Files
Bubberstation/code/datums/components/aquarium.dm
Ghom ec20e7fac2 Aquariums have now three different modes (Manual/Assisted/Stasis) (#90605)
## About The Pull Request
This PR replaces the toggleable safe mode with Manual, Assisted and
Stasis.

Manual and Stasis mode works much like the old safe mode being off and
on respectively. The real addition here is the new default assisted
mode, which automatically sets fluid and temperature based on what
combination of these two settings would keep the most fish alive. It can
also temporarily enable stasis if over half of the fish population is at
risk of dying.
The main difference with stasis is that it doesn't necessarily prevent
fish death if it's a minority of the general population, rather just
make aquarium easier for players to manage.

Also added a line about fluid and temp when examining aquariums.

Still have to test it, definitely a WIP.

## Why It's Good For The Game
I want to make aquariums a bit easier and more accessible, since the
benefits are fairly meager for the efforts needed to maintain one,
excluding the power generator. I'll probably look into fish traits and
fish reproduction next, who knows...

## Changelog

🆑
add: Aquariums can now be switched between three different modes
(Manual/Assisted/Stasis) to replace the old Safe Mode toggle.
/🆑
2025-04-28 16:09:44 +01:00

744 lines
30 KiB
Plaintext

///Defines that clamp the beauty of the aquarium, to prevent it from making most areas great or horrid all by itself.
#define MIN_AQUARIUM_BEAUTY -3500
#define MAX_AQUARIUM_BEAUTY 6000
/**
* The component that manages the aquariums UI, fluid, temperature, the current fish inside the parent object, as well as beauty,
* and a few other common aquarium features.
*/
/datum/component/aquarium
dupe_mode = COMPONENT_DUPE_UNIQUE
can_transfer = TRUE
/// list of fishes inside the parent object, sorted by type - does not include things with aquarium visuals that are not fish
var/list/tracked_fish_by_type
///The current type of fluid of the aquarium
var/fluid_type = AQUARIUM_FLUID_FRESHWATER
///The current temperature of the fluid of the aquarium
var/fluid_temp = DEFAULT_AQUARIUM_TEMP
///A lazy list of key instances and assoc vals representing how much beauty they contribute to the aquarium
var/list/beauty_by_content
///The default beauty of the aquarium when empty.
var/default_beauty
///A list of layers that are currently being used for the various overlays of the aquarium (from aquarium_content comp)
var/list/used_layers = list()
///The minimum pixel x of the area where vis overlays should be displayed
var/aquarium_zone_min_pw
///The maximum pixel x of the area where vis overlays should be displayed
var/aquarium_zone_max_pw
///The minimum pixel y of the area where vis overlays should be displayed
var/aquarium_zone_min_pz
///The maximum pixel y of the area where vis overlays should be displayed
var/aquarium_zone_max_pz
///While the feed (reagent) storage is not empty, this is the interval which the fish are fed.
var/feeding_interval = 3 MINUTES
///The last time fishes were fed by the acquarium itsef.
var/last_feeding
///The minimum fluid temperature that can be reached by this aquarium
var/min_fluid_temp = MIN_AQUARIUM_TEMP
///The maximum fluid temperature that can be reached by this aquarium
var/max_fluid_temp = MAX_AQUARIUM_TEMP
///static list of available fluid types.
var/static/list/fluid_types = list(
AQUARIUM_FLUID_SALTWATER,
AQUARIUM_FLUID_FRESHWATER,
AQUARIUM_FLUID_SULPHWATEVER,
AQUARIUM_FLUID_AIR,
)
///static list of available aquarium modes
var/static/list/aquarium_modes = list(
AQUARIUM_MODE_MANUAL = "Take full control of fluid and temperature settings. There's no stasis option here.",
AQUARIUM_MODE_AUTO = "Let an internal processor regulate aquarium settings based on its fish population. Can temporarily fall back to stasis.",
AQUARIUM_MODE_SAFE = "Prevent fish from dying from wrong fluid/temperature settings and hunger, but also stops growth and reproduction",
)
///The size of the reagents holder which will store fish feed.
var/reagents_size
///The current aquarium mode, one of either AQUARIUM_MODE_MANUAL, AQUARIUM_MODE_AUTO or AQUARIUM_MODE_SAFE.
