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* The fishing portal generator expansion (plus skill-chip) (#78203) ## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 * The fishing portal generator expansion (plus skill-chip) --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
42 lines
2.4 KiB
Plaintext
42 lines
2.4 KiB
Plaintext
#define EXPERIMENT_CONFIG_ATTACKSELF "experiment_config_attackself"
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#define EXPERIMENT_CONFIG_ALTCLICK "experiment_config_altclick"
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#define EXPERIMENT_CONFIG_CLICK "experiment_config_click"
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#define EXPERIMENT_CONFIG_UI "experiment_config_ui"
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/// Boolean stage, complete/incomplete. No specific progress to report.
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#define EXPERIMENT_BOOL_STAGE "bool"
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/// Integer stages, should be whole numbers with total being included
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/// to support rendering ``value of total``, or something akin to it.
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#define EXPERIMENT_INT_STAGE "integer"
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/// Float stages, the value should be between 0 and 1 representing percent completion
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#define EXPERIMENT_FLOAT_STAGE "float"
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/// Detail stages, only provide more textual information and have no inherent progress
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#define EXPERIMENT_DETAIL_STAGE "detail"
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/// Macro for defining a progress stage
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#define EXPERIMENT_PROGRESS(type, desc, values...) list(list(type, desc, values))
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/// Macro for boolean stages
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#define EXPERIMENT_PROG_BOOL(desc, complete) EXPERIMENT_PROGRESS(EXPERIMENT_BOOL_STAGE, desc, complete)
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/// Macro for integer stages
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#define EXPERIMENT_PROG_INT(desc, complete, total) EXPERIMENT_PROGRESS(EXPERIMENT_INT_STAGE, desc, complete, total)
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/// Macro for float stages
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#define EXPERIMENT_PROG_FLOAT(desc, complete) EXPERIMENT_PROGRESS(EXPERIMENT_FLOAT_STAGE, desc, complete)
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/// Macro for non-valued stages, details for exp stages
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#define EXPERIMENT_PROG_DETAIL(desc, complete) EXPERIMENT_PROGRESS(EXPERIMENT_DETAIL_STAGE, desc, complete)
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/// Destructive experiments which will destroy the sample
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#define EXPERIMENT_TRAIT_DESTRUCTIVE (1 << 0)
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/// Used by scanning experiments: instead of storing refs or be a number, the list for scanned atoms is used as typecache
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#define EXPERIMENT_TRAIT_TYPECACHE (1 << 1)
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/// Will always attempt to action every experiment eligible with a single input,
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/// no experiment selection required
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#define EXPERIMENT_CONFIG_ALWAYS_ACTIVE (1 << 0)
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/// Experiment handlers with this flag will not automatically connect to the first techweb they find
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/// on initialization
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#define EXPERIMENT_CONFIG_NO_AUTOCONNECT (1 << 1)
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/// Experiment handlers with this flag won't pester the user of objects not pertinent to the test or if no experiment is selected
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#define EXPERIMENT_CONFIG_SILENT_FAIL (1 << 2)
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/// Experiment handlers with this flag will bypass any delay when trying to scan something
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#define EXPERIMENT_CONFIG_IMMEDIATE_ACTION (1 << 3)
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