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Bubberstation/code/modules/fishing/sources/_fish_source.dm
SkyratBot ec2286db17 [MIRROR] Fishing hook and reel line tweaks (also qol for the fish bounties) [MDB IGNORE] (#26150)
* Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599)

## About The Pull Request
This PR includes a series of small changes and additions to hooks and
reel lines, as well as the aforementioned bounties. My objective here is
to make the (base) hook and reel line feel more useful. Ditto with a few
other things.

Here's the list of changes:
- Almost all fishing rods come with a hook and reel line pre-installed.
The rod from the fishing toolbox comes with separate hook and reel line.
- Without a hook, you cannot fish. Without a reel line, the cast range
is reduced (from 5 to 3).
- Fishing with a reel line installed provides a mild boon to completion
speed by default.
- The sinewy reel line (craftable from lavaland mobs) can now be used to
fish on lava / liquid plasma, but it's a bit stiff and gives a mild
malus to completion speed.
- Unlike other hooks, the rescue and jawed hooks now allow you to cast a
line and reel in living mobs too, not only items. They even get a status
alert they can click to un-snag themselves, or move away far enough to
achieve the same effect.
- Master fishing rod buffed. It now comes with a flexible reel line and
weighted hook pre-installed, and can be cast further than other rods.
- On top of that, the jawed hook will slow down living mobs snagged by
it and is a bit harder to remove.
- when casting a line, it will now show the icon of the current hook as
projectile, not a generic one.
- Reeling now correctly checks movement resistance and anchorage.
- Reeling an object (or a mob) now plays a sound. Ditto for
installing/removing slotted items.
- A few balloon alert feedbacks.
- Minor code improvements.
- The jawed hook should look a smidge sharper.
- reel lines are now small items.

## Why It's Good For The Game
The base hook and reel line didn't do anything begin with, and you would
do just fine without them. In the end it's just a bit unintuitive for
them not to be a requirement.

Beside that, it makes sense for the rescue hook to be able to snag mobs,
so they may as well be used to drag people out of lava or liquid plasma.
As for the jawed hook, it always felt to me a bit underwhelming and a
bit of a filler I had cooked up on the moment. It really could have some
'tactical' utility in virtue of being one of those niche black market
items.

## Changelog

🆑
add: Most fishing rods come with a hook and line preinstalled. Fishing
toolboxes come with separate reel and lines as usual.
balance: Fishing hooks are now required to fish.
balance: Without a reel line, the range of fishing rods is reduced by
two tiles. Conversely, having one installed gives a mild buff to the
minigame completion speed.
balance: The craftable sinewy reel line can now be used to fish on lava
or liquid plasma, but it's a bit harder to use.
balance: The rare-to-find-in-maintenance master fishing rod now comes
with a flexible line and weighted hook preinstalled, and has better
range than other rods.
balance: Fishing reel lines are now small enough to fit pockets.
add: The rescue and jawed hook can now snag and reel in mobs, not only
items. The jawed hook also slows down when applied, a la beartrap.
qol: Fish bounties now accept filled (stasis) fish cases.
qol: Several balloon alerts for fishing rod interactions.
fix: Reeling in items (and mobs) now respects movement resistance and
anchorage.
fix: Fixed the fishing rod equipment UI being too small to fit its
components.
sound: Reeling in something now plays a sound.
/🆑

* Fishing hook and reel line tweaks (also qol for the fish bounties)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-17 06:41:19 -05:00

