Files
Bubberstation/code/modules/fishing/sources/_fish_source.dm
GoldenAlpharex fccd833526 Fishing Odds Code Improvements and Rescue Hooks (#71415)
## About The Pull Request
I wanted to try and implement an easier way for people to fish out
corpses from chasms, as I heard many tales of people trying to fish
others out of chasms and it taking over one IRL hour, with some cases
where it would take over two hours. Obviously, that's not really
interesting gameplay, and it doesn't really give people an incentive to
fish, it just turns it into an annoyance that people won't want to do
for fun. Now, we don't want that, do we?

As such, I've created the rescue hook, a special fishing hook that can
only be used in chasms (as that's currently the only place you can find
people into), which will only be able to fish out duds, skeleton
corpses, any mob that's fallen into a chasm and hasn't been rescued yet,
or rarely, a hostile monster lurking below. It has, at the time of
writing this, a weight of 5 (50 without bait, lower with bait) for duds
and a weight of 30 for chasm detritus, which themselves have a 50%
chance to be a random skeleton corpse, or a lobstrosity, and the
remaining 50% chance of fishing out a mob that's fallen into a chasm.
I'm open to tweaking these values if we think it's too easy or too hard,
but it's still a rather expensive item, so I'd consider it quite fine
the way it is myself, as it's still not risk-free.

It's currently only obtainable through buying it from cargo in the
goodies section, at a default price of 600 credits (making it
SIGNIFICANTLY more expensive than the rest of the fishing content, and
making it something that assistants will have to put some elbow grease
into if they want to be able to afford it).

As it stands currently, it can't be used to recover the fallen's
belongings that weren't on their person (i.e., their crusher if they
were holding it in hands), ~*but* I'm down to make that easier to fish
out using, for instance, the magnet hook, while also making it
incompatible with fishing out bodies, which would make it a nice way to
recover those lost items without spending over an hour fishing for them,
if that's something that maintainers would want.~ Maintainers did want
it, and as such...

The Magnetic hook is now the go-to hook to retrieve objects from chasms!
Not only does it inherently do a much better job at fishing out
non-fishes, it also has a lesser chance of retrieving random junk from
chasms, and an even lower chance of fishing out lobstrosities!

I also improved the code for the fishing weights calculation so that the
hooks and the rods can have an effect on the odds of certain types of
rewards more easily, with the option of offloading a more of what's
currently being calculated on `fishing_challenge` over on the rods or
even the hooks themselves.

I finished by fixing a handful of capitalization and punctuation issues
in various fishing items, as that bugged me when I was testing my
changes.

## Why It's Good For The Game
Corpses being recoverable from chasms was a great idea, however making
it so people would have to sink a major portion of their shift for a
chance at recovering a corpse doesn't create a particularly interesting
gameplay loop. However, being able to spend your hard-earned funds in
order to streamline that process without really being able to use that
to cheese other mechanics sounds like a great deal to me.

## Changelog

🆑 GoldenAlpharex
add: Added a Rescue Hook, that will allow the fishing rod it's attached
onto to become a lot more proficient at recovering corpses from chasms,
at the expense of making it unusable for more traditional fishing. It
isn't entirely lobstrosity-proof, however...
balance: The magnetic hook can no longer fish out corpses from chasms,
but will fish out items much more efficiently than any other hooks,
while also being much less attractive to lobstrosities. Some still fall
for it regardless, however.
spellcheck: Fixed the capitalization and punctuation in the description
of multiple fishing accessories.
code: Improved the code for fishing weights, to allow for different
hooks to have some more noticeable results on the weights without having
to add to an already massive proc.
/🆑
2022-11-23 15:30:36 +01:00

