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* Miscellaneous fishing code changes. (#77739) ## About The Pull Request This PR contains a few changes that I hadn't got to do earlier, including: different pressure / air mixture thresholds for different fish (if amphibious), fish being able to be fed directly without the need of an aquarium, replacing the `available_in_random_cases` variable with a weight define of value 0, the preset fishing sources global list so we don't have to manually instantiate lazy fishing spots and assign them stupid string defines, chasm detritus made into datums, a couple balloon alerts and removal of unused code. ## Why It's Good For The Game The fishing portal generator UI is unused, the perfect variable for the fishing minigame is also unused. There's no reason for chasm detritus to be an item instead of a datum. It isn't a map spawner. Chasm chrabs, if given the amphibious trait, should be able to survive Lavaland/Icemoon's atmosphere. I don't even know why I made a snowflake proc to instantiate the evolutions global list instead of `init_subtypes_w_path_keys` The shiny lover and wary fish traits were actually making the minigame slightly easier. The background icons for the UI had a zero-alpha, one pixel thin stripe on top that needed to be colored. Improved `fish_source/proc/dispense_reward`. Some doc comments and a typo or two. ## Changelog 🆑 add: You can now feed fish with the can of fish feed without having to put the fish in a aquarium first. balance: Some fish may survive in different, harsher atmospheres if given the amphibious trait, like chasm chrabs on lavaland. qol: aquarium now uses balloon alerts when feeding fish. fix: The wary and shiny lover no longer incorrectly remove difficulty from the minigame if conditions aren't met. /🆑 * Miscellaneous fishing code changes. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
272 lines
10 KiB
Plaintext
272 lines
10 KiB
Plaintext
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
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/datum/component/chasm
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var/turf/target_turf
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var/obj/effect/abstract/chasm_storage/storage
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var/fall_message = "GAH! Ah... where are you?"
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var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
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/// List of refs to falling objects -> how many levels deep we've fallen
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var/static/list/falling_atoms = list()
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var/static/list/forbidden_types = typecacheof(list(
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/obj/singularity,
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/obj/energy_ball,
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/obj/narsie,
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/obj/docking_port,
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/obj/structure/lattice,
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/obj/structure/stone_tile,
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/obj/projectile,
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/obj/effect/projectile,
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/obj/effect/portal,
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/obj/effect/abstract,
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/obj/effect/hotspot,
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/obj/effect/landmark,
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/obj/effect/temp_visual,
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/obj/effect/light_emitter/tendril,
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/obj/effect/collapse,
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/obj/effect/particle_effect/ion_trails,
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/obj/effect/dummy/phased_mob,
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/obj/effect/mapping_helpers,
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/obj/effect/wisp,
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/obj/effect/ebeam,
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/obj/effect/fishing_lure,
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))
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/datum/component/chasm/Initialize(turf/target, mapload)
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if(!isturf(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_stopped))
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_no_longer_stopped))
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target_turf = target
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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//allow catwalks to give the turf the CHASM_STOPPED trait before dropping stuff when the turf is changed.
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//otherwise don't do anything because turfs and areas are initialized before movables.
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if(!mapload)
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addtimer(CALLBACK(src, PROC_REF(drop_stuff)), 0)
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parent.AddElement(/datum/element/lazy_fishing_spot, /datum/fish_source/chasm)
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/datum/component/chasm/UnregisterFromParent()
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storage = null
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/datum/component/chasm/proc/entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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drop_stuff()
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/datum/component/chasm/proc/exited(datum/source, atom/movable/exited)
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SIGNAL_HANDLER
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UnregisterSignal(exited, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/initialized_on(datum/source, atom/movable/movable, mapload)
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SIGNAL_HANDLER
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drop_stuff(movable)
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/datum/component/chasm/proc/on_chasm_stopped(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(source, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON))
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for(var/atom/movable/movable as anything in source)
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UnregisterSignal(movable, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/on_chasm_no_longer_stopped(datum/source)
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SIGNAL_HANDLER
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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drop_stuff()
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#define CHASM_NOT_DROPPING 0
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#define CHASM_DROPPING 1
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///Doesn't drop the movable, but registers a few signals to try again if the conditions change.
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#define CHASM_REGISTER_SIGNALS 2
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/datum/component/chasm/proc/drop_stuff(atom/movable/dropped_thing)
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if(HAS_TRAIT(parent, TRAIT_CHASM_STOPPED))
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return
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var/atom/atom_parent = parent
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var/to_check = dropped_thing ? list(dropped_thing) : atom_parent.contents
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for (var/atom/movable/thing as anything in to_check)
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var/dropping = droppable(thing)
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switch(dropping)
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if(CHASM_DROPPING)
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INVOKE_ASYNC(src, PROC_REF(drop), thing)
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if(CHASM_REGISTER_SIGNALS)
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RegisterSignals(thing, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED), PROC_REF(drop_stuff), TRUE)
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/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
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return CHASM_NOT_DROPPING
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if(is_type_in_typecache(dropped_thing, forbidden_types) || (!isliving(dropped_thing) && !isobj(dropped_thing)))
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return CHASM_NOT_DROPPING
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if(dropped_thing.throwing || (dropped_thing.movement_type & (FLOATING|FLYING)))
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return CHASM_REGISTER_SIGNALS
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//Flies right over the chasm
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if(ismob(dropped_thing))
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var/mob/M = dropped_thing
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if(M.buckled) //middle statement to prevent infinite loops just in case!
