Files
Bubberstation/code/modules/fishing/fish/_fish.dm
tralezab af33a5fb06 Fish update just dropped. New fish, aquarium type, two traits and a research node. (#83508)
## About The Pull Request

### New fish

#### anxious zipzap
An incredibly anxiety-ridden and electroreceptive fish. Worried about
the walls of its tank closing in constantly. Both literally and as a
general metaphorical unease about life's direction.

It produces electricity, and HATES being with any other fish. One other
zipzap is allowed at most.


![image](https://github.com/tgstation/tgstation/assets/40974010/6a1a31f3-1c84-4b5e-b8ca-652c5007813a)

#### monocloning jumpercable
A surprisingly useful if nasty looking creation from the syndicate fish
labs. Drop one in a tank, and watch it self-feed and multiply. Generates
more and more power as a growing swarm!

A far better option for power generation than the zipzap, but it's a
syndicate fish. Get an emag or get very lucky!


![image](https://github.com/tgstation/tgstation/assets/40974010/7f4aaf32-919c-40d9-890f-72ea9f91ac3c)

Working spacebase example


![image](https://github.com/tgstation/tgstation/assets/40974010/8eeaaf18-c0ab-48a5-8ada-e0eb7f118dd9)


### Aquarium type

Bioelectricity Generator! It boosts the power of electroreceptive fish
to very dangerous levels! But, uh, you put a tesla coil, and voila! Free
power! ...Free power if you keep the fish fed! More fish, more power!


![image](https://github.com/tgstation/tgstation/assets/40974010/e6abcd5b-93df-4ffc-ac6a-78585fd4a6c6)

You can convert an aquarium into a bioelectricity generator by
researching the new node, "Marine Utility", from bio processing. Then
you build the biogen upgrade kit and apply it to an already existing
aquarium.

### Fish Traits

#### Electrogenesis

Trait turns the fish into a shock weapon while it's alive, and every
time it feeds, it releases a weak tesla bolt to anyone close to the
tank.

#### Anxiety

anxious fish die when any other fish are in the tank. Please keep them
alone :[

## Why It's Good For The Game

Fish are great, but fish don't have anything to give back to the
station, right? Well, there's some small stuff, but I wanted to add a
bit of functionality towards being able to benefit from having fish.

The anxiety trait with the zipzap gives spessmen a bit of a challenge.
You can settle for one fish generating power per tank and do a
multi-tank generation setup, or you can do some crossbreeding to make a
fish WITH electroreceptive but WITHOUT anxiety. Neat!

## Changelog
🆑
add: New fish, the anxious zipzap
add: New syndicate fish, the monocloning jumpercable
add: New aquarium, the bioelectricity generator
fix: Mixotrophic fish now properly lack food requirements
/🆑
2024-05-31 15:26:03 +12:00

