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## About The Pull Request The reason why I refactored material effects code is here. In this PR I add the possibility of printing fishing rods from different materials at your nearest autolathe, though it doesn't stop there. Each material has different values for (so far) fishing difficulty, casting range, experience gained and foremost the chance of catching fish made of the same material as the fishing rod used to catch it. The material the fish is made from can either increase or decrease the weight of the fish. In a many cases, material rods can also have other small effects on fishing, like removing the chances of duds even without a bait, or attracting shiny-loving fish, or passing some other fish trait checks. In a few cases, these fishing rods can have bigger, more impactful effects on fishing. That said, here's a list of more or less the effects (skipping very minor ones and those inherited from being items) and modifiers across materials so far, a few things will be added later: <details> <summary>Huge-ass list (out-fucking-dated now that I've added 5 more variables 😢)</summary> - Iron: +30% fish weight, 8% chance of material fish - Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of material fish - Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5% chance of material fish - Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5% material fish, +1 casting range - Diamond: +40% fish weight, -13 difficulty, -30% experience, 23% material fish, -1 casting range - Uranium: +100% fish weight, 8% material fish - Plasma: +30% fish weight, 8% material fish - Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23% material fish, +5 range - - 33% chance of selecting a reward from (almost) any fishing source instead of the current one. - Bananium +20 difficulty, +60% experience, 38% material fish, +3 casting range - - 20% chance of fishing either a clownfish, lubefish, donkfish, soulfish or skin crab instead - Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range - Runite: +50% fish weight, -18 difficulty, +220% experience, 38% material fish, +1 range - Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material fish, +2 range - Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material fish, -1 range - Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33% material fish, +1 range - Mythril: +40% fish weight, -25 difficulty, -50% experience, 43% material fish, +2 range - Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18% material fish, +1 range - Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23% material, +4 range - Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2 range - Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2 range - Runed Metal: +50% weight, -12 diff, -10% experience, 38% material - Bronze, +40% weight, 13% material - Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range - - Has a 20% chance of fishing up an aggressive stickman - Cardboard: Same as above, but without the stickmen - Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range - - 20% chance of fishing up either a unmarine bonemass, a unmarine mastodon, a hostile skellie or rarely a single-use spectral instrument that can turn you or someone else into a spooky scary skeleton. - Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1 range - Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material - Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material - Plastitanium: +10% weight, -10 difficulty, -5% experience, 8% material, +1 range - Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material - Titanium Glass: +25% weight, -5 difficulty, +25% experience 8% material - Plastitanium Glass: +20% weight, +50% experience, 8% material - Alien Alloy: +140% weight, -25 difficulty, 33% material, -40% experience, +2 range - Hauntium (good luck using it): +40% weight, -30 difficulty, +50% experience, 38% material, +2 range - Meat: +13 difficulty, -20% experience, 28% material, -2 range - Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2 range </details> ## Why It's Good For The Game I think it's nice to have two features interact with each other (fishing and materials), and it adds a layer of interesting uses to some materials. ## Changelog 🆑 add: Autolathes can now print fishing rods of different materials, which can increase or decrease fishing difficulty, casting range, and experience gained, and can have other interesting effects. /🆑
107 lines
5.3 KiB
Plaintext
107 lines
5.3 KiB
Plaintext
//Defines for amount of material retrieved from sheets & other items
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/// The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units.
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#define SHEET_MATERIAL_AMOUNT 100
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/// The amount of materials you get from half a sheet. Used in standard object quantities. 50 units.
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#define HALF_SHEET_MATERIAL_AMOUNT (SHEET_MATERIAL_AMOUNT / 2)
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/// The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.
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#define SMALL_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT / 5)
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/// The amount of material that goes into a coin, which determines the value of the coin.
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#define COIN_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT * 0.4)
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//Cable related values
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/// The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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/// Maximum amount of cable in a coil
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#define MAXCOIL 30
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//Category of materials
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/// Can this material be stored in the ore silo
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#define MAT_CATEGORY_SILO "silo capable"
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/// Hard materials, such as iron or silver
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#define MAT_CATEGORY_RIGID "rigid material"
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/// Materials that can be used to craft items
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#define MAT_CATEGORY_ITEM_MATERIAL "item material"
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/**
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* Materials that can also be used to craft items for designs that require two custom mats.
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* This is mainly a work around to the fact we can't (easily) have the same category show
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* multiple times in a list with different values, because list access operator [] will fetch the
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* top-most value.
