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Bubberstation/code/modules/hydroponics
SkyratBot 053b13da9b [MIRROR] Fixed several Foodening taste issues. [MDB IGNORE] (#23858)
* Fixed several Foodening taste issues. (#78481)

## About The Pull Request

Fixes a number of issues with taste that arose from the Foodening:
- Foods with special `check_liked` callbacks were having these thrown
out without effect. This made food with special "liked" conditions get
ignored - for example, security lizards didn't like donuts anymore.
- Ageusia was completely ignored when determining taste reactions (the
entire point of the quirk!).
- Foods with a toxic ingredient still gave the normal toxic reaction,
but would not always show up as inedible on examine if they were very
complex or had several liked foodtypes.

These issues have been fixed through a rewrite of the
`get_perceived_food_quality()` proc - all relevant checks are now made
within this proc rather than some coming before (and being partly
discarded).

Food quality checks take on the following hierarchy:
`silver slime toxicity > check_liked > toxic foodtypes > ageusia > liked
+ disliked foodtypes`

- **Silver slime toxicity** is about the same as before, except it will
return a toxic result early if the eater is not a jellyperson, or
increase the perceived quality by 2 if they are.
- **check_liked** will return early with a value based on the result of
the callback: -8 (toxic) if toxic, -2 (disliked) if disliked, and 2 (a
nice meal) if liked. As before, these ignore all further foodtype
calculations.
- **Toxic foodtypes** will return the toxic threshold if present.
- **Ageusia** will always return 0 - you can't taste anything, so if it
doesn't poison you it tastes completely neutral.
- **Liked + disliked foodtypes** are how things already work - save for
toxic foodtypes no longer being needlessly factored into the math.

As part of unifying two disparate sets of checks, perceived food quality
of -8 or lower now gives the toxic reaction rather than the disliked
one. This threshold would be incredibly difficult to reach via disliked
food alone, requiring four different disliked foodtypes at once in a
non-handcrafted food. This could potentially be set to a less extreme
value, like -4, if you wanted disliked-enough food to act as toxic -
but, as this would be a minor balance change, I haven't done that here.

Finally, as a miscellaneous change, a vestigial "fraction" field has
been removed from the invocation of check_liked - this was not used, and
was inconvenient for the rewritten code.
## Why It's Good For The Game

Restores several features that were lost or muddled in the Foodening,
and should not have been.

Note that, while this change generally preserves old behavior, it
diverges somewhat from the _intended_ design of the Foodening. Namely,
toxic foodtypes will _always_ give the toxic disgust/moodlet (unless
superseded by the above hierarchy), rather than being weighed against
the other foodtypes. I personally think this is fine, as I disagree with
the notion that wrapping poison in nice ingredients will make them
edible.
## Changelog
🆑
fix: Foods that have special conditions for liking/disliking them (such
as donuts for sec officers) have these conditions again.
fix: Characters with ageusia properly ignore non-toxic food types that
they eat.
fix: If you examine toxic food, it can no longer appear to you as
edible.
/🆑

* Fixed several Foodening taste issues.

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-09-22 15:15:39 -04:00
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