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Bubberstation/code/datums/components/bakeable.dm
Ghom 659e6f0ca2 Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.

Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.

As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.

I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).

As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).

Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).

This PR is still a WIP, gotta test it several times.

## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

![new
fish](https://github.com/user-attachments/assets/49c55065-32b0-44ec-ac12-74b3a1763f50)

Can you guess which is which?

## Changelog

For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic

🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑
2024-08-20 06:46:11 +02:00

133 lines
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///This component indicates this object can be baked in an oven.
/datum/component/bakeable
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS // So you can change bake results with various cookstuffs
///Result atom type of baking this object
var/atom/bake_result
///Amount of time required to bake the food
var/required_bake_time = 2 MINUTES
///Is this a positive bake result?
var/positive_result = TRUE
///Time spent baking so far
var/current_bake_time = 0
/// REF() to the mind which placed us in an oven
var/who_baked_us
/// Reagents that should be added to the result
var/list/added_reagents
/datum/component/bakeable/Initialize(bake_result, required_bake_time, positive_result, use_large_steam_sprit, list/added_reagents)
. = ..()
if(!isitem(parent)) //Only items support baking at the moment
return COMPONENT_INCOMPATIBLE
src.bake_result = bake_result
src.required_bake_time = required_bake_time
src.positive_result = positive_result
src.added_reagents = added_reagents
if(positive_result)
ADD_TRAIT(parent, TRAIT_BAKEABLE, REF(src))
// Inherit the new values passed to the component
/datum/component/bakeable/InheritComponent(datum/component/bakeable/new_comp, original, bake_result, required_bake_time, positive_result, use_large_steam_sprite)
if(!original)
return
if(bake_result)
src.bake_result = bake_result
if(required_bake_time)
src.required_bake_time = required_bake_time
if(positive_result)
src.positive_result = positive_result
/datum/component/bakeable/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_OVEN_PLACED_IN, PROC_REF(on_baking_start))
RegisterSignal(parent, COMSIG_ITEM_OVEN_PROCESS, PROC_REF(on_bake))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
/datum/component/bakeable/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_OVEN_PLACED_IN, COMSIG_ITEM_OVEN_PROCESS, COMSIG_ATOM_EXAMINE))
REMOVE_TRAIT(parent, TRAIT_BAKEABLE, REF(src))
/// Signal proc for [COMSIG_ITEM_OVEN_PLACED_IN] when baking starts (parent enters an oven)
/datum/component/bakeable/proc/on_baking_start(datum/source, atom/used_oven, mob/baker)
SIGNAL_HANDLER
if(baker && baker.mind)
who_baked_us = REF(baker.mind)
///Ran every time an item is baked by something
/datum/component/bakeable/proc/on_bake(datum/source, atom/used_oven, seconds_per_tick = 1)
SIGNAL_HANDLER
// Let our signal know if we're baking something good or ... burning something
var/baking_result = positive_result ? COMPONENT_BAKING_GOOD_RESULT : COMPONENT_BAKING_BAD_RESULT
current_bake_time += seconds_per_tick * 10 //turn it into ds
if(current_bake_time >= required_bake_time)
finish_baking(used_oven)
return COMPONENT_HANDLED_BAKING | baking_result
///Ran when an object finished baking
/datum/component/bakeable/proc/finish_baking(atom/used_oven)
var/atom/original_object = parent
var/obj/item/plate/oven_tray/used_tray = original_object.loc
var/atom/baked_result = new bake_result(used_tray)
if(baked_result.reagents && positive_result) //make space and tranfer reagents if it has any & the resulting item isn't bad food or other bad baking result
baked_result.reagents.clear_reagents()
original_object.reagents.trans_to(baked_result, original_object.reagents.total_volume)
if(added_reagents) // Add any new reagents that should be added
baked_result.reagents.add_reagent_list(added_reagents)
if(who_baked_us)
ADD_TRAIT(baked_result, TRAIT_FOOD_CHEF_MADE, who_baked_us)
if(original_object.custom_materials)
baked_result.set_custom_materials(original_object.custom_materials, 1)
baked_result.pixel_x = original_object.pixel_x
baked_result.pixel_y = original_object.pixel_y
used_tray.AddToPlate(baked_result)
var/list/asomnia_hadders = list()
for(var/mob/smeller in get_hearers_in_view(DEFAULT_MESSAGE_RANGE, used_oven))
if(HAS_TRAIT(smeller, TRAIT_ANOSMIA))
asomnia_hadders += smeller
if(positive_result)
used_oven.visible_message(
span_notice("You smell something great coming from [used_oven]."),
blind_message = span_notice("You smell something great..."),
ignored_mobs = asomnia_hadders,
)
BLACKBOX_LOG_FOOD_MADE(baked_result.type)
else
used_oven.visible_message(
span_warning("You smell a burnt smell coming from [used_oven]."),
blind_message = span_warning("You smell a burnt smell..."),
ignored_mobs = asomnia_hadders,
)
SEND_SIGNAL(parent, COMSIG_ITEM_BAKED, baked_result)
qdel(parent)
///Gives info about the items baking status so you can see if its almost done
/datum/component/bakeable/proc/on_examine(atom/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(!current_bake_time) //Not baked yet
if(positive_result)
if(initial(bake_result.gender) == PLURAL)
examine_list += span_notice("[parent] can be [span_bold("baked")] into some [initial(bake_result.name)].")
else
examine_list += span_notice("[parent] can be [span_bold("baked")] into \a [initial(bake_result.name)].")
return
if(positive_result)
if(current_bake_time <= required_bake_time * 0.75)
examine_list += span_notice("[parent] probably needs to be baked a bit longer!")
else if(current_bake_time <= required_bake_time)
examine_list += span_notice("[parent] seems to be almost finished baking!")
else
examine_list += span_danger("[parent] should probably not be put in the oven.")