent]] units of reagent when it should have 20")
var/datum/reagent/reagent = fish.reagents?.has_reagent(/datum/reagent/fishdummy)
TEST_ASSERT(reagent, "the test fish doesn't have the test reagent.[fish.reagents ? "" : " It doesn't even have a reagent holder."]")
var/expected_units = FISH_REAGENT_AMOUNT * fish.weight / FISH_WEIGHT_BITE_DIVISOR
TEST_ASSERT_EQUAL(reagent.volume, expected_units, "the test fish has [reagent.volume] units of the test reagent when it should have [expected_units]")
TEST_ASSERT_EQUAL(fish.w_class, WEIGHT_CLASS_BULKY, "the test fish has w_class of [fish.w_class] when it should have been [WEIGHT_CLASS_BULKY]")
var/expected_num_fillets = round(FISH_SIZE_BULKY_MAX / FISH_FILLET_NUMBER_SIZE_DIVISOR * 2, 1)
TEST_ASSERT_EQUAL(fish.num_fillets, expected_num_fillets, "the test fish has [fish.num_fillets] number of fillets when it should have [expected_num_fillets]")
@@ -93,7 +97,7 @@
incompatible_traits = list(/datum/fish_trait/dummy/two)
inheritability = 100
diff_traits_inheritability = 100
reagents_to_add = list(/datum/reagent = 10)
reagents_to_add = list(/datum/reagent/fishdummy = FISH_REAGENT_AMOUNT)
/datum/fish_trait/dummy/apply_to_fish(obj/item/fish/fish)
. = ..()
@@ -102,6 +106,10 @@
/datum/fish_trait/dummy/two
incompatible_traits = list(/datum/fish_trait/dummy)
/datum/reagent/fishdummy
name = "fish test reagent"
description = "It smells fishy."
/obj/structure/aquarium/traits
allow_breeding = TRUE
var/obj/item/fish/testdummy/crossbreeder/crossbreeder
@@ -283,12 +291,63 @@
/datum/fish_source/unit_test
fish_table = list(
/obj/item/wrench = 1,
/obj/item/screwdriver = INFINITY,
/obj/item/screwdriver = INFINITY, //infinite weight, so if fish counts doesn't work as intended, this'll be always picked.
)
fish_counts = list(
/obj/item/wrench = 1,
/obj/item/screwdriver = 0,
/obj/item/screwdriver = 0, //this should never be picked.
)
/datum/unit_test/edible_fish
/datum/unit_test/edible_fish/Run()
var/obj/item/fish/fish = allocate(/obj/item/fish/testdummy/food)
var/datum/component/edible/edible = fish.GetComponent(/datum/component/edible)
TEST_ASSERT(edible, "Fish is not edible")
edible.eat_time = 0
TEST_ASSERT(fish.GetComponent(/datum/component/infective), "Fish doesn't have the infective component")
var/bite_size = edible.bite_consumption
var/mob/living/carbon/human/consistent/gourmet = allocate(/mob/living/carbon/human/consistent)
var/food_quality = edible.get_perceived_food_quality(gourmet)
TEST_ASSERT(food_quality < 0, "Humans don't seem to dislike raw, unprocessed fish when they should")
ADD_TRAIT(gourmet, TRAIT_FISH_EATER, TRAIT_FISH_TESTING)
food_quality = edible.get_perceived_food_quality(gourmet)
TEST_ASSERT(food_quality >= LIKED_FOOD_QUALITY_CHANGE, "mobs with the TRAIT_FISH_EATER traits don't seem to like fish when they should")
REMOVE_TRAIT(gourmet, TRAIT_FISH_EATER, TRAIT_FISH_TESTING)
fish.attack(gourmet, gourmet)
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/consumable/nutriment/protein), "Human doesn't have ingested protein after eating fish")
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/blood), "Human doesn't have ingested blood after eating fish")
TEST_ASSERT(gourmet.has_reagent(/datum/reagent/fishdummy), "Human doesn't have the reagent from /datum/fish_trait/dummy after eating fish")
TEST_ASSERT_EQUAL(fish.status, FISH_DEAD, "The fish is not dead, despite having sustained enough damage that it should. health: [fish.health]")
var/obj/item/organ/internal/stomach/belly = gourmet.get_organ_slot(ORGAN_SLOT_STOMACH)
belly.reagents.clear_reagents()
fish.set_status(FISH_ALIVE)
TEST_ASSERT(!fish.bites_amount, "bites_amount wasn't reset after the fish revived")
fish.update_size_and_weight(fish.size, FISH_WEIGHT_BITE_DIVISOR)
fish.AddElement(/datum/element/fried_item, FISH_SAFE_COOKING_DURATION)
TEST_ASSERT_EQUAL(fish.status, FISH_DEAD, "The fish didn't die after being cooked")
TEST_ASSERT(bite_size < edible.bite_consumption, "The bite_consumption value hasn't increased after being cooked (it removes blood but doubles protein). Value: [bite_size]")
TEST_ASSERT(!(edible.foodtypes & (RAW|GORE)), "Fish still has the GORE and/or RAW foodtypes flags after being cooked")
TEST_ASSERT(!fish.GetComponent(/datum/component/infective), "Fish still has the infective component after being cooked for long enough")
food_quality = edible.get_perceived_food_quality(gourmet)
TEST_ASSERT(food_quality >= 0, "Humans still dislike fish, even when it's cooked")
fish.attack(gourmet, gourmet)
TEST_ASSERT(!gourmet.has_reagent(/datum/reagent/blood), "Human has ingested blood from eating a fish when it shouldn't since the fish has been cooked")
TEST_ASSERT(QDELETED(fish), "The fish is not being deleted, despite having sustained enough bites. Reagents volume left: [fish.reagents.total_volume]")
/obj/item/fish/testdummy/food
average_weight = FISH_WEIGHT_BITE_DIVISOR * 2 //One bite, it's death; the other, it's gone.
#undef FISH_REAGENT_AMOUNT
#undef TRAIT_FISH_TESTING