200 lines
8.3 KiB
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/// Keyed list of preset sources to configuration instance
GLOBAL_LIST_INIT(preset_fish_sources,init_fishing_configurations())
/// These are shared between their spots
/proc/init_fishing_configurations()
. = list()
var/datum/fish_source/ocean/beach/beach_preset = new
.[FISHING_SPOT_PRESET_BEACH] = beach_preset
var/datum/fish_source/lavaland/lava_preset = new
.[FISHING_SPOT_PRESET_LAVALAND_LAVA] = lava_preset
var/datum/fish_source/chasm/chasm_preset = new
.[FISHING_SPOT_PRESET_CHASM] = chasm_preset
/// 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 = "fishing_background_default"
/// 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)
return rod.reason_we_cant_fish(src)
/// DIFFICULTY = (SPOT_BASE_VALUE + FISH_MODIFIER + ROD_MODIFIER + FAV/DISLIKED_BAIT_MODIFIER + TRAITS_ADDITIVE) * TRAITS_MULTIPLICATIVE , For non-fish it's just SPOT_BASE_VALUE
/datum/fish_source/proc/calculate_difficulty(result, obj/item/fishing_rod/rod, mob/fisherman)
. = fishing_difficulty
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)
. += rod.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
break
//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
break
// Matching/not matching fish traits and equipment
var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fishing_traits)]
var/additive_mod = 0
var/multiplicative_mod = 1
for(var/fish_trait in fish_traits)
var/datum/fishing_trait/trait = new 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))
/// Gives out the reward if possible
/datum/fish_source/proc/dispense_reward(reward_path, mob/fisherman)
if((reward_path in fish_counts)) // This is limited count result
if(fish_counts[reward_path] > 0)
fish_counts[reward_path] -= 1
else
reward_path = FISHING_DUD //Ran out of these since rolling (multiple fishermen on same source most likely)
if(ispath(reward_path))
if(ispath(reward_path,/obj/item))
var/obj/item/reward = new reward_path(get_turf(fisherman))
if(ispath(reward_path,/obj/item/fish))
var/obj/item/fish/caught_fish = reward
caught_fish.randomize_weight_and_size()
//fish caught signal if needed goes here and/or fishing achievements
//Try to put it in hand
fisherman.put_in_hands(reward)
fisherman.balloon_alert(fisherman, "caught [reward]!")
else //If someone adds fishing out carp/chests/singularities or whatever just plop it down on the fisher's turf
fisherman.balloon_alert(fisherman, "caught something!")
new reward_path(get_turf(fisherman))
else if (reward_path == FISHING_DUD)
//baloon alert instead
fisherman.balloon_alert(fisherman,pick(duds))
/// 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)
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, fishing_traits)] = fish.fishing_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"]
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)
if((result in fish_counts) && fish_counts[result] <= 0) //ran out of these, ignore
final_table -= result
continue
final_table[result] *= rod.multiplicative_fish_bonus(result, src)
final_table[result] += rod.additive_fish_bonus(result, src) //Decide on order here so it can be multiplicative
if(result == FISHING_DUD)
//Modify dud result
//Bait quality reduces dud chance heavily.
if(bait)
if(HAS_TRAIT(bait, GREAT_QUALITY_BAIT_TRAIT))
final_table[result] *= 0.1
else if(HAS_TRAIT(bait, GOOD_QUALITY_BAIT_TRAIT))
final_table[result] *= 0.3
else if(HAS_TRAIT(bait, BASIC_QUALITY_BAIT_TRAIT))
final_table[result] *= 0.5
else
final_table[result] *= 10 //Fishing without bait is not going to be easy
else if(ispath(result, /obj/item/fish))
//Modify fish roll chance
var/obj/item/fish/caught_fish = result
if(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
break // could compound possibly
//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] *= 0.5
break // same question as above
// Apply fishing trait modifiers
var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fishing_traits)]
var/additive_mod = 0
var/multiplicative_mod = 1
for(var/fish_trait in fish_traits)
var/datum/fishing_trait/trait = new 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] *= multiplicative_mod
if(final_table[result] <= 0)
final_table -= result
return final_table