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## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑
171 lines
5.9 KiB
Plaintext
171 lines
5.9 KiB
Plaintext
///Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
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/datum/component/explodable
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/// The devastation range of the resulting explosion.
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var/devastation_range = 0
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/// The heavy impact range of the resulting explosion.
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var/heavy_impact_range = 0
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/// The light impact range of the resulting explosion.
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var/light_impact_range = 2
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/// The flame range of the resulting explosion.
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var/flame_range = 0
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/// The flash range of the resulting explosion.
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var/flash_range = 3
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/// Whether this explosion ignores the bombcap.
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var/uncapped
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/// Whether we always delete. Useful for nukes turned plasma and such, so they don't default delete and can survive
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var/delete_after
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/// For items, lets us determine where things should be hit.
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var/equipped_slot
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/// Whether this component is currently in the process of exploding.
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var/tmp/exploding = FALSE
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/datum/component/explodable/Initialize(devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, uncapped = FALSE, delete_after = EXPLODABLE_DELETE_PARENT)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(explodable_attack))
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RegisterSignal(parent, COMSIG_ATOM_EX_ACT, PROC_REF(detonate))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), PROC_REF(welder_react))
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RegisterSignal(parent, COMSIG_ATOM_BULLET_ACT, PROC_REF(projectile_react))
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if(ismovable(parent))
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RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, PROC_REF(explodable_impact))
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RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(explodable_bump))
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if(isitem(parent))
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RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_ATOM, COMSIG_ITEM_HIT_REACT), PROC_REF(explodable_attack))
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if(isclothing(parent))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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var/atom/atom_parent = parent
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if(atom_parent.atom_storage)
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(explodable_insert_item))
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if (devastation_range)
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src.devastation_range = devastation_range
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if (heavy_impact_range)
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src.heavy_impact_range = heavy_impact_range
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if (light_impact_range)
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src.light_impact_range = light_impact_range
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if (flame_range)
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src.flame_range = flame_range
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if (flash_range)
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src.flash_range = flash_range
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src.uncapped = uncapped
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src.delete_after = delete_after
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/// Explode if our parent is a storage place and something with high heat is inserted in.
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/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I)
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SIGNAL_HANDLER
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if(!(I.item_flags & IN_STORAGE))
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return
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check_if_detonate(I)
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/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwing_datum, caught)
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SIGNAL_HANDLER
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if(!caught)
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check_if_detonate(hit_atom)
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/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
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SIGNAL_HANDLER
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check_if_detonate(A)
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///Called when you use this object to attack sopmething
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/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
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SIGNAL_HANDLER
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check_if_detonate(target)
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/// Welder check. Here because tool_act is higher priority than attackby.
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/datum/component/explodable/proc/welder_react(datum/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(check_if_detonate(tool))
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return ITEM_INTERACT_BLOCKING
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/// Shot by something
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/datum/component/explodable/proc/projectile_react(datum/source, obj/projectile/shot)
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SIGNAL_HANDLER
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if(shot.damage_type == BURN && shot.damage > 0)
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detonate()
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///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
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/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone, ...)
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SIGNAL_HANDLER
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if(!def_zone)
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return
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if(damagetype != BURN) //Don't bother if it's not fire.
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return
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if(isbodypart(def_zone))
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var/obj/item/bodypart/hitting = def_zone
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def_zone = hitting.body_zone
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if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
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return
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detonate()
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/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(explodable_attack_zone), TRUE)
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/datum/component/explodable/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_MOB_APPLY_DAMAGE)
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/// Checks if we're hitting the zone this component is covering
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/datum/component/explodable/proc/is_hitting_zone(def_zone)
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var/obj/item/item = parent
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var/mob/living/carbon/wearer = item.loc //Get whoever is equipping the item currently
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if(!istype(wearer))
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return FALSE
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var/list/worn_items = wearer.get_equipped_items()
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if(!(item in worn_items))
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return FALSE
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if(item.body_parts_covered & def_zone)
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return TRUE
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return FALSE
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/datum/component/explodable/proc/check_if_detonate(target)
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if(!isitem(target))
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return
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var/obj/item/I = target
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if(I.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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detonate() //If we're touching a hot item we go boom
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return TRUE
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/// Explode and remove the object
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/datum/component/explodable/proc/detonate()
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SIGNAL_HANDLER
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if (exploding)
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return // If we don't do this and this doesn't delete it can lock the MC into only processing Input, Timers, and Explosions.
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var/atom/bomb = parent
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var/log = TRUE
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if(light_impact_range < 1)
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log = FALSE
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exploding = TRUE
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explosion(bomb, devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, log, uncapped) //epic explosion time
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switch(delete_after)
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if(EXPLODABLE_DELETE_SELF)
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qdel(src)
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if(EXPLODABLE_DELETE_PARENT)
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qdel(bomb)
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else
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addtimer(CALLBACK(src, PROC_REF(reset_exploding)), 0.1 SECONDS)
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/**
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* Resets the expoding flag
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*/
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/datum/component/explodable/proc/reset_exploding()
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SIGNAL_HANDLER
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src.exploding = FALSE
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