657 lines
24 KiB
Plaintext

// Fish path used for autogenerated fish
/obj/item/fish
name = "generic looking aquarium fish"
desc = "very bland"
icon = 'icons/obj/aquarium/fish.dmi'
icon_state = "bugfish"
lefthand_file = 'icons/mob/inhands/fish_lefthand.dmi'
righthand_file = 'icons/mob/inhands/fish_righthand.dmi'
inhand_icon_state = "fish_normal"
force = 6
attack_verb_continuous = list("slaps", "whacks")
attack_verb_simple = list("slap", "whack")
hitsound = 'sound/weapons/slap.ogg'
///The grind results of the fish. They scale with the weight of the fish.
grind_results = list(/datum/reagent/blood = 20, /datum/reagent/consumable/liquidgibs = 5)
obj_flags = UNIQUE_RENAME
/// Resulting width of aquarium visual icon - default size of "fish_greyscale" state
var/sprite_width = 3
/// Resulting height of aquarium visual icon - default size of "fish_greyscale" state
var/sprite_height = 3
/// Original width of aquarium visual icon - used to calculate scaledown factor
var/source_width = 32
/// Original height of aquarium visual icon - used to calculate scaledown factor
var/source_height = 32
/**
* If present and it also has a dedicated icon state, this icon file will
* be used for in-aquarium visual for the fish instead of its icon
*/
var/dedicated_in_aquarium_icon
/// If present this icon will be used for in-aquarium visual for the fish instead of icon_state
var/dedicated_in_aquarium_icon_state
/// If present aquarium visual will be this color
var/aquarium_vc_color
/// Required fluid type for this fish to live.
var/required_fluid_type = AQUARIUM_FLUID_FRESHWATER
/// Required minimum temperature for the fish to live.
var/required_temperature_min = MIN_AQUARIUM_TEMP
/// Maximum possible temperature for the fish to live.
var/required_temperature_max = MAX_AQUARIUM_TEMP
/// What type of reagent this fish needs to be fed.
var/datum/reagent/food = /datum/reagent/consumable/nutriment
/// How often the fish needs to be fed
var/feeding_frequency = 5 MINUTES
/// Time of last feedeing
var/last_feeding
/// Fish status
var/status = FISH_ALIVE
///icon used when the fish is dead, ifset.
var/icon_state_dead
///If this fish should do the flopping animation
var/do_flop_animation = TRUE
/// Current fish health. Dies at 0.
var/health = 100
/// The message shown when the fish dies.
var/death_text = "%SRC dies."
/// Should this fish type show in fish catalog
var/show_in_catalog = TRUE
/// How rare this fish is in the random cases
var/random_case_rarity = FISH_RARITY_BASIC
/// Fish autogenerated from this behaviour will be processable into this
var/fillet_type = /obj/item/food/fishmeat
/// number of fillets given by the fish. It scales with its size.
var/num_fillets = 1
/// Won't breed more than this amount in single aquarium.
var/stable_population = 1
/// The time limit before new fish can be created
var/breeding_wait
/// How long it takes to produce new fish
var/breeding_timeout = 2 MINUTES
/// If set, the fish can also breed with these fishes types
var/list/compatible_types
/// A list of possible evolutions. If set, offsprings may be of a different, new fish type if conditions are met.
var/list/evolution_types
/// The species' name(s) of the parents of the fish. Shown by the fish analyzer.
var/progenitors
var/flopping = FALSE
var/in_stasis = FALSE
// Fishing related properties
/**
* List of fish trait types, these may modify probabilty/difficulty depending on rod/user properties
* or dictate how the fish behaves or some of its qualities.
*/
var/list/fish_traits = list()
/// Fishing behaviour
var/fish_ai_type = FISH_AI_DUMB
/// Base additive modifier to fishing difficulty
var/fishing_difficulty_modifier = 0
/**
* Bait identifiers that make catching this fish easier and more likely
* Bait identifiers: Path | Trait | list("Type"="Foodtype","Value"= Food Type Flag like [MEAT])
*/
var/list/favorite_bait = list()
/**
* Bait identifiers that make catching this fish harder and less likely
