Files
Bubberstation/code/modules/fishing/sources/_fish_source.dm
Joshua Kidder 94cf89f2d7 Settler partially atomized into traits, ashwalkers given some settler traits (#84090)
## 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>
2024-06-20 20:10:08 +01:00

290 lines
12 KiB
Plaintext

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