Files
Bubberstation/code/game/objects/structures/maintenance.dm
AnturK fddb6ea124 Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/
2022-06-16 22:36:10 +01:00

325 lines
12 KiB
Plaintext

/** This structure acts as a source of moisture loving cell lines,
as well as a location where a hidden item can somtimes be retrieved
at the cost of risking a vicious bite.**/
/obj/structure/moisture_trap
name = "moisture trap"
desc = "A device installed in order to control moisture in poorly ventilated areas.\nThe stagnant water inside basin seems to produce serious biofouling issues when improperly maintained.\nThis unit in particular seems to be teeming with life!\nWho thought mother Gaia could assert herself so vigoriously in this sterile and desolate place?"
icon_state = "moisture_trap"
anchored = TRUE
density = FALSE
///This var stores the hidden item that might be able to be retrieved from the trap
var/obj/item/hidden_item
///This var determines if there is a chance to recieve a bite when sticking your hand into the water.
var/critter_infested = TRUE
///weighted loot table for what loot you can find inside the moisture trap.
///the actual loot isn't that great and should probably be improved and expanded later.
var/static/list/loot_table = list(
/obj/item/food/meat/slab/human/mutant/skeleton = 35,
/obj/item/food/meat/slab/human/mutant/zombie = 15,
/obj/item/trash/can = 15,
/obj/item/clothing/head/helmet/skull = 10,
/obj/item/restraints/handcuffs = 4,
/obj/item/restraints/handcuffs/cable/red = 1,
/obj/item/restraints/handcuffs/cable/blue = 1,
/obj/item/restraints/handcuffs/cable/green = 1,
/obj/item/restraints/handcuffs/cable/pink = 1,
/obj/item/restraints/handcuffs/alien = 2,
/obj/item/coin/bananium = 9,
/obj/item/knife/butcher = 5,
/obj/item/coin/mythril = 1,
)
/obj/structure/moisture_trap/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_FISH_SAFE_STORAGE, TRAIT_GENERIC)
AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOIST, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 20)
if(prob(40))
critter_infested = FALSE
if(prob(75))
var/picked_item = pick_weight(loot_table)
hidden_item = new picked_item(src)
var/datum/fish_source/moisture_trap/fish_source = new
if(prob(50)) // 50% chance there's another item to fish out of there
var/picked_item = pick_weight(loot_table)
fish_source.fish_table[picked_item] = 5
fish_source.fish_counts[picked_item] = 1;
AddComponent(/datum/component/fishing_spot, fish_source)
/obj/structure/moisture_trap/Destroy()
if(hidden_item)
QDEL_NULL(hidden_item)
return ..()
///This proc checks if we are able to reach inside the trap to interact with it.
/obj/structure/moisture_trap/proc/CanReachInside(mob/user)
if(!isliving(user))
return FALSE
var/mob/living/living_user = user
if(living_user.body_position == STANDING_UP && ishuman(living_user)) //I dont think monkeys can crawl on command.
return FALSE
return TRUE
/obj/structure/moisture_trap/attack_hand(mob/user, list/modifiers)
. = ..()
if(iscyborg(user) || isalien(user))
return
if(!CanReachInside(user))
to_chat(user, span_warning("You need to lie down to reach into [src]."))
return
to_chat(user, span_notice("You reach down into the cold water of the basin."))
if(!do_after(user, 2 SECONDS, target = src))
return
if(hidden_item)
user.put_in_hands(hidden_item)
to_chat(user, span_notice("As you poke around inside [src] you feel the contours of something hidden below the murky waters.</span>\n<span class='nicegreen'>You retrieve [hidden_item] from [src]."))
hidden_item = null
return
if(critter_infested && prob(50) && iscarbon(user))
var/mob/living/carbon/bite_victim = user
var/obj/item/bodypart/affecting = bite_victim.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks it's [pick("fangs", "beak", "proboscis")] into your arm!"))
if(affecting?.receive_damage(30))
bite_victim.update_damage_overlays()
playsound(src,'sound/weapons/bite.ogg', 70, TRUE)
return
to_chat(user, span_warning("You find nothing of value..."))