286 lines
12 KiB
Plaintext

GLOBAL_LIST_INIT(preset_fish_sources, init_subtypes_w_path_keys(/datum/fish_source, list()))
/**
* When adding new fishable rewards to a table/counts, you can specify an icon to show in place of the
* generic fish icon in the minigame UI should the user have the TRAIT_REVEAL_FISH trait, by adding it to
* this list.
*
* A lot of the icons here may be a tad inaccurate, but since we're limited to the free font awesome icons we
* have access to, we got to make do.
*/
GLOBAL_LIST_INIT(specific_fish_icons, zebra_typecacheof(list(
/mob/living/basic/carp = FISH_ICON_DEF,
/mob/living/basic/mining = FISH_ICON_HOSTILE,
/obj/effect/decal/remains = FISH_ICON_BONE,
/obj/effect/mob_spawn/corpse = FISH_ICON_BONE,
/obj/item/coin = FISH_ICON_COIN,
/obj/item/fish = FISH_ICON_DEF,
/obj/item/fish/armorfish = FISH_ICON_CRAB,
/obj/item/fish/boned = FISH_ICON_BONE,
/obj/item/fish/chasm_crab = FISH_ICON_CRAB,
/obj/item/fish/gunner_jellyfish = FISH_ICON_JELLYFISH,
/obj/item/fish/holo/crab = FISH_ICON_CRAB,
/obj/item/fish/holo/puffer = FISH_ICON_CHUNKY,
/obj/item/fish/mastodon = FISH_ICON_BONE,
/obj/item/fish/pufferfish = FISH_ICON_CHUNKY,
/obj/item/fish/slimefish = FISH_ICON_SLIME,
/obj/item/fish/sludgefish = FISH_ICON_SLIME,
/obj/item/fish/starfish = FISH_ICON_STAR,
/obj/item/storage/wallet = FISH_ICON_COIN,
/obj/item/stack/sheet/bone = FISH_ICON_BONE,
/obj/item/stack/sheet/mineral = FISH_ICON_GEM,
/obj/item/stack/ore = FISH_ICON_GEM,
/obj/structure/closet/crate = FISH_ICON_COIN,
)))
/**
* Where the fish actually come from - every fishing spot has one assigned but multiple fishing holes
* can share single source, ie single shared one for ocean/lavaland river
*/
/datum/fish_source
/**
* Fish catch weight table - these are relative weights
*
*/
var/list/fish_table = list()
/// If a key from fish_table is present here, that fish is availible in limited quantity and is reduced by one on successful fishing
var/list/fish_counts = list()
/// Text shown as baloon alert when you roll a dud in the table
var/duds = list("it was nothing", "the hook is empty")
/// Baseline difficulty for fishing in this spot
var/fishing_difficulty = FISHING_DEFAULT_DIFFICULTY
/// How the spot type is described in fish catalog section about fish sources, will be skipped if null
var/catalog_description
/// Background image name from /datum/asset/simple/fishing_minigame
var/background = "background_default"
/datum/fish_source/New()
if(!PERFORM_ALL_TESTS(focus_only/fish_sources_tables))
return
for(var/path in fish_counts)
if(!(path in fish_table))
stack_trace("path [path] found in the 'fish_counts' list but not in the fish_table one of [type]")
///Called when src is set as the fish source of a fishing spot component
/datum/fish_source/proc/on_fishing_spot_init(/datum/component/fishing_spot/spot)
return
/// Can we fish in this spot at all. Returns DENIAL_REASON or null if we're good to go
/datum/fish_source/proc/reason_we_cant_fish(obj/item/fishing_rod/rod, mob/fisherman, atom/parent)
return rod.reason_we_cant_fish(src)
/**
* Calculates the difficulty of the minigame:
*
* This includes the source's fishing difficulty, that of the fish, the rod,
* favorite and disliked baits, fish traits and the fisherman skill.
*
* For non-fish, it's just the source's fishing difficulty minus the fisherman skill.
*/
/datum/fish_source/proc/calculate_difficulty(result, obj/item/fishing_rod/rod, mob/fisherman, datum/fishing_challenge/challenge)
. = fishing_difficulty
// Difficulty modifier added by having the Settler quirk
if(HAS_TRAIT(fisherman, TRAIT_SETTLER))
. += SETTLER_DIFFICULTY_MOD
// Difficulty modifier added by the fisher's skill level
if(!challenge || !(challenge.special_effects & FISHING_MINIGAME_RULE_NO_EXP))
. += fisherman.mind?.get_skill_modifier(/datum/skill/fishing, SKILL_VALUE_MODIFIER)
// Difficulty modifier added by the rod
. += rod.difficulty_modifier
if(!ispath(result,/obj/item/fish))
// In the future non-fish rewards can have variable difficulty calculated here
