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115711ee37 | Fixing several fish-related issues. (#87199) | ||
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ba4fa8fe07 |
What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request A foreword, I had to refactor a few bits of shitcode my past self added first. For context, the "gone fishing" and "actively fishing" traits only had one source, which is the fishing challenge itself, ad there was no way to access the challenge from outside its code, except for a few weakrefs which were being used as sources for the aforementioned traits (the shitcode in a nutshell). There were also a few signals that I didn't like because they were being sent to the harder-to-access challenge datum rather than the user. So I scrapped the traits for a couple signals to send to the user, then added a global list as a mean to easily access the challenge datum, and lastly changed the code to accomodate the titled feature (and allow the challenge to recalculate its difficulty DURING the minigame phase) Moving on to the actual feature: I've added a component that can be added to objects on which mobs can be buckled to or items. When equipped in the right slots or buckled to, the object will adjust the difficulty of current and future fishing challenges by a certain amount (more often than not positive, but there're many exceptions) as long as the object isn't equipped or the user is unbuckled. I've been having some fun adding component to a ton of clothes in the game as well as chairs. Way too many objects to enumerate, so I'll give you the general idea: - each carp-themed article provides a slight positive modifier (easier) - some (not all) doctor-related garbs provide a marginal positive modifier each (fish doctor jokes) - floortile camo clothes have positive modifiers - Tuxedo, laceups, gowns provide negative modifier (more difficult) - utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot armor too. - boxing gloves are very, very bad. Insulated gloves and haul gauntlets are also very bad, to a lesser degree. - **tackle** gloves are good. (pun intended) - wizard garbs are good, because wizards are good at casting. (also a pun) - magboots slightly bad. Space suits bad. - Blindfolds and welding protection are also bad. Gas masks marginally bad. - Pirate attire is nice to have. (I just vibed a little on this one) - plastic chairs are quite versatile because they can be carried around, but the mime chair is the best, followed by ratvarian chairs. - Fishing toolboxes, analyzers and the fish catalog are a plus, because they can be held. - And the fishing hat, obviously (not as great as you'd think) Some of these may be subject to change depending on what people say. ## Why It's Good For The Game A hundred lines of fishing challenge code made ever-so-slightly less awful, and a way to modify fishing diffculty beside skills and bait. ## Changelog 🆑 add: Your current clothes and what chair you sit on can now influence the difficulty of fishing minigames. Having a bare minimum of fishing skill will let you distinguish which objects can help and which won't, so keep an eye out. Holding fishing toolboxes, fish analyzers or fish catalogs can also help. /🆑 |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |