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Bubberstation/code/datums/components/aquarium.dm
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GhomandGitHub 7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00

565 lines
22 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_px
///The maximum pixel x of the area where vis overlays should be displayed
var/aquarium_zone_max_px
///The minimum pixel y of the area where vis overlays should be displayed
var/aquarium_zone_min_py
///The maximum pixel y of the area where vis overlays should be displayed
var/aquarium_zone_max_py
///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,
)
///The size of the reagents holder which will store fish feed.
var/reagents_size
/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,
)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
src.default_beauty = default_beauty
src.reagents_size = reagents_size
aquarium_zone_min_px = min_px
aquarium_zone_max_px = max_px
aquarium_zone_min_py = min_py
aquarium_zone_max_py = 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)
/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)
RegisterSignal(movable.reagents, COMSIG_REAGENTS_NEW_REAGENT, PROC_REF(start_autofeed))
if(!movable.reagents)
movable.create_reagents(reagents_size, SEALED_CONTAINER)
else if(movable.reagents.total_volume)
start_autofeed(movable.reagents)
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))
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)
for(var/atom/movable/content as anything in movable.contents)
if(content.flags_1 & INITIALIZED_1)
on_entered(movable, content)
ADD_TRAIT(movable, TRAIT_IS_AQUARIUM, 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,
))
if(movable.reagents)
UnregisterSignal(movable, COMSIG_REAGENTS_NEW_REAGENT)
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), AQUARIUM_TRAIT)
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
for(var/atom/movable/moving as anything in movable.contents)
if(HAS_TRAIT(moving, TRAIT_AQUARIUM_CONTENT))
moving.forceMove(new_parent)
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
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
for(var/obj/item/fish/fish as anything in fishes)
fish.feed(item.reagents)
source.balloon_alert(user, "fed the fish")
return ITEM_INTERACT_SUCCESS
if(!HAS_TRAIT(item, TRAIT_AQUARIUM_CONTENT))
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(atom/movable/source, new_reagent, amount, reagtemp, data, no_react)
SIGNAL_HANDLER
START_PROCESSING(SSobj, src)
UnregisterSignal(source.reagents, COMSIG_REAGENTS_NEW_REAGENT)
///Feed the fish at defined intervals until the feed storage is empty.
/datum/component/aquarium/process(seconds_per_tick)
var/atom/movable/movable = parent
if(!movable.reagents?.total_volume)
if(movable.reagents)
RegisterSignal(movable.reagents, COMSIG_REAGENTS_NEW_REAGENT, PROC_REF(start_autofeed))
return PROCESS_KILL
if(world.time < last_feeding + feeding_interval)
return
last_feeding = world.time
var/list/fishes = get_fishes()
for(var/obj/item/fish/fish as anything in fishes)
fish.feed(movable.reagents)
/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))
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
var/panel_open = HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN)
examine_list += span_notice("<b>Alt-click</b> 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
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))
///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 = types_to_mate_with[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(compatible_fluid_type(fish.required_fluid_type, 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)
/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_px = aquarium_zone_min_px
visual.aquarium_zone_max_px = aquarium_zone_max_px
visual.aquarium_zone_min_py = aquarium_zone_min_py
visual.aquarium_zone_max_py = aquarium_zone_max_py
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/interact(atom/movable/source, mob/user)
SIGNAL_HANDLER
if(HAS_TRAIT(source, TRAIT_AQUARIUM_PANEL_OPEN))
INVOKE_ASYNC(src, PROC_REF(ui_interact), user)
else if(!isitem(source))
INVOKE_ASYNC(src, PROC_REF(admire), user)
/datum/component/aquarium/proc/on_secondary_attack_hand(obj/item/source, mob/living/user)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(admire), 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(atom/movable/source, mob/user)
. = ..()
.["fluidType"] = fluid_type
.["temperature"] = fluid_temp
.["allowBreeding"] = HAS_TRAIT_FROM(source, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
.["fishData"] = list()
.["feedingInterval"] = feeding_interval / (1 MINUTES)
.["propData"] = list()
for(var/atom/movable/item as anything in source.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'
/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("allow_breeding")
if(HAS_TRAIT(movable, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH))
REMOVE_TRAIT(movable, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
else
ADD_TRAIT(movable, TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH, AQUARIUM_TRAIT)
. = 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_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)
#undef MIN_AQUARIUM_BEAUTY
#undef MAX_AQUARIUM_BEAUTY