mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 19:11:51 +00:00
* 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/ * Fishing, Version 1 Co-authored-by: AnturK <AnturK@users.noreply.github.com>
201 lines
8.9 KiB
Plaintext
201 lines
8.9 KiB
Plaintext
|
|
/** # Beam Datum and Effect
|
|
* **IF YOU ARE LAZY AND DO NOT WANT TO READ, GO TO THE BOTTOM OF THE FILE AND USE THAT PROC!**
|
|
*
|
|
* This is the beam datum! It's a really neat effect for the game in drawing a line from one atom to another.
|
|
* It has two parts:
|
|
* The datum itself which manages redrawing the beam to constantly keep it pointing from the origin to the target.
|
|
* The effect which is what the beams are made out of. They're placed in a line from the origin to target, rotated towards the target and snipped off at the end.
|
|
* These effects are kept in a list and constantly created and destroyed (hence the proc names draw and reset, reset destroying all effects and draw creating more.)
|
|
*
|
|
* You can add more special effects to the beam itself by changing what the drawn beam effects do. For example you can make a vine that pricks people by making the beam_type
|
|
* include a crossed proc that damages the crosser. Examples in venus_human_trap.dm
|
|
*/
|
|
/datum/beam
|
|
///where the beam goes from
|
|
var/atom/origin = null
|
|
///where the beam goes to
|
|
var/atom/target = null
|
|
///list of beam objects. These have their visuals set by the visuals var which is created on starting
|
|
var/list/elements = list()
|
|
///icon used by the beam.
|
|
var/icon
|
|
///icon state of the main segments of the beam
|
|
var/icon_state = ""
|
|
///The beam will qdel if it's longer than this many tiles.
|
|
var/max_distance = 0
|
|
///the objects placed in the elements list
|
|
var/beam_type = /obj/effect/ebeam
|
|
///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing.
|
|
var/obj/effect/ebeam/visuals
|
|
///The color of the beam we're drawing.
|
|
var/beam_color
|
|
/// If set will be used instead of origin's pixel_x in offset calculations
|
|
var/override_origin_pixel_x = null
|
|
/// If set will be used instead of origin's pixel_y in offset calculations
|
|
var/override_origin_pixel_y = null
|
|
/// If set will be used instead of targets's pixel_x in offset calculations
|
|
var/override_target_pixel_x = null
|
|
/// If set will be used instead of targets's pixel_y in offset calculations
|
|
var/override_target_pixel_y = null
|
|
|
|
/datum/beam/New(origin, target, icon = 'icons/effects/beam.dmi', icon_state = "b_beam", time = INFINITY, max_distance = INFINITY, beam_type = /obj/effect/ebeam, beam_color = null, override_origin_pixel_x = null, override_origin_pixel_y = null, override_target_pixel_x = null, override_target_pixel_y = null)
|
|
src.origin = origin
|
|
src.target = target
|
|
src.icon = icon
|
|
src.icon_state = icon_state
|
|
src.max_distance = max_distance
|
|
src.beam_type = beam_type
|
|
src.beam_color = beam_color
|
|
src.override_origin_pixel_x = override_origin_pixel_x
|
|
src.override_origin_pixel_y = override_origin_pixel_y
|
|
src.override_target_pixel_x = override_target_pixel_x
|
|
src.override_target_pixel_y = override_target_pixel_y
|
|
if(time < INFINITY)
|
|
QDEL_IN(src, time)
|
|
|
|
/**
|
|
* Proc called by the atom Beam() proc. Sets up signals, and draws the beam for the first time.
|
|
*/
|
|
/datum/beam/proc/Start()
|
|
visuals = new beam_type()
|
|
visuals.icon = icon
|
|
visuals.icon_state = icon_state
|
|
visuals.color = beam_color
|
|
visuals.layer = ABOVE_ALL_MOB_LAYER
|
|
visuals.update_appearance()
|
|
Draw()
|
|
RegisterSignal(origin, COMSIG_MOVABLE_MOVED, .proc/redrawing)
|
|
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/redrawing)
|
|
|
|
/**
|
|
* Triggered by signals set up when the beam is set up. If it's still sane to create a beam, it removes the old beam, creates a new one. Otherwise it kills the beam.
|
|
*
|
|
* Arguments:
|
|
* mover: either the origin of the beam or the target of the beam that moved.
|
|
* oldloc: from where mover moved.
|
|
* direction: in what direction mover moved from.
|
|
*/
|
|
/datum/beam/proc/redrawing(atom/movable/mover, atom/oldloc, direction)
|
|
SIGNAL_HANDLER
|
|
if(origin && target && get_dist(origin,target)<max_distance && origin.z == target.z)
|
|
QDEL_LIST(elements)
|
|
INVOKE_ASYNC(src, .proc/Draw)
|
|
else
|
|
qdel(src)
|
|
|
|
/datum/beam/Destroy()
|
|
QDEL_LIST(elements)
|
|
QDEL_NULL(visuals)
|
|
UnregisterSignal(origin, COMSIG_MOVABLE_MOVED)
|
|
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
|
|
target = null
|
|
origin = null
|
|
return ..()
|
|
|
|
/**
|
|
* Creates the beam effects and places them in a line from the origin to the target. Sets their rotation to make the beams face the target, too.
