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## About The Pull Request So my previous PR was to give ashwalker the settler trait so they'd get some of the benefits of settler (better riding, fishing, and taming) but it was suggested that Settler be atomized into different traits instead. I've done that here. Ashwalkers now get TRAIT_ROUGHRIDER TRAIT_BEAST_EMPATHY TRAIT_EXPERT_FISHER which will, respectively, make them better riders, better tamers, and better at fishing. I also made a small change to the riding code that references riding speed boosts for people with the ROUGHRIDER trait (would, at the moment, only be ashwalkers and settlers) that gives ashwalkers the maximum bonus, to represent their primal connection with the beasts in the area. ## Why It's Good For The Game Ashwalkers are described in the lore as being denizens of lavaland, the same as all the other messed up shit down there. This change brings them in line with that. The improvements to the handling of the settler trait will also open up avenues for expanding or improving on related systems ## Changelog 🆑 Bisar add: Ashwalkers are now better at riding, taming animals, and fishing. code: Behavior for the settler trait has been partially atomized into several traits instead. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com>
290 lines
12 KiB
Plaintext
290 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, atom/parent)
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return rod.reason_we_cant_fish(src)
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/// Called below above proc, in case the fishing source has anything to do that isn't denial
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/datum/fish_source/proc/on_start_fishing(obj/item/fishing_rod/rod, mob/fisherman, atom/parent)
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return
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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_EXPERT_FISHER))
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. += EXPERT_FISHER_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 if(istype(reward, /obj/effect/spawner)) // Do not attempt to forceMove() a spawner. It will break things, and the spawned item should already be at the mob's turf by now.
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fisherman.balloon_alert(fisherman, "caught something!")
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return
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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.hook?.get_hook_bonus_multiplicative(result)
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final_table[result] += rod.hook?.get_hook_bonus_additive(result)//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, TRAIT_OMNI_BAIT))
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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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