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