var/current_mode
/datum/component/aquarium/Initialize(
min_px,
max_px,
min_py,
max_py,
default_beauty = 0,
reagents_size = 6,
min_fluid_temp = MIN_AQUARIUM_TEMP,
max_fluid_temp = MAX_AQUARIUM_TEMP,
init_mode = AQUARIUM_MODE_AUTO,
)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
src.default_beauty = default_beauty
src.reagents_size = reagents_size
aquarium_zone_min_pw = min_px
aquarium_zone_max_pw = max_px
aquarium_zone_min_pz = min_py
aquarium_zone_max_pz = max_py
src.min_fluid_temp = min_fluid_temp
src.max_fluid_temp = max_fluid_temp
fluid_temp = clamp(fluid_temp, min_fluid_temp, max_fluid_temp)
set_aquarium_mode(init_mode)
/datum/component/aquarium/RegisterWithParent()
if(default_beauty)
update_aquarium_beauty(0)
RegisterSignals(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON), PROC_REF(on_entered))
RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_exited))
RegisterSignal(parent, COMSIG_AQUARIUM_GET_REPRODUCTION_CANDIDATES, PROC_REF(get_candidates))
RegisterSignal(parent, COMSIG_AQUARIUM_CHECK_EVOLUTION_CONDITIONS, PROC_REF(check_evolution))
RegisterSignal(parent, COMSIG_AQUARIUM_SET_VISUAL, PROC_REF(set_visual))
RegisterSignal(parent, COMSIG_AQUARIUM_REMOVE_VISUAL, PROC_REF(remove_visual))
var/atom/movable/movable = parent
ADD_KEEP_TOGETHER(movable, AQUARIUM_TRAIT) //render the fish on the same layer of the aquarium.
if(reagents_size > 0)
if(!movable.reagents)
movable.create_reagents(reagents_size, SEALED_CONTAINER)
if(movable.reagents.total_volume)
start_autofeed(movable.reagents)
else
RegisterSignal(movable.reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(start_autofeed))
RegisterSignal(movable, COMSIG_PLUNGER_ACT, PROC_REF(on_plunger_act))
RegisterSignal(movable, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(on_item_interaction))
RegisterSignal(movable, COMSIG_CLICK_ALT, PROC_REF(on_click_alt))
RegisterSignal(movable, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
if(isitem(movable))
RegisterSignal(movable, COMSIG_ITEM_ATTACK_SELF, PROC_REF(interact))
RegisterSignal(movable, COMSIG_ITEM_ATTACK_SELF_SECONDARY, PROC_REF(secondary_interact))
RegisterSignals(movable, list(COMSIG_ATOM_ATTACK_ROBOT_SECONDARY, COMSIG_ATOM_ATTACK_HAND_SECONDARY), PROC_REF(on_secondary_attack_hand))
else
RegisterSignal(movable, COMSIG_ATOM_UI_INTERACT, PROC_REF(interact))
movable.AddElement(/datum/element/relay_attackers)
movable.AddComponent(/datum/component/fishing_spot, /datum/fish_source/aquarium)
movable.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
RegisterSignal(movable, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
for(var/atom/movable/content as anything in movable.contents)
if(content.flags_1 & INITIALIZED_1)
on_entered(movable, content)
movable.add_traits(list(TRAIT_IS_AQUARIUM, TRAIT_STOP_FISH_FLOPPING), AQUARIUM_TRAIT)
/datum/component/aquarium/UnregisterFromParent()
var/atom/movable/movable = parent
UnregisterSignal(movable, list(
COMSIG_ATOM_ENTERED,
COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON,
COMSIG_ATOM_EXITED,
COMSIG_AQUARIUM_GET_REPRODUCTION_CANDIDATES,
COMSIG_AQUARIUM_CHECK_EVOLUTION_CONDITIONS,
COMSIG_AQUARIUM_SET_VISUAL,
COMSIG_AQUARIUM_REMOVE_VISUAL,
COMSIG_PLUNGER_ACT,
COMSIG_ATOM_ITEM_INTERACTION,
COMSIG_CLICK_ALT,
COMSIG_ATOM_EXAMINE,
COMSIG_ITEM_ATTACK_SELF,
COMSIG_ATOM_ATTACK_ROBOT_SECONDARY,
COMSIG_ATOM_ATTACK_HAND_SECONDARY,
COMSIG_ATOM_UI_INTERACT,
COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM,
))
if(movable.reagents)
UnregisterSignal(movable, COMSIG_REAGENTS_HOLDER_UPDATED)
STOP_PROCESSING(SSobj, src)
beauty_by_content = null
tracked_fish_by_type = null
movable.remove_traits(list(TRAIT_IS_AQUARIUM, TRAIT_AQUARIUM_PANEL_OPEN, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, TRAIT_STOP_FISH_FLOPPING), AQUARIUM_TRAIT)
qdel(movable.GetComponent(/datum/component/fishing_spot))
REMOVE_KEEP_TOGETHER(movable, AQUARIUM_TRAIT)
/datum/component/aquarium/PreTransfer(atom/movable/new_parent)
if(!istype(new_parent))
return
if(HAS_TRAIT(parent, TRAIT_AQUARIUM_PANEL_OPEN))
ADD_TRAIT(new_parent, TRAIT_AQUARIUM_PANEL_OPEN, AQUARIUM_TRAIT)
if(HAS_TRAIT_FROM(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT))
ADD_TRAIT(new_parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
var/atom/movable/movable = parent
var/old_mode = current_mode //Make sure we don't keep updating temp/fluid on AQUARIUM_MODE_AUTO for this.
current_mode = NONE
for(var/atom/movable/moving as anything in movable.contents)
if(HAS_TRAIT(moving, TRAIT_AQUARIUM_CONTENT))
moving.forceMove(new_parent)
current_mode = old_mode
if(reagents_size)
if(!new_parent.reagents)
new_parent.create_reagents(reagents_size, SEALED_CONTAINER)
movable.reagents.trans_to(new_parent, movable.reagents.total_volume)
/datum/component/aquarium/PostTransfer(datum/new_parent)
if(!ismovable(new_parent))
return COMPONENT_INCOMPATIBLE
/datum/component/aquarium/InheritComponent(datum/component/aquarium/new_comp, i_am_original)
fluid_temp = clamp(new_comp.fluid_temp, min_fluid_temp, max_fluid_temp)
set_fluid_type(new_comp.fluid_type)
feeding_interval = new_comp.feeding_interval
last_feeding = new_comp.last_feeding
var/atom/movable/movable = parent
movable.update_appearance()
/datum/component/aquarium/proc/on_click_alt(atom/movable/source, mob/living/user)
SIGNAL_HANDLER
if(!user.can_perform_action(source))
return
var/closing = HAS_TRAIT(parent, TRAIT_AQUARIUM_PANEL_OPEN)
if(closing)
REMOVE_TRAIT(parent, TRAIT_AQUARIUM_PANEL_OPEN, AQUARIUM_TRAIT)
source.reagents.flags &= ~(TRANSPARENT|REFILLABLE)
SStgui.close_uis(src)
else
ADD_TRAIT(parent, TRAIT_AQUARIUM_PANEL_OPEN, AQUARIUM_TRAIT)
source.reagents.flags |= TRANSPARENT|REFILLABLE
source.balloon_alert(user, "panel [closing ? "closed" : "open"]")
source.update_appearance()
return CLICK_ACTION_SUCCESS
///This proc handles feeding the aquarium and inserting aquarium content.
/datum/component/aquarium/proc/on_item_interaction(atom/movable/source, mob/living/user, obj/item/item, modifiers)
SIGNAL_HANDLER
if(istype(item, /obj/item/reagent_containers/cup/fish_feed))
if(source.reagents && HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN))
return //don't block, we'll be transferring reagents to the feed storage.
if(!item.reagents.total_volume)
source.balloon_alert(user, "[item] is empty!")
return ITEM_INTERACT_BLOCKING
var/list/fishes = get_fishes()
if(!length(fishes))
source.balloon_alert(user, "no fish to feed!")
return ITEM_INTERACT_BLOCKING
feed_fishes(item, fishes)
source.balloon_alert(user, "fed the fish")
return ITEM_INTERACT_SUCCESS
if(!HAS_TRAIT(item, TRAIT_AQUARIUM_CONTENT) || (!isitem(parent) && user.combat_mode))
return //proceed with normal interactions
var/broken = source.get_integrity_percentage() <= source.integrity_failure
if(!can_insert(source, item, user))
return ITEM_INTERACT_BLOCKING
if(broken)
source.balloon_alert(user, "aquarium is broken!")
return ITEM_INTERACT_BLOCKING
if(!user.transferItemToLoc(item, source))
user.balloon_alert(user, "stuck to your hand!")
return ITEM_INTERACT_BLOCKING
source.balloon_alert(user, "added to aquarium")
source.update_appearance()
return ITEM_INTERACT_SUCCESS
///Called when the feed storage is no longer empty.
/datum/component/aquarium/proc/start_autofeed(datum/reagents/source)
SIGNAL_HANDLER
UnregisterSignal(source, COMSIG_REAGENTS_HOLDER_UPDATED)
START_PROCESSING(SSobj, src)
///Feed the fish at defined intervals until the feed storage is empty.
/datum/component/aquarium/process(seconds_per_tick)
//safe mode, no need to feed the fishes
if(HAS_TRAIT_FROM(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT))
last_feeding += seconds_per_tick SECONDS
return
var/atom/movable/movable = parent
if(!movable.reagents?.total_volume)
if(movable.reagents)
RegisterSignal(movable.reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(start_autofeed))
return PROCESS_KILL
if(world.time < last_feeding + feeding_interval)
return
last_feeding = world.time
feed_fishes(movable)
/datum/component/aquarium/proc/feed_fishes(atom/movable/movable, list/fishes = get_fishes())
for(var/obj/item/fish/fish as anything in fishes)
fish.feed(movable.reagents)
if(current_mode == AQUARIUM_MODE_AUTO && is_fish_population_safe())
REMOVE_TRAIT(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
/datum/component/aquarium/proc/on_plunger_act(atom/movable/source, obj/item/plunger/plunger, mob/living/user, reinforced)
SIGNAL_HANDLER
if(!HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN))
source.balloon_alert(user, "open panel first!")
return
INVOKE_ASYNC(src, PROC_REF(do_plunging), source, user)
return COMPONENT_NO_AFTERATTACK
/datum/component/aquarium/proc/do_plunging(atom/movable/source, mob/living/user)
user.balloon_alert_to_viewers("plunging...")
if(do_after(user, 3 SECONDS, target = source))
user.balloon_alert_to_viewers("finished plunging")
source.reagents.expose(get_turf(source), TOUCH) //splash on the floor
source.reagents.clear_reagents()
/datum/component/aquarium/proc/on_examine(atom/movable/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("Its temperature and fluid are currently set to [EXAMINE_HINT("[fluid_temp] K")] and [EXAMINE_HINT(fluid_type)].")
var/panel_open = HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN)
examine_list += span_notice("[EXAMINE_HINT("Alt-click")] to [panel_open ? "close" : "open"] the control and feed panel.")
if(panel_open && source.reagents.total_volume)
examine_list += span_notice("You can use a plunger to empty the feed storage.")
///Check if an item can be inserted into the aquarium
/datum/component/aquarium/proc/can_insert(atom/movable/source, obj/item/item, mob/living/user)
var/return_value = SEND_SIGNAL(src, COMSIG_AQUARIUM_CAN_INSERT, item, user)
if(return_value & COMSIG_CANNOT_INSERT_IN_AQUARIUM)
return FALSE
if(return_value & COMSIG_CAN_INSERT_IN_AQUARIUM)
return TRUE
if(HAS_TRAIT(item, TRAIT_UNIQUE_AQUARIUM_CONTENT))
for(var/atom/movable/content as anything in source)
if(content == item)
continue
if(content.type == item.type)
source.balloon_alert(user, "cannot add to aquarium!")
return FALSE
return TRUE
///Handles aquarium content insertion
/datum/component/aquarium/proc/on_entered(atom/movable/source, atom/movable/entered)
SIGNAL_HANDLER
get_content_beauty(entered)
if(!isfish(entered))
return
var/obj/item/fish/fish = entered
LAZYADDASSOCLIST(tracked_fish_by_type, entered.type, entered)
if(fish.stable_population < length(tracked_fish_by_type[fish.type]))
for(var/obj/item/fish/anyfin as anything in tracked_fish_by_type[entered.type])
anyfin.fish_flags |= FISH_FLAG_OVERPOPULATED
if(current_mode == AQUARIUM_MODE_AUTO && fish.status != FISH_DEAD)
get_optimal_aquarium_settings()
else
check_fluid_and_temperature(fish)
RegisterSignal(fish, COMSIG_FISH_STATUS_CHANGED, PROC_REF(on_fish_status_changed))
///update the beauty_by_content of a 'beauty_by_content' key and then recalculate the beauty.
/datum/component/aquarium/proc/get_content_beauty(atom/movable/content)
var/list/beauty_holder = list()
SEND_SIGNAL(content, COMSIG_MOVABLE_GET_AQUARIUM_BEAUTY, beauty_holder)
var/beauty = beauty_holder[1]
if(!beauty)
return
var/old_beauty = default_beauty
for(var/key in beauty_by_content)
old_beauty += beauty_by_content[key]
LAZYSET(beauty_by_content, content, beauty)
update_aquarium_beauty(old_beauty)
///Handles aquarium content removal.
/datum/component/aquarium/proc/on_exited(atom/movable/source, atom/movable/gone)
SIGNAL_HANDLER
var/beauty = beauty_by_content?[gone]
if(beauty)
var/old_beauty = default_beauty
for(var/key in beauty_by_content)
old_beauty += beauty_by_content[key]
LAZYREMOVE(beauty_by_content, gone)
update_aquarium_beauty(old_beauty)
if(!isfish(gone))
return
var/obj/item/fish/fish = gone
if(fish.stable_population == length(tracked_fish_by_type[fish.type]))
for(var/obj/item/fish/anyfin as anything in tracked_fish_by_type[fish.type])
anyfin.fish_flags &= ~FISH_FLAG_OVERPOPULATED
LAZYREMOVEASSOC(tracked_fish_by_type, fish.type, fish)
fish.fish_flags &= ~(FISH_FLAG_SAFE_TEMPERATURE|FISH_FLAG_SAFE_FLUID)
UnregisterSignal(gone, COMSIG_FISH_STATUS_CHANGED, PROC_REF(on_fish_status_changed))
if(current_mode == AQUARIUM_MODE_AUTO && fish.status != FISH_DEAD)
get_optimal_aquarium_settings()
///Return a list of fish which our fishie can reproduce with (including itself if self-reproducing)
/datum/component/aquarium/proc/get_candidates(atom/movable/source, obj/item/fish/fish, list/candidates)
SIGNAL_HANDLER
var/list/types_to_mate_with = tracked_fish_by_type
if(!HAS_TRAIT(fish, TRAIT_FISH_CROSSBREEDER))
var/list/types_to_check = list(fish.type)
if(fish.compatible_types)
types_to_check |= fish.compatible_types
types_to_mate_with = types_to_mate_with & types_to_check
for(var/obj/item/fish/fish_type as anything in types_to_mate_with)
var/list/type_fishes = tracked_fish_by_type[fish_type]
if(length(type_fishes) >= initial(fish_type.stable_population))
continue
candidates += type_fishes
///Check if an offspring of two fish (or one if self-reproducing) can evolve.
/datum/component/aquarium/proc/check_evolution(atom/movable/source, obj/item/fish/fish, obj/item/fish/mate, datum/fish_evolution/evolution)
SIGNAL_HANDLER
//chances are halved if only one parent has this evolution.
var/real_probability = (mate && (evolution.type in mate.evolution_types)) ? evolution.probability : evolution.probability * 0.5
if(HAS_TRAIT(fish, TRAIT_FISH_MUTAGENIC) || (mate && HAS_TRAIT(mate, TRAIT_FISH_MUTAGENIC)))
real_probability *= 3
if(!prob(real_probability))
return NONE
if(!ISINRANGE(fluid_temp, evolution.required_temperature_min, evolution.required_temperature_max))
return NONE
return COMPONENT_ALLOW_EVOLUTION
/**
* Toggles a couple flags that determine if the fish is in safe waters so that we won't have to use signals or
* access this comp in multiple places just to confirm that.
*/
/datum/component/aquarium/proc/check_fluid_and_temperature(obj/item/fish/fish)
if((fluid_type in GLOB.fish_compatible_fluid_types[fish.required_fluid_type]) || (fluid_type == AQUARIUM_FLUID_AIR && HAS_TRAIT(fish, TRAIT_FISH_AMPHIBIOUS)))
fish.fish_flags |= FISH_FLAG_SAFE_FLUID
else
fish.fish_flags &= ~FISH_FLAG_SAFE_FLUID
if(ISINRANGE(fluid_temp, fish.required_temperature_min, fish.required_temperature_max))
fish.fish_flags |= FISH_FLAG_SAFE_TEMPERATURE
else
fish.fish_flags &= ~FISH_FLAG_SAFE_TEMPERATURE
///Fish beauty changes when they're dead, so we need to update the beauty of the aquarium too.
