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Bubberstation/code/modules/fishing/sources/_fish_source.dm
san7890 71b45e54ad Puts all traits in the globalvars file + CI Testing (#79642)
## About The Pull Request

Fixes #76349

I didn't know that people needed to add any new traits to a global list
so they can be easily read in View Variables, and was pretty shocked to
find out many other people didn't know it was a thing. Let's make it a
thing by testing it using a new CI Python Linter to check this. But oh
no-


![image](https://github.com/tgstation/tgstation/assets/34697715/c093f1a8-00ce-40a6-8e1d-f344107ce7b8)

There were about 200+ missing traits. Alright, so let's do the
following:

* Move trait defines to their own dedicated folder in the `_DEFINES`
folder.
* Split up the traits mega-file into different files, for better
organization. One for the macros, one for the sources, and a few for the
"trait declarations"
* Run the linter a load of times and add everything to the globalvars
file, removing anything that's no longer used and figuring out where the
best categorization of it is. also minor code improvements. also rename
all of the ones that look weird. also fix list indentations
* Also alphabetize the lists because it's easy
* Move everything to a new `traits_by_type` list, while keeping the
admin one the way it is for the time being while we figure out a better
way to show that list to admins.
* Profit
## Why It's Good For The Game

Mapping trait injectors will now work for any type of trait. You
shouldn't add any trait via this injector though, but you're no longer
limited to coders remembering to add it to that critical list you
needed.

Lays the framework for a better view variables experience. This work is
too lengthy to presently do, but hopefully we can get this done sooner
rather than later. we will need a code-accessible way to view these
traits for such a framework to be implemented, so let's just do that.

Future steps are to break down the mega-declarations file into a folder
full of separate files by typepath, but that requires a lot of auditing.
Does need to happen one day though, there's a lot of mob traits mingled
with datum traits and auuugh we gotta do this later this PR is already
massive.

there's probably ways to game this but this catches _my_ mistakes so
good luck to everyone else (it should work for 99% of everyone)
## Changelog

Nothing applicable to players. However, to mappers, the mapping trait
injector should always be able to add any kind of trait (which is rather
good for the times when you need it).
2023-11-18 13:06:00 +01:00