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*/
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#define MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY "item material complementary"
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/// Use this flag on TRUE if you want the basic recipes
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#define MAT_CATEGORY_BASE_RECIPES "basic recipes"
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///Flags for map loaded materials
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/// Used to make a material initialize at roundstart.
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#define MATERIAL_INIT_MAPLOAD (1<<0)
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/// Used to make a material type able to be instantiated on demand after roundstart.
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#define MATERIAL_INIT_BESPOKE (1<<1)
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//Material Container Flags.
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///If the container shows the amount of contained materials on examine.
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#define MATCONTAINER_EXAMINE (1<<0)
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///If the container cannot have materials inserted through attackby().
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#define MATCONTAINER_NO_INSERT (1<<1)
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///If the user can insert mats into the container despite the intent.
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#define MATCONTAINER_ANY_INTENT (1<<2)
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///If the user won't receive a warning when attacking the container with an unallowed item.
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#define MATCONTAINER_SILENT (1<<3)
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/// Whether a material's mechanical effects should apply to the atom. This is necessary for other flags to work.
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#define MATERIAL_EFFECTS (1<<0)
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/// Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
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#define MATERIAL_COLOR (1<<1)
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/// Whether a prefix describing the material should be added to the name
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#define MATERIAL_ADD_PREFIX (1<<2)
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/// Whether a material should affect the stats of the atom
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#define MATERIAL_AFFECT_STATISTICS (1<<3)
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/// Applies the material greyscale color to the atom's greyscale color.
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#define MATERIAL_GREYSCALE (1<<4)
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/// Materials like plasteel and alien alloy won't apply slowdowns.
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#define MATERIAL_NO_SLOWDOWN (1<<5)
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//Special return values of [/datum/component/material_container/insert_item]
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/// No material was found inside them item
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#define MATERIAL_INSERT_ITEM_NO_MATS -1
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/// The container does not have the space for the item
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#define MATERIAL_INSERT_ITEM_NO_SPACE -2
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/// The item material type was not accepted or other reasons
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#define MATERIAL_INSERT_ITEM_FAILURE 0
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// Slowdown values.
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/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of plasteel.
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#define MATERIAL_SLOWDOWN_PLASTEEL (0.05)
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/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of alien alloy.
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#define MATERIAL_SLOWDOWN_ALIEN_ALLOY (0.1)
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//Stock market stock values.
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/// How much quantity of a material stock exists for common materials like iron & glass.
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#define MATERIAL_QUANTITY_COMMON 5000
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/// How much quantity of a material stock exists for uncommon materials like silver & titanium.
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#define MATERIAL_QUANTITY_UNCOMMON 1000
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/// How much quantity of a material stock exists for rare materials like gold, uranium, & diamond.
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#define MATERIAL_QUANTITY_RARE 200
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/// How much quantity of a material stock exists for exotic materials like diamond & bluespace crystals.
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#define MATERIAL_QUANTITY_EXOTIC 50
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// The number of ore vents that will spawn boulders with this material.
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/// Is this material going to spawn often in ore vents? (80% of vents on lavaland)
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#define MATERIAL_RARITY_COMMON 12
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/// Is this material going to spawn often in ore vents? (53% of vents on lavaland)
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#define MATERIAL_RARITY_SEMIPRECIOUS 8
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/// Is this material going to spawn uncommonly in ore vents? (33% of vents on lavaland)
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#define MATERIAL_RARITY_PRECIOUS 5
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/// Is this material going to spawn rarely in ore vents? (20% of vents on lavaland)
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#define MATERIAL_RARITY_RARE 3
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/// Is this material only going to spawn once in ore vents? (6% of vents on lavaland)
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#define MATERIAL_RARITY_UNDISCOVERED 1
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///The key to access the 'optimal' amount of a material key from its assoc value list.
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#define MATERIAL_LIST_OPTIMAL_AMOUNT "optimal_amount"
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///The key to access the multiplier used to selectively control effects and modifiers of a material.
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#define MATERIAL_LIST_MULTIPLIER "multiplier"
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///A macro that ensures some multiplicative modifiers higher than 1 don't become lower than 1 and viceversa because of the multiplier.
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#define GET_MATERIAL_MODIFIER(modifier, multiplier) (modifier >= 1 ? 1 + ((modifier) - 1) * (multiplier) : (modifier)**(multiplier))
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