return
var/list/fish_list_properties = collect_fish_properties()
var/obj/item/fish/caught_fish = result
// Baseline fish difficulty
. += initial(caught_fish.fishing_difficulty_modifier)
if(rod.bait)
var/obj/item/bait = rod.bait
//Fav bait makes it easier
var/list/fav_bait = fish_list_properties[caught_fish][NAMEOF(caught_fish, favorite_bait)]
for(var/bait_identifer in fav_bait)
if(is_matching_bait(bait, bait_identifer))
. += FAV_BAIT_DIFFICULTY_MOD
//Disliked bait makes it harder
var/list/disliked_bait = fish_list_properties[caught_fish][NAMEOF(caught_fish, disliked_bait)]
for(var/bait_identifer in disliked_bait)
if(is_matching_bait(bait, bait_identifer))
. += DISLIKED_BAIT_DIFFICULTY_MOD
// Matching/not matching fish traits and equipment
var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fish_traits)]
var/additive_mod = 0
var/multiplicative_mod = 1
for(var/fish_trait in fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[fish_trait]
var/list/mod = trait.difficulty_mod(rod, fisherman)
additive_mod += mod[ADDITIVE_FISHING_MOD]
multiplicative_mod *= mod[MULTIPLICATIVE_FISHING_MOD]
. += additive_mod
. *= multiplicative_mod
/// In case you want more complex rules for specific spots
/datum/fish_source/proc/roll_reward(obj/item/fishing_rod/rod, mob/fisherman)
return pick_weight(get_modified_fish_table(rod,fisherman))
/**
* Used to register signals or add traits and the such right after conditions have been cleared
* and before the minigame starts.
*/
/datum/fish_source/proc/pre_challenge_started(obj/item/fishing_rod/rod, mob/user, datum/fishing_challenge/challenge)
return
///Proc called when the challenge is interrupted within the fish source code.
/datum/fish_source/proc/interrupt_challenge(reason)
SEND_SIGNAL(src, COMSIG_FISHING_SOURCE_INTERRUPT_CHALLENGE, reason)
/**
* Proc called when the COMSIG_FISHING_CHALLENGE_COMPLETED signal is sent.
* Check if we've succeeded. If so, write into memory and dispense the reward.
*/
/datum/fish_source/proc/on_challenge_completed(datum/fishing_challenge/source, mob/user, success)
SIGNAL_HANDLER
SHOULD_CALL_PARENT(TRUE)
if(!success)
return
var/obj/item/fish/caught = source.reward_path
user.add_mob_memory(/datum/memory/caught_fish, protagonist = user, deuteragonist = initial(caught.name))
var/turf/fishing_spot = get_turf(source.lure)
var/atom/movable/reward = dispense_reward(source.reward_path, user, fishing_spot)
if(source.used_rod)
SEND_SIGNAL(source.used_rod, COMSIG_FISHING_ROD_CAUGHT_FISH, reward, user)
source.used_rod.consume_bait(reward)
/// Gives out the reward if possible
/datum/fish_source/proc/dispense_reward(reward_path, mob/fisherman, turf/fishing_spot)
if((reward_path in fish_counts)) // This is limited count result
fish_counts[reward_path] -= 1
if(!fish_counts[reward_path])
fish_counts -= reward_path //Ran out of these since rolling (multiple fishermen on same source most likely)
fish_table -= reward_path
var/atom/movable/reward = spawn_reward(reward_path, fisherman, fishing_spot)
if(!reward) //balloon alert instead
fisherman.balloon_alert(fisherman, pick(duds))
return
if(isitem(reward)) //Try to put it in hand
INVOKE_ASYNC(fisherman, TYPE_PROC_REF(/mob, put_in_hands), reward)
else if(istype(reward, /obj/effect/spawner)) // Do not attempt to forceMove() a spawner. It will break things, and the spawned item should already be at the mob's turf by now.
fisherman.balloon_alert(fisherman, "caught something!")
return
else // for fishing things like corpses, move them to the turf of the fisherman
INVOKE_ASYNC(reward, TYPE_PROC_REF(/atom/movable, forceMove), get_turf(fisherman))
fisherman.balloon_alert(fisherman, "caught [reward]!")
SEND_SIGNAL(fisherman, COMSIG_MOB_FISHING_REWARD_DISPENSED, reward)
return reward
/// Spawns a reward from a atom path right where the fisherman is. Part of the dispense_reward() logic.
/datum/fish_source/proc/spawn_reward(reward_path, mob/fisherman, turf/fishing_spot)
if(reward_path == FISHING_DUD)
return
if(ispath(reward_path, /datum/chasm_detritus))