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var/mob/buckled_to = M.buckled
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if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
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return CHASM_REGISTER_SIGNALS
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if(ishuman(dropped_thing))
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var/mob/living/carbon/human/victim = dropped_thing
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if(istype(victim.belt, /obj/item/wormhole_jaunter))
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var/obj/item/wormhole_jaunter/jaunter = victim.belt
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var/turf/chasm = get_turf(victim)
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var/fall_into_chasm = jaunter.chasm_react(victim)
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if(!fall_into_chasm)
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chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
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return fall_into_chasm ? CHASM_DROPPING : CHASM_NOT_DROPPING
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return CHASM_DROPPING
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#undef CHASM_NOT_DROPPING
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#undef CHASM_DROPPING
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#undef CHASM_REGISTER_SIGNALS
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/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || !falling_ref?.resolve())
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falling_atoms -= falling_ref
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return
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falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
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var/turf/below_turf = target_turf
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var/atom/parent = src.parent
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if(falling_atoms[falling_ref] > 1)
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return // We're already handling this
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if(below_turf)
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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// send to the turf below
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
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below_turf.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
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dropped_thing.forceMove(below_turf)
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if(isliving(dropped_thing))
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var/mob/living/fallen = dropped_thing
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fallen.Paralyze(100)
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fallen.adjustBruteLoss(30)
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falling_atoms -= falling_ref
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return
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// send to oblivion
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
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if (isliving(dropped_thing))
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var/mob/living/falling_mob = dropped_thing
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falling_mob.notransform = TRUE
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falling_mob.Paralyze(20 SECONDS)
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var/oldtransform = dropped_thing.transform
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var/oldcolor = dropped_thing.color
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var/oldalpha = dropped_thing.alpha
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var/oldoffset = dropped_thing.pixel_y
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animate(dropped_thing, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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dropped_thing.pixel_y--
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sleep(0.2 SECONDS)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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if(!storage)
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storage = (locate() in parent) || new(parent)
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if(storage.contains(dropped_thing))
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return
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dropped_thing.alpha = oldalpha
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dropped_thing.color = oldcolor
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dropped_thing.transform = oldtransform
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dropped_thing.pixel_y = oldoffset
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if(!dropped_thing.forceMove(storage))
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parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
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dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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else if(isliving(dropped_thing))
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var/mob/living/fallen_mob = dropped_thing
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fallen_mob.notransform = FALSE
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if (fallen_mob.stat != DEAD)
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fallen_mob.investigate_log("has died from falling into a chasm.", INVESTIGATE_DEATHS)
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fallen_mob.death(TRUE)
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fallen_mob.apply_damage(300)
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falling_atoms -= falling_ref
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/**
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* Called when something has left the chasm depths storage.
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* Arguments
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*
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* * source - Chasm object holder.
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* * gone - Item which has just left the chasm contents.
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*/
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/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
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SIGNAL_HANDLER
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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///Global list needed to let fishermen with a rescue hook fish fallen mobs from any place
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GLOBAL_LIST_EMPTY(chasm_fallen_mobs)
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/**
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* An abstract object which is basically just a bag that the chasm puts people inside
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*/
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/obj/effect/abstract/chasm_storage
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name = "chasm depths"
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desc = "The bottom of a hole. You shouldn't be able to interact with this."
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/chasm_storage/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SECLUDED_LOCATION, INNATE_TRAIT)
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/obj/effect/abstract/chasm_storage/Entered(atom/movable/arrived)
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. = ..()
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if (isliving(arrived))
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RegisterSignal(arrived, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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GLOB.chasm_fallen_mobs += arrived
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/obj/effect/abstract/chasm_storage/Exited(atom/movable/gone)
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. = ..()
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if (isliving(gone))
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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GLOB.chasm_fallen_mobs -= gone
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#define CHASM_TRAIT "chasm trait"
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/**
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* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
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* Ethereals should take enough damage to be smashed and not revive.
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* Arguments
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* escapee - Lucky guy who just came back to life at the bottom of a hole.
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*/
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/obj/effect/abstract/chasm_storage/proc/on_revive(mob/living/escapee)
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SIGNAL_HANDLER
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var/turf/turf = get_turf(src)
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if(turf.GetComponent(/datum/component/chasm))
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turf.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [turf]!"))
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else
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playsound(turf, 'sound/effects/bang.ogg', 50, TRUE)
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turf.visible_message(span_boldwarning("[escapee] busts through [turf], leaping out of the chasm below"))
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turf.ScrapeAway(2, flags = CHANGETURF_INHERIT_AIR)
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ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
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escapee.forceMove(turf)
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escapee.throw_at(get_edge_target_turf(turf, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
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escapee.Paralyze(20 SECONDS, TRUE)
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UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
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#undef CHASM_TRAIT
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