/datum/component/aquarium/proc/on_fish_status_changed(obj/item/fish/fish)
get_content_beauty(fish)
if(current_mode == AQUARIUM_MODE_AUTO)
get_optimal_aquarium_settings()
/datum/component/aquarium/proc/update_aquarium_beauty(old_beauty)
if(QDELETED(parent))
return
old_beauty = clamp(old_beauty, MIN_AQUARIUM_BEAUTY, MAX_AQUARIUM_BEAUTY)
var/new_beauty = 0
for(var/key in beauty_by_content)
new_beauty += beauty_by_content[key]
new_beauty = clamp(new_beauty, MIN_AQUARIUM_BEAUTY, MAX_AQUARIUM_BEAUTY)
if(new_beauty == old_beauty)
return
if(old_beauty)
parent.RemoveElement(/datum/element/beauty, old_beauty)
if(new_beauty)
parent.AddElement(/datum/element/beauty, new_beauty)
///Remove a visual overlay from an aquarium_content comp
/datum/component/aquarium/proc/remove_visual(atom/movable/source, obj/effect/aquarium/visual)
SIGNAL_HANDLER
source.vis_contents -= visual
used_layers -= visual.layer
///set values for a visual overlay for an aquarium_content comp
/datum/component/aquarium/proc/set_visual(atom/movable/source, obj/effect/aquarium/visual)
SIGNAL_HANDLER
used_layers -= visual.layer
visual.layer = request_layer(visual.layer_mode)
visual.aquarium_zone_min_pw = aquarium_zone_min_pw
visual.aquarium_zone_max_pw = aquarium_zone_max_pw
visual.aquarium_zone_min_pz = aquarium_zone_min_pz
visual.aquarium_zone_max_pz = aquarium_zone_max_pz
visual.fluid_type = fluid_type
/datum/component/aquarium/proc/request_layer(layer_type)
var/atom/movable/movable = parent
switch(layer_type)
if(AQUARIUM_LAYER_MODE_BEHIND_GLASS)
return movable.layer + AQUARIUM_BELOW_GLASS_LAYER
if(AQUARIUM_LAYER_MODE_BOTTOM)
return movable.layer + AQUARIUM_MIN_OFFSET
if(AQUARIUM_LAYER_MODE_TOP)
return movable.layer + AQUARIUM_MAX_OFFSET
if(AQUARIUM_LAYER_MODE_AUTO)
var/chosen_layer = AQUARIUM_MIN_OFFSET + AQUARIUM_LAYER_STEP
while((chosen_layer in used_layers) && (chosen_layer <= AQUARIUM_MAX_OFFSET))
chosen_layer += AQUARIUM_LAYER_STEP
used_layers += chosen_layer
return movable.layer + chosen_layer
/datum/component/aquarium/proc/get_fishes()
var/list/fishes = list()
for(var/key in tracked_fish_by_type)
fishes += tracked_fish_by_type[key]
return fishes
/datum/component/aquarium/proc/is_fish_population_safe()
var/list/fishes = get_fishes()
var/alive = 0
var/not_safe = 0
for(var/obj/item/fish/fishie as anything in fishes)
if(fishie.status == FISH_DEAD)
continue
if(!fishie.proper_environment() || fishie.get_hunger() > FISH_STARVING_THRESHOLD * 0.9)
not_safe++
alive++
return not_safe <= (alive / 2)
/**
* Called if the mode is AQUARIUM_MODE_AUTO whenever a fish is added, removed, dies or resurrected.
*
* This tries to find what the best combination of fluid and temperature. is to ensure
* the survival of the highest number of fishes. It also can and will activate stasis if over half of
* the fish population is at risk of dying. It doesn't care if the fish is big or small, useful
* or not. All fish are equal before the impartial eye of AQUARIUM_MODE_AUTO.
*/
/datum/component/aquarium/proc/get_optimal_aquarium_settings()
if(!length(tracked_fish_by_type))
REMOVE_TRAIT(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
return
var/list/can_survive_with = list()
var/list/checked_types = list()
var/list/sorted_tracked = sortTim(tracked_fish_by_type.Copy(), GLOBAL_PROC_REF(cmp_list_len_dsc), associative = TRUE)
var/list/fish_alive_by_type = list()
for(var/obj/item/fish/fish_type as anything in sorted_tracked)
var/our_min_temp = fish_type::required_temperature_min
var/our_max_temp = fish_type::required_temperature_max
var/our_fluid_type = fish_type::required_fluid_type
checked_types += fish_type
LAZYINITLIST(can_survive_with[fish_type])
var/fish_amount = 0
for(var/obj/item/fish/fish_instance as anything in tracked_fish_by_type[fish_type])
if(fish_instance.status == FISH_ALIVE)
fish_amount++
if(!fish_amount) //all fishes of this type are dead, skip it.
continue
fish_alive_by_type[fish_type] = fish_amount
//Check if there's an overlap with the temp/fluid requirements of the other types.