* Bait identifiers: Path | Trait | list("Type"="Foodtype","Value"= Food Type Flag like [MEAT])
*/
var/list/disliked_bait = list()
/// Size in centimeters. Null until update_size_and_weight is called. Number of fillets and w_class scale with it.
var/size
/// Average size for this fish type in centimeters. Will be used as gaussian distribution with 20% deviation for fishing, bought fish are always standard size
var/average_size = 50
/// Weight in grams. Null until update_size_and_weight is called. Grind results scale with it. Don't think too hard how a trout could fit in a blender.
var/weight
/// Average weight for this fish type in grams
var/average_weight = 1000
/// When outside of an aquarium, these gases that are checked (as well as pressure and temp) to assert if the environment is safe or not.
var/list/safe_air_limits = list(
/datum/gas/oxygen = list(12, 100),
/datum/gas/nitrogen,
/datum/gas/carbon_dioxide = list(0, 10),
/datum/gas/water_vapor,
)
/// Outside of an aquarium, the pressure needs to be within these two variables for the environment to be safe.
var/min_pressure = WARNING_LOW_PRESSURE
var/max_pressure = HAZARD_HIGH_PRESSURE
/// If this fish type counts towards the Fish Species Scanning experiments
var/experisci_scannable = TRUE
/// cooldown on creating tesla zaps
COOLDOWN_DECLARE(electrogenesis_cooldown)
/// power of the tesla zap created by the fish in a bioelectric generator
var/electrogenesis_power = 10 MEGA JOULES
/obj/item/fish/Initialize(mapload, apply_qualities = TRUE)
. = ..()
AddComponent(/datum/component/aquarium_content, icon, PROC_REF(get_aquarium_animation), list(COMSIG_FISH_STATUS_CHANGED,COMSIG_FISH_STIRRED))
RegisterSignal(src, COMSIG_ATOM_ON_LAZARUS_INJECTOR, PROC_REF(use_lazarus))
if(do_flop_animation)
RegisterSignal(src, COMSIG_ATOM_TEMPORARY_ANIMATION_START, PROC_REF(on_temp_animation))
check_environment()
if(status != FISH_DEAD)
START_PROCESSING(SSobj, src)
//stops new fish from being able to reproduce right away.
breeding_wait = world.time + (breeding_timeout * NEW_FISH_BREEDING_TIMEOUT_MULT)
last_feeding = world.time - (feeding_frequency * NEW_FISH_LAST_FEEDING_MULT)
if(apply_qualities)
apply_traits() //Make sure traits are applied before size and weight.
update_size_and_weight()
progenitors = full_capitalize(name) //default value
register_evolutions()
/obj/item/fish/update_icon_state()
if(status == FISH_DEAD && icon_state_dead)
icon_state = icon_state_dead
else
icon_state = initial(icon_state)
return ..()
/obj/item/fish/attackby(obj/item/item, mob/living/user, params)
if(!istype(item, /obj/item/fish_feed))
return ..()
if(!item.reagents.total_volume)
balloon_alert(user, "[item] is empty!")
return TRUE
if(status == FISH_DEAD)
balloon_alert(user, "[src] is dead!")
return TRUE
feed(item.reagents)
balloon_alert(user, "fed [src]")
return TRUE
/obj/item/fish/examine(mob/user)
. = ..()
// All spacemen have magic eyes of fish weight perception until fish scale (get it?) is implemented.
. += span_notice("It's [size] cm long.")
. += span_notice("It weighs [weight] g.")
///Randomizes weight and size.
/obj/item/fish/proc/randomize_size_and_weight(base_size = average_size, base_weight = average_weight, deviation = 0.2)
var/size_deviation = 0.2 * base_size
var/new_size = round(clamp(gaussian(base_size, size_deviation), average_size * 1/MAX_FISH_DEVIATION_COEFF, average_size * MAX_FISH_DEVIATION_COEFF))
var/weight_deviation = 0.2 * base_weight
var/new_weight = round(clamp(gaussian(base_weight, weight_deviation), average_weight * 1/MAX_FISH_DEVIATION_COEFF, average_weight * MAX_FISH_DEVIATION_COEFF))
update_size_and_weight(new_size, new_weight)
///Updates weight and size, along with weight class, number of fillets you can get and grind results.
/obj/item/fish/proc/update_size_and_weight(new_size = average_size, new_weight = average_weight)
if(size && fillet_type)
RemoveElement(/datum/element/processable, TOOL_KNIFE, fillet_type, num_fillets, 0.5 SECONDS, screentip_verb = "Cut")