283 lines
12 KiB
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GLOBAL_LIST_INIT(preset_fish_sources, init_subtypes_w_path_keys(/datum/fish_source, list()))
/**
* When adding new fishable rewards to a table/counts, you can specify an icon to show in place of the
* generic fish icon in the minigame UI should the user have the TRAIT_REVEAL_FISH trait, by adding it to
* this list.
*
* A lot of the icons here may be a tad inaccurate, but since we're limited to the free font awesome icons we
* have access to, we got to make do.
*/
GLOBAL_LIST_INIT(specific_fish_icons, zebra_typecacheof(list(
/mob/living/basic/carp = FISH_ICON_DEF,
/mob/living/basic/mining = FISH_ICON_HOSTILE,
/obj/effect/decal/remains = FISH_ICON_BONE,
/obj/effect/mob_spawn/corpse = FISH_ICON_BONE,
/obj/item/coin = FISH_ICON_COIN,
/obj/item/fish = FISH_ICON_DEF,
/obj/item/fish/armorfish = FISH_ICON_CRAB,
/obj/item/fish/boned = FISH_ICON_BONE,
/obj/item/fish/chasm_crab = FISH_ICON_CRAB,
/obj/item/fish/gunner_jellyfish = FISH_ICON_JELLYFISH,
/obj/item/fish/holo/crab = FISH_ICON_CRAB,
/obj/item/fish/holo/puffer = FISH_ICON_CHUNKY,
/obj/item/fish/mastodon = FISH_ICON_BONE,
/obj/item/fish/pufferfish = FISH_ICON_CHUNKY,
/obj/item/fish/slimefish = FISH_ICON_SLIME,
/obj/item/fish/sludgefish = FISH_ICON_SLIME,
/obj/item/fish/starfish = FISH_ICON_STAR,
/obj/item/storage/wallet = FISH_ICON_COIN,
/obj/item/stack/sheet/bone = FISH_ICON_BONE,
/obj/item/stack/sheet/mineral = FISH_ICON_GEM,
/obj/item/stack/ore = FISH_ICON_GEM,
/obj/structure/closet/crate = FISH_ICON_COIN,
)))
/**
* 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 = "background_default"
/datum/fish_source/New()
if(!PERFORM_ALL_TESTS(focus_only/fish_sources_tables))
return
for(var/path in fish_counts)
if(!(path in fish_table))
stack_trace("path [path] found in the 'fish_counts' list but not in the fish_table one of [type]")
///Called when src is set as the fish source of a fishing spot component
/datum/fish_source/proc/on_fishing_spot_init(/datum/component/fishing_spot/spot)
return
/// 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, atom/parent)
return rod.reason_we_cant_fish(src)
/**
* Calculates the difficulty of the minigame:
*
* This includes the source's fishing difficulty, that of the fish, the rod,
* favorite and disliked baits, fish traits and the fisherman skill.
*
* For non-fish, it's just the source's fishing difficulty minus the fisherman skill.
*/
/datum/fish_source/proc/calculate_difficulty(result, obj/item/fishing_rod/rod, mob/fisherman, datum/fishing_challenge/challenge)
. = fishing_difficulty
// Difficulty modifier added by having the Settler quirk
if(HAS_TRAIT(fisherman, TRAIT_SETTLER))
. += SETTLER_DIFFICULTY_MOD
// Difficulty modifier added by the fisher's skill level
if(!challenge || !(challenge.special_effects & FISHING_MINIGAME_RULE_NO_EXP))
. += fisherman.mind?.get_skill_modifier(/datum/skill/fishing, SKILL_VALUE_MODIFIER)
// Difficulty modifier added by the rod
. += rod.difficulty_modifier
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)
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
//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
// Matching/not matching fish traits and equipment
var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fish_traits)]
var/additive_mod = 0
var/multiplicative_mod = 1
for(var/fish_trait in fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[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))
/**
* Used to register signals or add traits and the such right after conditions have been cleared
* and before the minigame starts.
*/
/datum/fish_source/proc/pre_challenge_started(obj/item/fishing_rod/rod, mob/user, datum/fishing_challenge/challenge)
return
///Proc called when the challenge is interrupted within the fish source code.
/datum/fish_source/proc/interrupt_challenge(reason)
SEND_SIGNAL(src, COMSIG_FISHING_SOURCE_INTERRUPT_CHALLENGE, reason)
/**
* Proc called when the COMSIG_FISHING_CHALLENGE_COMPLETED signal is sent.
* Check if we've succeeded. If so, write into memory and dispense the reward.
*/
/datum/fish_source/proc/on_challenge_completed(datum/fishing_challenge/source, mob/user, success)
SIGNAL_HANDLER
SHOULD_CALL_PARENT(TRUE)
if(!success)
return
var/obj/item/fish/caught = source.reward_path
user.add_mob_memory(/datum/memory/caught_fish, protagonist = user, deuteragonist = initial(caught.name))
var/turf/fishing_spot = get_turf(source.lure)
var/atom/movable/reward = dispense_reward(source.reward_path, user, fishing_spot)
if(source.used_rod)
SEND_SIGNAL(source.used_rod, COMSIG_FISHING_ROD_CAUGHT_FISH, reward, user)
source.used_rod.consume_bait(reward)
/// Gives out the reward if possible
/datum/fish_source/proc/dispense_reward(reward_path, mob/fisherman, turf/fishing_spot)
if((reward_path in fish_counts)) // This is limited count result
fish_counts[reward_path] -= 1
if(!fish_counts[reward_path])
fish_counts -= reward_path //Ran out of these since rolling (multiple fishermen on same source most likely)
fish_table -= reward_path
var/atom/movable/reward = spawn_reward(reward_path, fisherman, fishing_spot)
if(!reward) //balloon alert instead
fisherman.balloon_alert(fisherman,pick(duds))
return
if(isitem(reward)) //Try to put it in hand
INVOKE_ASYNC(fisherman, TYPE_PROC_REF(/mob, put_in_hands), reward)
else // for fishing things like corpses, move them to the turf of the fisherman
INVOKE_ASYNC(reward, TYPE_PROC_REF(/atom/movable, forceMove), get_turf(fisherman))
fisherman.balloon_alert(fisherman, "caught [reward]!")
SEND_SIGNAL(fisherman, COMSIG_MOB_FISHING_REWARD_DISPENSED, reward)
return reward
/// Spawns a reward from a atom path right where the fisherman is. Part of the dispense_reward() logic.
/datum/fish_source/proc/spawn_reward(reward_path, mob/fisherman, turf/fishing_spot)
if(reward_path == FISHING_DUD)
return
if(ispath(reward_path, /datum/chasm_detritus))
return GLOB.chasm_detritus_types[reward_path].dispense_detritus(fisherman, fishing_spot)
if(!ispath(reward_path, /atom/movable))
CRASH("Unsupported /datum path [reward_path] passed to fish_source/proc/spawn_reward()")
var/atom/movable/reward = new reward_path(get_turf(fisherman))
if(isfish(reward))
var/obj/item/fish/caught_fish = reward
caught_fish.randomize_size_and_weight()
return reward
/// 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, FALSE)
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, fish_traits)] = fish.fish_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"]
if("Reagent")
return bait.reagents?.has_reagent(special_identifier["Value"], special_identifier["Amount"], check_subtypes = TRUE)
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)
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(ispath(result, /obj/item/fish))
//Modify fish roll chance
var/obj/item/fish/caught_fish = result
if(bait)
if(HAS_TRAIT(bait, TRAIT_GREAT_QUALITY_BAIT))
final_table[result] *= 10
else if(HAS_TRAIT(bait, TRAIT_GOOD_QUALITY_BAIT))
final_table[result] = round(final_table[result] * 3.5, 1)
else if(HAS_TRAIT(bait, TRAIT_BASIC_QUALITY_BAIT))
final_table[result] *= 2
if(!HAS_TRAIT(bait, TRAIT_OMNI_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
//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] = round(final_table[result] * 0.5, 1)
else
final_table[result] = round(final_table[result] * 0.15, 1) //Fishing without bait is not going to be easy
// Apply fish trait modifiers
var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fish_traits)]
var/additive_mod = 0
var/multiplicative_mod = 1
for(var/fish_trait in fish_traits)
var/datum/fish_trait/trait = GLOB.fish_traits[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] = round(final_table[result] * multiplicative_mod, 1)
if(final_table[result] <= 0)
final_table -= result
return final_table