for(var/obj/item/fish/enemy_type as anything in (tracked_fish_by_type - checked_types))
var/enem_min_temp = initial(enemy_type.required_temperature_min)
var/enem_max_temp = initial(enemy_type.required_temperature_max)
if(our_min_temp > enem_max_temp || our_max_temp < enem_min_temp)
continue
var/enem_fluid_type = initial(enemy_type.required_fluid_type)
if(!length(GLOB.fish_compatible_fluid_types[our_fluid_type] & GLOB.fish_compatible_fluid_types[enem_fluid_type]))
continue
can_survive_with[fish_type] |= enemy_type
LAZYOR(can_survive_with[enemy_type], fish_type)
var/list/highest_val_list = list(tracked_fish_by_type[1]) //In case there's only one type of fish in here...
var/highest_val = -1
for(var/fish_type as anything in can_survive_with)
var/list/compatible_types = can_survive_with[fish_type]
var/fish_amount = fish_alive_by_type[fish_type]
for(var/obj/item/fish/fish_instance as anything in tracked_fish_by_type[fish_type])
if(fish_instance.status == FISH_ALIVE)
fish_amount++
for(var/ally_type in compatible_types)
var/val = fish_amount + fish_alive_by_type[ally_type]
var/list/common_allies = compatible_types & can_survive_with[ally_type]
for(var/third_type in common_allies)
val += fish_alive_by_type[third_type]
if(val <= highest_val)
continue
highest_val_list = list(fish_type, ally_type) + common_allies
highest_val = val
var/min_temp = MIN_AQUARIUM_TEMP
var/max_temp = MAX_AQUARIUM_TEMP
var/list/possible_fluids = fluid_types.Copy()
for(var/obj/item/fish/chosen_type as anything in highest_val_list)
possible_fluids &= GLOB.fish_compatible_fluid_types[chosen_type::required_fluid_type]
min_temp = max(min_temp, chosen_type::required_temperature_min)
max_temp = min(max_temp, chosen_type::required_temperature_max)
fluid_temp = clamp(min_temp + round((max_temp - min_temp) / 2), min_fluid_temp, max_fluid_temp)
set_fluid_type(possible_fluids[1])
if(!is_fish_population_safe())
ADD_TRAIT(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
else
REMOVE_TRAIT(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
/datum/component/aquarium/proc/interact(atom/movable/source, mob/user)
SIGNAL_HANDLER
if(HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN))
INVOKE_ASYNC(src, PROC_REF(ui_interact), user)
return
INVOKE_ASYNC(src, PROC_REF(admire), source, user)
/datum/component/aquarium/proc/secondary_interact(atom/movable/source, mob/user)
SIGNAL_HANDLER
if(HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN))
return
INVOKE_ASYNC(src, PROC_REF(admire), source, user)
/datum/component/aquarium/proc/on_secondary_attack_hand(obj/item/source, mob/living/user)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(admire), source, user)
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/component/aquarium/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
var/atom/movable/movable = parent
ui = new(user, src, "Aquarium", movable.name)
ui.open()
/datum/component/aquarium/ui_data(mob/user)
. = ..()
var/atom/movable/aquarium = parent
.["fluidType"] = fluid_type
.["temperature"] = fluid_temp
.["lockedFluidTemp"] = current_mode == AQUARIUM_MODE_AUTO
.["currentMode"] = current_mode
.["currentTooltip"] = aquarium_modes[current_mode]
.["fishData"] = list()
.["feedingInterval"] = feeding_interval / (1 MINUTES)
.["propData"] = list()
for(var/atom/movable/item as anything in aquarium.contents)
if(isfish(item))
var/obj/item/fish/fish = item
.["fishData"] += list(list(
"fish_ref" = REF(fish),
"fish_name" = uppertext(fish.name),
"fish_happiness" = fish.get_happiness_value(),
"fish_icon" = fish::icon,
"fish_icon_state" = fish::icon_state,
"fish_health" = fish.health,
))
continue
.["propData"] += list(list(
"prop_ref" = REF(item),
"prop_name" = item.name,
"prop_icon" = item::icon,
"prop_icon_state" = item::icon_state,
))
/datum/component/aquarium/ui_static_data(mob/user)
. = ..()
//I guess these should depend on the fluid so lava critters can get high or stuff below water freezing point but let's keep it simple for now.