size = new_size
switch(size)
if(0 to FISH_SIZE_TINY_MAX)
update_weight_class(WEIGHT_CLASS_TINY)
inhand_icon_state = "fish_small"
if(FISH_SIZE_TINY_MAX to FISH_SIZE_SMALL_MAX)
inhand_icon_state = "fish_small"
update_weight_class(WEIGHT_CLASS_SMALL)
if(FISH_SIZE_SMALL_MAX to FISH_SIZE_NORMAL_MAX)
inhand_icon_state = "fish_normal"
update_weight_class(WEIGHT_CLASS_NORMAL)
if(FISH_SIZE_NORMAL_MAX to FISH_SIZE_BULKY_MAX)
inhand_icon_state = "fish_bulky"
update_weight_class(WEIGHT_CLASS_BULKY)
if(FISH_SIZE_BULKY_MAX to INFINITY)
inhand_icon_state = "fish_huge"
update_weight_class(WEIGHT_CLASS_HUGE)
if(fillet_type)
var/init_fillets = initial(num_fillets)
var/amount = max(round(init_fillets * size / FISH_FILLET_NUMBER_SIZE_DIVISOR, 1), 1)
num_fillets = amount
AddElement(/datum/element/processable, TOOL_KNIFE, fillet_type, num_fillets, 0.5 SECONDS, screentip_verb = "Cut")
if(weight)
for(var/reagent_type in grind_results)
grind_results[reagent_type] /= FLOOR(weight/FISH_GRIND_RESULTS_WEIGHT_DIVISOR, 0.1)
weight = new_weight
for(var/reagent_type in grind_results)
grind_results[reagent_type] *= FLOOR(weight/FISH_GRIND_RESULTS_WEIGHT_DIVISOR, 0.1)
/**
* This proc has fish_traits list populated with fish_traits paths from three different lists:
* traits from x_traits and y_traits are compared, and inserted if conditions are met;
* traits from fixed_traits are inserted unconditionally.
* traits from removed_traits will be removed from the for loop.
*
* This proc should only be called if the fish was spawned with the apply_qualities arg set to FALSE
* and hasn't had inherited traits already.
*/
/obj/item/fish/proc/inherit_traits(list/x_traits, list/y_traits, list/fixed_traits, list/removed_traits)
fish_traits = fixed_traits?.Copy() || list()
var/list/same_traits = x_traits & y_traits
var/list/all_traits = (x_traits|y_traits)-removed_traits
/**
* Traits that the fish is guaranteed to inherit will be inherited,
* with the assertion that they're compatible anyway.
*/
for(var/trait_type in all_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[trait_type]
if(type in trait.guaranteed_inheritance_types)
fish_traits |= trait_type
all_traits -= trait_type
///Build a list of incompatible traits. Don't let any such trait pass onto the fish.
var/list/incompatible_traits = list()
for(var/trait_type in fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[trait_type]
incompatible_traits |= trait.incompatible_traits
/**
* shuffle the traits, so, in the case of incompatible traits, we don't have to choose which to discard.
* Instead we let the random numbers do it for us in a first come, first served basis.
*/
for(var/trait_type in shuffle(all_traits))
if(trait_type in fish_traits)
continue //likely a fixed trait
if(trait_type in incompatible_traits)
continue
var/datum/fish_trait/trait = GLOB.fish_traits[trait_type]
if(length(fish_traits & trait.incompatible_traits))
continue
if((trait_type in same_traits) ? prob(trait.inheritability) : prob(trait.diff_traits_inheritability))
fish_traits |= trait_type
incompatible_traits |= trait.incompatible_traits
apply_traits()
/obj/item/fish/proc/apply_traits()
for(var/fish_trait_type in fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[fish_trait_type]
trait.apply_to_fish(src)
/obj/item/fish/proc/register_evolutions()
for(var/evolution_type in evolution_types)
var/datum/fish_evolution/evolution = GLOB.fish_evolutions[evolution_type]
evolution.register_fish(src)
/obj/item/fish/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
check_environment()
/obj/item/fish/proc/enter_stasis()
in_stasis = TRUE
// Stop processing until inserted into aquarium again.
stop_flopping()
STOP_PROCESSING(SSobj, src)
/obj/item/fish/proc/exit_stasis()
in_stasis = FALSE
if(status != FISH_DEAD)
START_PROCESSING(SSobj, src)
///Feed the fishes with the contents of the fish feed
/obj/item/fish/proc/feed(datum/reagents/fed_reagents)
if(status != FISH_ALIVE)
return
var/fed_reagent_type
if(fed_reagents.remove_reagent(food, 0.1))
fed_reagent_type = food
last_feeding = world.time
else
var/datum/reagent/wrong_reagent = pick(fed_reagents.reagent_list)
if(!wrong_reagent)
return
fed_reagent_type = wrong_reagent.type
fed_reagents.remove_reagent(fed_reagent_type, 0.1)
SEND_SIGNAL(src, COMSIG_FISH_FED, fed_reagents, fed_reagent_type)
/obj/item/fish/proc/check_environment(stasis_check = TRUE)
if(QDELETED(src)) //we don't care anymore
return
if(stasis_check)
// Apply/remove stasis as needed
if(loc && HAS_TRAIT(loc, TRAIT_FISH_SAFE_STORAGE))
enter_stasis()
else if(in_stasis)
exit_stasis()
if(!do_flop_animation)
return
// Do additional stuff
var/in_aquarium = isaquarium(loc)
// Start flopping if outside of fish container
var/should_be_flopping = status == FISH_ALIVE && loc && !HAS_TRAIT(loc,TRAIT_FISH_SAFE_STORAGE) && !in_aquarium
if(should_be_flopping)
start_flopping()
else
stop_flopping()
/obj/item/fish/process(seconds_per_tick)
if(in_stasis || status != FISH_ALIVE)
return
process_health(seconds_per_tick)
if(ready_to_reproduce())
try_to_reproduce()
if(HAS_TRAIT(src, TRAIT_FISH_ELECTROGENESIS) && COOLDOWN_FINISHED(src, electrogenesis_cooldown))
try_electrogenesis()
SEND_SIGNAL(src, COMSIG_FISH_LIFE, seconds_per_tick)
/obj/item/fish/proc/set_status(new_status)
if(status == new_status)
return
switch(new_status)
if(FISH_ALIVE)
status = FISH_ALIVE
health = initial(health) // since the fishe has been revived
last_feeding = world.time //reset hunger
check_environment(FALSE)
START_PROCESSING(SSobj, src)
if(FISH_DEAD)
status = FISH_DEAD
STOP_PROCESSING(SSobj, src)
stop_flopping()
var/message = span_notice(replacetext(death_text, "%SRC", "[src]"))
if(isaquarium(loc))
loc.visible_message(message)
else
visible_message(message)
update_appearance()
SEND_SIGNAL(src, COMSIG_FISH_STATUS_CHANGED)
/obj/item/fish/proc/use_lazarus(datum/source, obj/item/lazarus_injector/injector, mob/user)
SIGNAL_HANDLER
if(injector.revive_type != SENTIENCE_ORGANIC)
balloon_alert(user, "invalid creature!")
return
if(status != FISH_DEAD)
balloon_alert(user, "it's not dead!")
return
set_status(FISH_ALIVE)
injector.expend(src, user)
return LAZARUS_INJECTOR_USED
/obj/item/fish/proc/get_aquarium_animation()
var/obj/structure/aquarium/aquarium = loc
if(!istype(aquarium) || aquarium.fluid_type == AQUARIUM_FLUID_AIR || status == FISH_DEAD)
return AQUARIUM_ANIMATION_FISH_DEAD
else
return AQUARIUM_ANIMATION_FISH_SWIM
/// Checks if our current environment lets us live.
/obj/item/fish/proc/proper_environment()
var/obj/structure/aquarium/aquarium = loc
if(istype(aquarium))
if(!compatible_fluid_type(required_fluid_type, aquarium.fluid_type))
if(aquarium.fluid_type != AQUARIUM_FLUID_AIR || !HAS_TRAIT(src, TRAIT_FISH_AMPHIBIOUS))
return FALSE
if(!ISINRANGE(aquarium.fluid_temp, required_temperature_min, required_temperature_max))
return FALSE
return TRUE
if(required_fluid_type != AQUARIUM_FLUID_AIR && !HAS_TRAIT(src, TRAIT_FISH_AMPHIBIOUS))
return FALSE
var/datum/gas_mixture/mixture = loc.return_air()
if(!mixture)
return FALSE
if(safe_air_limits && !check_gases(mixture.gases, safe_air_limits))
return FALSE
if(!ISINRANGE(mixture.temperature, required_temperature_min, required_temperature_max))
return FALSE
var/pressure = mixture.return_pressure()
if(!ISINRANGE(pressure, min_pressure, max_pressure))
return FALSE
return TRUE
/obj/item/fish/proc/is_hungry()
return !HAS_TRAIT(src, TRAIT_FISH_NO_HUNGER) && world.time - last_feeding >= feeding_frequency
/obj/item/fish/proc/process_health(seconds_per_tick)
var/health_change_per_second = 0
if(!proper_environment())
health_change_per_second -= 3 //Dying here
if(is_hungry())
health_change_per_second -= 0.5 //Starving
else
health_change_per_second += 0.5 //Slowly healing
adjust_health(health + health_change_per_second * seconds_per_tick)
/obj/item/fish/proc/adjust_health(amt)