|
|
*/
|
|
/datum/beam/proc/Draw()
|
|
if(SEND_SIGNAL(src, COMSIG_BEAM_BEFORE_DRAW) & BEAM_CANCEL_DRAW)
|
|
return
|
|
var/origin_px = isnull(override_origin_pixel_x) ? origin.pixel_x : override_origin_pixel_x
|
|
var/origin_py = isnull(override_origin_pixel_y) ? origin.pixel_y : override_origin_pixel_y
|
|
var/target_px = isnull(override_target_pixel_x) ? target.pixel_x : override_target_pixel_x
|
|
var/target_py = isnull(override_target_pixel_y) ? target.pixel_y : override_target_pixel_y
|
|
var/Angle = get_angle_raw(origin.x, origin.y, origin_px, origin_py, target.x , target.y, target_px, target_py)
|
|
///var/Angle = round(get_angle(origin,target))
|
|
var/matrix/rot_matrix = matrix()
|
|
var/turf/origin_turf = get_turf(origin)
|
|
rot_matrix.Turn(Angle)
|
|
|
|
//Translation vector for origin and target
|
|
var/DX = (32*target.x+target_px)-(32*origin.x+origin_px)
|
|
var/DY = (32*target.y+target_py)-(32*origin.y+origin_py)
|
|
var/N = 0
|
|
var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
|
|
|
|
for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
|
|
if(QDELETED(src))
|
|
break
|
|
var/obj/effect/ebeam/segment = new beam_type(origin_turf)
|
|
segment.owner = src
|
|
elements += segment
|
|
|
|
//Assign our single visual ebeam to each ebeam's vis_contents
|
|
//ends are cropped by a transparent box icon of length-N pixel size laid over the visuals obj
|
|
if(N+32>length) //went past the target, we draw a box of space to cut away from the beam sprite so the icon actually ends at the center of the target sprite
|
|
var/icon/II = new(icon, icon_state)//this means we exclude the overshooting object from the visual contents which does mean those visuals don't show up for the final bit of the beam...
|
|
II.DrawBox(null,1,(length-N),32,32)//in the future if you want to improve this, remove the drawbox and instead use a 513 filter to cut away at the final object's icon
|
|
segment.icon = II
|
|
segment.color = beam_color
|
|
else
|
|
segment.vis_contents += visuals
|
|
segment.transform = rot_matrix
|
|
|
|
//Calculate pixel offsets (If necessary)
|
|
var/Pixel_x
|
|
var/Pixel_y
|
|
if(DX == 0)
|
|
Pixel_x = 0
|
|
else
|
|
Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
|
|
if(DY == 0)
|
|
Pixel_y = 0
|
|
else
|
|
Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
|
|
|
|
//Position the effect so the beam is one continous line
|
|
var/a
|
|
if(abs(Pixel_x)>32)
|
|
a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
|
|
segment.x += a
|
|
Pixel_x %= 32
|
|
if(abs(Pixel_y)>32)
|
|
a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
|
|
segment.y += a
|
|
Pixel_y %= 32
|
|
|
|
segment.pixel_x = origin_px + Pixel_x
|
|
segment.pixel_y = origin_py + Pixel_y
|
|
CHECK_TICK
|
|
|
|
/obj/effect/ebeam
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
anchored = TRUE
|
|
var/datum/beam/owner
|
|
|
|
/obj/effect/ebeam/update_overlays()
|
|
. = ..()
|
|
var/mutable_appearance/emmisive = emissive_appearance(icon, icon_state)
|
|
emmisive.transform = transform
|
|
. += emmisive
|
|
|
|
/obj/effect/ebeam/Destroy()
|
|
owner = null
|
|
return ..()
|
|
|
|
/obj/effect/ebeam/singularity_pull()
|
|
return
|
|
/obj/effect/ebeam/singularity_act()
|
|
return
|
|
|
|
/**
|
|
* This is what you use to start a beam. Example: origin.Beam(target, args). **Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.**
|
|
*
|
|
* Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it
|
|
* to kill the beam.
|
|
* **Arguments:**
|
|
* BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you.
|
|
* icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent.
|
|
* icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways.
|
|
* maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams.
|
|
* beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
|
|
*/
|
|
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=INFINITY,maxdistance=INFINITY,beam_type=/obj/effect/ebeam, beam_color = null, override_origin_pixel_x = null, override_origin_pixel_y = null, override_target_pixel_x = null, override_target_pixel_y = null)
|
|
var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y )
|
|
INVOKE_ASYNC(newbeam, /datum/beam/.proc/Start)
|
|
return newbeam
|
|
|
|
|