.["minTemperature"] = min_fluid_temp
.["maxTemperature"] = max_fluid_temp
.["fluidTypes"] = fluid_types
.["heartIcon"] = 'icons/effects/effects.dmi'
var/list/modes_no_assoc = list() //the UI dropdown won't work with assoc lists here
for(var/mode in aquarium_modes)
modes_no_assoc += mode
.["aquariumModes"] = modes_no_assoc
/datum/component/aquarium/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
var/mob/user = usr
var/atom/movable/movable = parent
switch(action)
if("temperature")
var/temperature = params["temperature"]
if(isnum(temperature) && temperature != fluid_temp)
fluid_temp = clamp(temperature, min_fluid_temp, max_fluid_temp)
for(var/obj/item/fish/fish as anything in get_fishes())
check_fluid_and_temperature(fish)
. = TRUE
if("fluid")
if(params["fluid"] != fluid_type && (params["fluid"] in fluid_types))
set_fluid_type(params["fluid"])
. = TRUE
if("change_mode")
var/new_mode = params["new_mode"]
set_aquarium_mode(new_mode)
. = TRUE
if("feeding_interval")
feeding_interval = params["feeding_interval"] MINUTES
. = TRUE
if("pet_fish")
var/obj/item/fish/fish = locate(params["fish_reference"]) in movable.contents
fish?.pet_fish(user)
if("remove_item")
var/atom/movable/item = locate(params["item_reference"]) in movable.contents
item?.forceMove(movable.drop_location())
to_chat(user, span_notice("You take out [item] from [movable]."))
if("rename_fish")
var/new_name = sanitize_name(params["chosen_name"])
var/atom/movable/fish = locate(params["fish_reference"]) in movable.contents
if(!fish || !new_name || new_name == fish.name)
return
fish.AddComponent(/datum/component/rename, new_name, fish.desc)
/datum/component/aquarium/proc/set_aquarium_mode(new_mode)
if(new_mode == current_mode)
return
REMOVE_TRAIT(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
current_mode = new_mode
switch(current_mode)
if(AQUARIUM_MODE_SAFE)
ADD_TRAIT(parent, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
if(AQUARIUM_MODE_AUTO)
get_optimal_aquarium_settings()
/datum/component/aquarium/proc/set_fluid_type(new_fluid_type)
var/atom/movable/movable = parent
fluid_type = new_fluid_type
SEND_SIGNAL(movable, COMSIG_AQUARIUM_FLUID_CHANGED, fluid_type)
for(var/obj/item/fish/fish as anything in get_fishes())
check_fluid_and_temperature(fish)
/datum/component/aquarium/proc/admire(atom/movable/source, mob/living/user)
source.balloon_alert(user, "admiring aquarium...")
if(!do_after(user, 5 SECONDS, target = source))
return
var/alive_fish = 0
var/dead_fish = 0
for(var/obj/item/fish/fish as anything in get_fishes())
if(fish.status == FISH_ALIVE)
alive_fish++
else
dead_fish++
var/morb = HAS_MIND_TRAIT(user, TRAIT_MORBID)
//Check if there are live fish - good mood
//All fish dead - bad mood.
//No fish - nothing.
if(alive_fish > 0)
user.add_mood_event("aquarium", morb ? /datum/mood_event/morbid_aquarium_bad : /datum/mood_event/aquarium_positive)
else if(dead_fish > 0)
user.add_mood_event("aquarium", morb ? /datum/mood_event/morbid_aquarium_good : /datum/mood_event/aquarium_negative)
/datum/component/aquarium/proc/on_requesting_context_from_item(atom/source, list/context, obj/item/held_item, mob/user)
SIGNAL_HANDLER
var/open_panel = HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN)
var/is_held_item = (held_item == source)
if(!held_item || is_held_item)
var/isitem = isitem(source)
if(!isitem || is_held_item)
context[SCREENTIP_CONTEXT_LMB] = open_panel ? "Adjust settings" : "Admire"
if(isitem)
context[SCREENTIP_CONTEXT_RMB] = "Admire"
context[SCREENTIP_CONTEXT_ALT_LMB] = "[!open_panel ? "Open" : "Close"] settings panel"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/plunger))
context[SCREENTIP_CONTEXT_LMB] = "Empty feed storage"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/reagent_containers/cup/fish_feed) && (!source.reagents || !open_panel))
context[SCREENTIP_CONTEXT_LMB] = "Feed fishes"
return CONTEXTUAL_SCREENTIP_SET
if(HAS_TRAIT(held_item, TRAIT_AQUARIUM_CONTENT))
context[SCREENTIP_CONTEXT_LMB] = "Insert in aquarium"
return CONTEXTUAL_SCREENTIP_SET
#undef MIN_AQUARIUM_BEAUTY
#undef MAX_AQUARIUM_BEAUTY