/obj/structure/moisture_trap/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || isalien(user) || !CanReachInside(user))
return ..()
add_fingerprint(user)
if(istype(I, /obj/item/reagent_containers))
if(istype(I, /obj/item/food/monkeycube))
var/obj/item/food/monkeycube/cube = I
cube.Expand()
return
var/obj/item/reagent_containers/reagent_container = I
if(reagent_container.is_open_container())
reagent_container.reagents.add_reagent(/datum/reagent/water, min(reagent_container.volume - reagent_container.reagents.total_volume, reagent_container.amount_per_transfer_from_this))
to_chat(user, span_notice("You fill [reagent_container] from [src]."))
return
if(hidden_item)
to_chat(user, span_warning("There is already something inside [src]."))
return
if(!user.transferItemToLoc(I, src))
to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in [src]!"))
return
hidden_item = I
to_chat(user, span_notice("You hide [I] inside the basin."))
#define ALTAR_INACTIVE 0
#define ALTAR_STAGEONE 1
#define ALTAR_STAGETWO 2
#define ALTAR_STAGETHREE 3
#define ALTAR_TIME 9.5 SECONDS
/obj/structure/destructible/cult/pants_altar
name = "strange structure"
desc = "What is this? Who put it on this station? And why does it emanate <span class='hypnophrase'>strange energy?</span>"
icon_state = "altar"
cult_examine_tip = "Even you don't understand the eldritch magic behind this."
break_message = "<span class='warning'>The structure shatters, leaving only a demonic screech!</span>"
break_sound = 'sound/magic/demon_dies.ogg'
light_color = LIGHT_COLOR_BLOOD_MAGIC
light_range = 2
use_cooldown_duration = 1 MINUTES
/// Color of the pants that will come out
var/pants_color = COLOR_WHITE
/// Stage of the pants making process
var/status = ALTAR_INACTIVE
/obj/structure/destructible/cult/pants_altar/attackby(obj/attacking_item, mob/user, params)
if(istype(attacking_item, /obj/item/melee/cultblade/dagger) && IS_CULTIST(user) && status)
to_chat(user, span_notice("[src] is creating something, you can't move it!"))
return
return ..()
/obj/structure/destructible/cult/pants_altar/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
var/list/altar_options = list(
"Change Color" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_recolor"),
"Create Artefact" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_create")
)
var/altar_result = show_radial_menu(user, src, altar_options, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
switch(altar_result)
if("Change Color")
var/chosen_color = input(user, "", "Choose Color", pants_color) as color|null
if(!isnull(chosen_color) && user.canUseTopic(src, BE_CLOSE))
pants_color = chosen_color
if("Create Artefact")
if(!COOLDOWN_FINISHED(src, use_cooldown) || status != ALTAR_INACTIVE)
to_chat(user, span_warning("[src] is not ready to create something new yet..."))
return
pants_stageone()
return TRUE
/obj/structure/destructible/cult/pants_altar/update_icon_state()
. = ..()
if(!COOLDOWN_FINISHED(src, use_cooldown))
icon_state = "altar_off"
else
icon_state = "altar"
/obj/structure/destructible/cult/pants_altar/update_overlays()
. = ..()
var/overlayicon
switch(status)
if(ALTAR_INACTIVE)
return
if(ALTAR_STAGEONE)
overlayicon = "altar_pants1"
if(ALTAR_STAGETWO)
overlayicon = "altar_pants2"
if(ALTAR_STAGETHREE)
overlayicon = "altar_pants3"
var/mutable_appearance/pants_overlay = mutable_appearance(icon, overlayicon)
pants_overlay.appearance_flags = RESET_COLOR
pants_overlay.color = pants_color
. += pants_overlay
/// Starts creating the pants, plays the sound.
/obj/structure/destructible/cult/pants_altar/proc/pants_stageone()
status = ALTAR_STAGEONE
update_icon()
visible_message(span_warning("[src] starts creating something..."))
playsound(src, 'sound/magic/pantsaltar.ogg', 60)
addtimer(CALLBACK(src, .proc/pants_stagetwo), ALTAR_TIME)
/// Continues the creation, making every mob nearby nauseous.