health = clamp(amt, 0, initial(health))
if(health <= 0)
set_status(FISH_DEAD)
//Fish breeding stops if fish count exceeds this.
#define AQUARIUM_MAX_BREEDING_POPULATION 20
/obj/item/fish/proc/ready_to_reproduce(being_targeted = FALSE)
var/obj/structure/aquarium/aquarium = loc
if(!istype(aquarium))
return FALSE
if(being_targeted && HAS_TRAIT(src, TRAIT_FISH_NO_MATING))
return FALSE
if(!being_targeted && length(aquarium.get_fishes()) >= AQUARIUM_MAX_BREEDING_POPULATION)
return FALSE
return aquarium.allow_breeding && health >= initial(health) * 0.8 && stable_population > 1 && world.time >= breeding_wait
#undef AQUARIUM_MAX_BREEDING_POPULATION
/obj/item/fish/proc/try_to_reproduce()
var/obj/structure/aquarium/aquarium = loc
if(!istype(aquarium))
return FALSE
var/obj/item/fish/second_fish
/**
* Fishes with this trait cannot mate, but could still reproduce asexually, so don't early return.
* Also mating takes priority over that.
*/
if(!HAS_TRAIT(src, TRAIT_FISH_NO_MATING))
var/list/available_fishes = list()
var/types_to_mate_with = aquarium.tracked_fish_by_type
if(!HAS_TRAIT(src, TRAIT_FISH_CROSSBREEDER))
var/list/types_to_check = list(src)
if(compatible_types)
types_to_check |= 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 = types_to_mate_with[fish_type]
if(length(type_fishes) >= initial(fish_type.stable_population))
continue
available_fishes += type_fishes
available_fishes -= src //no self-mating.
if(length(available_fishes))
for(var/obj/item/fish/other_fish as anything in shuffle(available_fishes))
if(other_fish.ready_to_reproduce(TRUE))
second_fish = other_fish
break
if(!second_fish && !HAS_TRAIT(src, TRAIT_FISH_SELF_REPRODUCE))
return FALSE
var/chosen_type
var/datum/fish_evolution/chosen_evolution
if(PERFORM_ALL_TESTS(fish_breeding) && second_fish && !length(evolution_types))
chosen_type = second_fish.type
else
var/list/possible_evolutions = list()
for(var/evolution_type in evolution_types)
var/datum/fish_evolution/evolution = GLOB.fish_evolutions[evolution_type]
if(evolution.check_conditions(src, second_fish, aquarium))
possible_evolutions += evolution
if(second_fish?.evolution_types)
var/secondary_evolutions = (second_fish.evolution_types - evolution_types)
for(var/evolution_type in secondary_evolutions)
var/datum/fish_evolution/evolution = GLOB.fish_evolutions[evolution_type]
if(evolution.check_conditions(second_fish, src, aquarium))
possible_evolutions += evolution
if(length(possible_evolutions))
chosen_evolution = pick(possible_evolutions)
chosen_type = chosen_evolution.new_fish_type
else if(second_fish)
if(length(aquarium.tracked_fish_by_type[type]) >= stable_population)
chosen_type = second_fish.type
else
chosen_type = pick(second_fish.type, type)
else
chosen_type = type
return create_offspring(chosen_type, second_fish, chosen_evolution)
/obj/item/fish/proc/create_offspring(chosen_type, obj/item/fish/partner, datum/fish_evolution/evolution)
var/obj/item/fish/new_fish = new chosen_type (loc, FALSE)
//Try to pass down compatible traits based on inheritability
new_fish.inherit_traits(fish_traits, partner?.fish_traits, evolution?.new_traits, evolution?.removed_traits)
if(partner)
var/mean_size = (size + partner.size)/2
var/mean_weight = (weight + partner.weight)/2
new_fish.randomize_size_and_weight(mean_size, mean_weight, 0.3, TRUE)
partner.breeding_wait = world.time + breeding_timeout
else //Make a close of this fish.
new_fish.update_size_and_weight(size, weight, TRUE)
new_fish.progenitors = initial(name)
if(partner && type != partner.type)
var/string = "[initial(name)] - [initial(partner.name)]"
new_fish.progenitors = full_capitalize(string)
else
new_fish.progenitors = full_capitalize(initial(name))
breeding_wait = world.time + breeding_timeout
return new_fish
#define PAUSE_BETWEEN_PHASES 15
#define PAUSE_BETWEEN_FLOPS 2
#define FLOP_COUNT 2
#define FLOP_DEGREE 20
#define FLOP_SINGLE_MOVE_TIME 1.5
#define JUMP_X_DISTANCE 5
#define JUMP_Y_DISTANCE 6