return GLOB.chasm_detritus_types[reward_path].dispense_detritus(fisherman, fishing_spot)
if(!ispath(reward_path, /atom/movable))
CRASH("Unsupported /datum path [reward_path] passed to fish_source/proc/spawn_reward()")
var/atom/movable/reward = new reward_path(get_turf(fisherman))
if(isfish(reward))
var/obj/item/fish/caught_fish = reward
caught_fish.randomize_size_and_weight()
return reward
/// Cached fish list properties so we don't have to initalize fish every time, init deffered
GLOBAL_LIST(fishing_property_cache)
/// Awful workaround around initial(x.list_variable) not being a thing while trying to keep some semblance of being structured
/proc/collect_fish_properties()
if(GLOB.fishing_property_cache == null)
var/list/fish_property_table = list()
for(var/fish_type in subtypesof(/obj/item/fish))
var/obj/item/fish/fish = new fish_type(null, FALSE)
fish_property_table[fish_type] = list()
fish_property_table[fish_type][NAMEOF(fish, favorite_bait)] = fish.favorite_bait.Copy()
fish_property_table[fish_type][NAMEOF(fish, disliked_bait)] = fish.disliked_bait.Copy()
fish_property_table[fish_type][NAMEOF(fish, fish_traits)] = fish.fish_traits.Copy()
QDEL_NULL(fish)
GLOB.fishing_property_cache = fish_property_table
return GLOB.fishing_property_cache
/// Checks if bait matches identifier from fav/disliked bait list
/datum/fish_source/proc/is_matching_bait(obj/item/bait, identifier)
if(ispath(identifier)) //Just a path
return istype(bait, identifier)
if(islist(identifier))
var/list/special_identifier = identifier
switch(special_identifier["Type"])
if("Foodtype")
var/obj/item/food/food_bait = bait
return istype(food_bait) && food_bait.foodtypes & special_identifier["Value"]
if("Reagent")
return bait.reagents?.has_reagent(special_identifier["Value"], special_identifier["Amount"], check_subtypes = TRUE)
else
CRASH("Unknown bait identifier in fish favourite/disliked list")
else
return HAS_TRAIT(bait, identifier)
/// Builds a fish weights table modified by bait/rod/user properties
/datum/fish_source/proc/get_modified_fish_table(obj/item/fishing_rod/rod, mob/fisherman)
var/obj/item/bait = rod.bait
var/list/fish_list_properties = collect_fish_properties()
var/list/final_table = fish_table.Copy()
for(var/result in final_table)
final_table[result] *= rod.hook?.get_hook_bonus_multiplicative(result)
final_table[result] += rod.hook?.get_hook_bonus_additive(result)//Decide on order here so it can be multiplicative
if(ispath(result, /obj/item/fish))
//Modify fish roll chance
var/obj/item/fish/caught_fish = result
if(bait)
if(HAS_TRAIT(bait, TRAIT_GREAT_QUALITY_BAIT))
final_table[result] *= 10
else if(HAS_TRAIT(bait, TRAIT_GOOD_QUALITY_BAIT))
final_table[result] = round(final_table[result] * 3.5, 1)
else if(HAS_TRAIT(bait, TRAIT_BASIC_QUALITY_BAIT))
final_table[result] *= 2
if(!HAS_TRAIT(bait, TRAIT_OMNI_BAIT))
//Bait matching likes doubles the chance
var/list/fav_bait = fish_list_properties[result][NAMEOF(caught_fish, favorite_bait)]
for(var/bait_identifer in fav_bait)
if(is_matching_bait(bait, bait_identifer))
final_table[result] *= 2
//Bait matching dislikes
var/list/disliked_bait = fish_list_properties[result][NAMEOF(caught_fish, disliked_bait)]
for(var/bait_identifer in disliked_bait)
if(is_matching_bait(bait, bait_identifer))
final_table[result] = round(final_table[result] * 0.5, 1)
else
final_table[result] = round(final_table[result] * 0.15, 1) //Fishing without bait is not going to be easy
// Apply fish trait modifiers
var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fish_traits)]
var/additive_mod = 0
var/multiplicative_mod = 1
for(var/fish_trait in fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[fish_trait]
var/list/mod = trait.catch_weight_mod(rod, fisherman)
additive_mod += mod[ADDITIVE_FISHING_MOD]
multiplicative_mod *= mod[MULTIPLICATIVE_FISHING_MOD]
final_table[result] += additive_mod
final_table[result] = round(final_table[result] * multiplicative_mod, 1)
if(final_table[result] <= 0)
final_table -= result
return final_table