/obj/structure/destructible/cult/pants_altar/proc/pants_stagetwo()
status = ALTAR_STAGETWO
update_icon()
visible_message(span_warning("You start feeling nauseous..."))
for(var/mob/living/viewing_mob in viewers(7, src))
viewing_mob.blur_eyes(10)
viewing_mob.adjust_timed_status_effect(10 SECONDS, /datum/status_effect/confusion)
addtimer(CALLBACK(src, .proc/pants_stagethree), ALTAR_TIME)
/// Continues the creation, making every mob nearby dizzy
/obj/structure/destructible/cult/pants_altar/proc/pants_stagethree()
status = ALTAR_STAGETHREE
update_icon()
visible_message(span_warning("You start feeling horrible..."))
for(var/mob/living/viewing_mob in viewers(7, src))
viewing_mob.set_timed_status_effect(20 SECONDS, /datum/status_effect/dizziness, only_if_higher = TRUE)
addtimer(CALLBACK(src, .proc/pants_create), ALTAR_TIME)
/// Finishes the creation, creating the item itself, setting the cooldowns and flashing every mob nearby.
/obj/structure/destructible/cult/pants_altar/proc/pants_create()
status = ALTAR_INACTIVE
update_icon()
visible_message(span_danger("[src] emits a flash of light and creates... pants?"))
for(var/mob/living/viewing_mob in viewers(7, src))
viewing_mob.flash_act()
var/obj/item/clothing/under/pants/altar/pants = new(get_turf(src))
pants.add_atom_colour(pants_color, ADMIN_COLOUR_PRIORITY)
COOLDOWN_START(src, use_cooldown, use_cooldown_duration)
addtimer(CALLBACK(src, /atom.proc/update_icon), 1 MINUTES + 0.1 SECONDS)
update_icon()
/obj/structure/destructible/cult/pants_altar/proc/check_menu(mob/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/clothing/under/pants/altar
name = "strange pants"
desc = "A pair of pants. They do not look natural. They smell like fresh blood."
icon_state = "whitepants"
#undef ALTAR_INACTIVE
#undef ALTAR_STAGEONE
#undef ALTAR_STAGETWO
#undef ALTAR_STAGETHREE
#undef ALTAR_TIME
/**
* Spawns in maint shafts, and blocks lines of sight perodically when active.
*/
/obj/structure/steam_vent
name = "steam vent"
desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby."
icon_state = "steam_vent"
anchored = TRUE
density = FALSE
/// How often does the vent reset the blow_steam cooldown.
var/steam_speed = 20 SECONDS
/// Is the steam vent active?
var/vent_active = TRUE
/// The cooldown for toggling the steam vent to prevent infinite steam vent looping.
COOLDOWN_DECLARE(steam_vent_interact)
/obj/structure/steam_vent/Initialize(mapload)
. = ..()
if(prob(75))
vent_active = FALSE
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = .proc/blow_steam,
)
AddElement(/datum/element/connect_loc, loc_connections)
update_icon_state()
/obj/structure/steam_vent/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(!COOLDOWN_FINISHED(src, steam_vent_interact))
balloon_alert(user, "not ready to adjust!")
return
vent_active = !vent_active
update_icon_state()
if(vent_active)
balloon_alert(user, "vent on")
else
balloon_alert(user, "vent off")
return
blow_steam()
/obj/structure/steam_vent/wrench_act_secondary(mob/living/user, obj/item/tool)
. = ..()
if(vent_active)
balloon_alert(user, "must be off!")
return
if(tool.use_tool(src, user, 3 SECONDS))
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct()
return TRUE
/obj/structure/steam_vent/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/iron(loc, 1)
new /obj/item/stock_parts/water_recycler(loc, 1)
qdel(src)
/**
* Creates "steam" smoke, and determines when the vent needs to block line of sight via reset_opacity.
*/
/obj/structure/steam_vent/proc/blow_steam(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(!vent_active)
return
if(!COOLDOWN_FINISHED(src, steam_vent_interact))
return
if(!ismob(leaving))
return
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(range = 1, amount = 1, location = src)
smoke.start()
playsound(src, 'sound/machines/steam_hiss.ogg', 75, TRUE, -2)
COOLDOWN_START(src, steam_vent_interact, steam_speed)
/obj/structure/steam_vent/update_icon_state()
. = ..()
icon_state = "steam_vent[vent_active ? "": "_off"]"
/obj/structure/steam_vent/fast
desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby. It's faster than most."
steam_speed = 10 SECONDS