/// This flopping animation played while the fish is alive.
/obj/item/fish/proc/flop_animation()
var/pause_between = PAUSE_BETWEEN_PHASES + rand(1, 5) //randomized a bit so fish are not in sync
animate(src, time = pause_between, loop = -1)
//move nose down and up
for(var/_ in 1 to FLOP_COUNT)
var/matrix/up_matrix = matrix()
up_matrix.Turn(FLOP_DEGREE)
var/matrix/down_matrix = matrix()
down_matrix.Turn(-FLOP_DEGREE)
animate(transform = down_matrix, time = FLOP_SINGLE_MOVE_TIME, loop = -1)
animate(transform = up_matrix, time = FLOP_SINGLE_MOVE_TIME, loop = -1)
animate(transform = matrix(), time = FLOP_SINGLE_MOVE_TIME, loop = -1, easing = BOUNCE_EASING | EASE_IN)
animate(time = PAUSE_BETWEEN_FLOPS, loop = -1)
//bounce up and down
animate(time = pause_between, loop = -1, flags = ANIMATION_PARALLEL)
var/jumping_right = FALSE
var/up_time = 3 * FLOP_SINGLE_MOVE_TIME / 2
for(var/_ in 1 to FLOP_COUNT)
jumping_right = !jumping_right
var/x_step = jumping_right ? JUMP_X_DISTANCE/2 : -JUMP_X_DISTANCE/2
animate(time = up_time, pixel_y = JUMP_Y_DISTANCE , pixel_x=x_step, loop = -1, flags= ANIMATION_RELATIVE, easing = BOUNCE_EASING | EASE_IN)
animate(time = up_time, pixel_y = -JUMP_Y_DISTANCE, pixel_x=x_step, loop = -1, flags= ANIMATION_RELATIVE, easing = BOUNCE_EASING | EASE_OUT)
animate(time = PAUSE_BETWEEN_FLOPS, loop = -1)
#undef PAUSE_BETWEEN_PHASES
#undef PAUSE_BETWEEN_FLOPS
#undef FLOP_COUNT
#undef FLOP_DEGREE
#undef FLOP_SINGLE_MOVE_TIME
#undef JUMP_X_DISTANCE
#undef JUMP_Y_DISTANCE
/// Starts flopping animation
/obj/item/fish/proc/start_flopping()
if(flopping) //Requires update_transform/animate_wrappers to be less restrictive.
return
flopping = TRUE
flop_animation()
/// Stops flopping animation
/obj/item/fish/proc/stop_flopping()
if(flopping)
flopping = FALSE
animate(src, transform = matrix()) //stop animation
/// Refreshes flopping animation after temporary animation finishes
/obj/item/fish/proc/on_temp_animation(datum/source, animation_duration)
if(animation_duration > 0)
addtimer(CALLBACK(src, PROC_REF(refresh_flopping)), animation_duration)
/obj/item/fish/proc/refresh_flopping()
if(flopping)
flop_animation()
/obj/item/fish/proc/try_electrogenesis()
if(status == FISH_DEAD || is_hungry())
return
COOLDOWN_START(src, electrogenesis_cooldown, ELECTROGENESIS_DURATION + ELECTROGENESIS_VARIANCE)
var/fish_zap_range = 1
var/fish_zap_power = 1 KILO JOULES // ~5 damage, just a little friendly "yeeeouch!"
var/fish_zap_flags = ZAP_MOB_DAMAGE
if(istype(loc, /obj/structure/aquarium/bioelec_gen))
fish_zap_range = 5
fish_zap_power = electrogenesis_power
fish_zap_flags |= (ZAP_GENERATES_POWER | ZAP_MOB_STUN)
tesla_zap(source = get_turf(src), zap_range = fish_zap_range, power = fish_zap_power, cutoff = 1 MEGA JOULES, zap_flags = fish_zap_flags)
/// Returns random fish, using random_case_rarity probabilities.
/proc/random_fish_type(required_fluid)
var/static/probability_table
var/argkey = "fish_[required_fluid]" //If this expands more extract bespoke element arg generation to some common helper.
if(!probability_table || !probability_table[argkey])
if(!probability_table)
probability_table = list()
var/chance_table = list()
for(var/_fish_type in subtypesof(/obj/item/fish))
var/obj/item/fish/fish = _fish_type
var/rarity = initial(fish.random_case_rarity)
if(!rarity)
continue
if(required_fluid)
var/init_fish_fluid_type = initial(fish.required_fluid_type)
if(!compatible_fluid_type(init_fish_fluid_type, required_fluid))
continue
chance_table[fish] = initial(fish.random_case_rarity)
probability_table[argkey] = chance_table
return pick_weight(probability_table[argkey])
/proc/compatible_fluid_type(fish_fluid_type, fluid_type)
switch(fish_fluid_type)
if(AQUARIUM_FLUID_ANY_WATER)
return fluid_type != AQUARIUM_FLUID_AIR
if(AQUARIUM_FLUID_ANADROMOUS)
return fluid_type == AQUARIUM_FLUID_SALTWATER || fluid_type == AQUARIUM_FLUID_FRESHWATER
else
return fish_fluid_type == fluid_type