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https://github.com/Bubberstation/Bubberstation.git
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Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots.
177 lines
4.8 KiB
Plaintext
177 lines
4.8 KiB
Plaintext
/obj/item/storage/wallet
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name = "wallet"
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desc = "It can hold a few small and personal things."
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icon_state = "wallet"
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w_class = WEIGHT_CLASS_SMALL
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resistance_flags = FLAMMABLE
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slot_flags = ITEM_SLOT_ID
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var/obj/item/card/id/front_id = null
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var/list/combined_access
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var/cached_flat_icon
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/obj/item/storage/wallet/Initialize(mapload)
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. = ..()
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atom_storage.max_specific_storage = WEIGHT_CLASS_SMALL
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atom_storage.max_slots = 4
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atom_storage.set_holdable(list(
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/obj/item/stack/spacecash,
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/obj/item/holochip,
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/obj/item/card,
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/obj/item/clothing/mask/cigarette,
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/obj/item/coupon,
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/obj/item/flashlight/pen,
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/obj/item/folder/biscuit,
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/obj/item/seeds,
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/obj/item/stack/medical,
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/obj/item/toy/crayon,
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/obj/item/coin,
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/obj/item/food/chococoin,
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/obj/item/dice,
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/obj/item/disk,
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/obj/item/implanter,
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/obj/item/laser_pointer,
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/obj/item/lighter,
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/obj/item/lipstick,
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/obj/item/match,
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/obj/item/paper,
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/obj/item/pen,
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/obj/item/photo,
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/obj/item/reagent_containers/dropper,
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/obj/item/reagent_containers/syringe,
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/obj/item/reagent_containers/pill,
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/obj/item/screwdriver,
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/obj/item/spess_knife,
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/obj/item/stamp),
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list(/obj/item/screwdriver/power))
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/obj/item/storage/wallet/Exited(atom/movable/gone, direction)
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. = ..()
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if(isidcard(gone))
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refreshID()
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/**
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* Calculates the new front ID.
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*
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* Picks the ID card that has the most combined command or higher tier accesses.
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*/
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/obj/item/storage/wallet/proc/refreshID()
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LAZYCLEARLIST(combined_access)
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front_id = null
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var/winning_tally = 0
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var/is_magnetic_found = FALSE
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for(var/obj/item/card/id/id_card in contents)
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// Certain IDs can forcibly jump to the front so they can disguise other cards in wallets. Chameleon/Agent ID cards are an example of this.
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if(!is_magnetic_found && HAS_TRAIT(id_card, TRAIT_MAGNETIC_ID_CARD))
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front_id = id_card
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is_magnetic_found = TRUE
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if(!is_magnetic_found)
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var/card_tally = SSid_access.tally_access(id_card, ACCESS_FLAG_COMMAND)
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if(card_tally > winning_tally)
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winning_tally = card_tally
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front_id = id_card
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LAZYINITLIST(combined_access)
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combined_access |= id_card.access
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// If we didn't pick a front ID - Maybe none of our cards have any command accesses? Just grab the first card (if we even have one).
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// We could also have no ID card in the wallet at all, which will mean we end up with a null front_id and that's fine too.
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if(!front_id)
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front_id = (locate(/obj/item/card/id) in contents)
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if(ishuman(loc))
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var/mob/living/carbon/human/wearing_human = loc
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if(wearing_human.wear_id == src)
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wearing_human.sec_hud_set_ID()
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update_label()
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update_appearance(UPDATE_ICON)
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update_slot_icon()
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/obj/item/storage/wallet/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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. = ..()
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if(isidcard(arrived))
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refreshID()
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/obj/item/storage/wallet/update_overlays()
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. = ..()
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cached_flat_icon = null
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if(!front_id)
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return
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. += mutable_appearance(front_id.icon, front_id.icon_state)
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. += front_id.overlays
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. += mutable_appearance(icon, "wallet_overlay")
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/obj/item/storage/wallet/proc/get_cached_flat_icon()
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if(!cached_flat_icon)
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cached_flat_icon = getFlatIcon(src)
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return cached_flat_icon
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/obj/item/storage/wallet/get_examine_string(mob/user, thats = FALSE)
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if(front_id)
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return "[icon2html(get_cached_flat_icon(), user)] [thats? "That's ":""][get_examine_name(user)]" //displays all overlays in chat
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return ..()
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/obj/item/storage/wallet/proc/update_label()
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if(front_id)
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name = "wallet displaying [front_id]"
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else
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name = "wallet"
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/obj/item/storage/wallet/examine()
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. = ..()
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if(front_id)
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. += span_notice("Alt-click to remove the id.")
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/obj/item/storage/wallet/get_id_examine_strings(mob/user)
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. = ..()
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if(front_id)
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. += front_id.get_id_examine_strings(user)
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/obj/item/storage/wallet/GetID()
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return front_id
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/obj/item/storage/wallet/RemoveID()
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if(!front_id)
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return
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. = front_id
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front_id.forceMove(get_turf(src))
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/obj/item/storage/wallet/InsertID(obj/item/inserting_item)
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var/obj/item/card/inserting_id = inserting_item.RemoveID()
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if(!inserting_id)
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return FALSE
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attackby(inserting_id)
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if(inserting_id in contents)
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return TRUE
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return FALSE
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/obj/item/storage/wallet/GetAccess()
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if(LAZYLEN(combined_access))
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return combined_access
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else
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return ..()
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/obj/item/storage/wallet/random
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icon_state = "random_wallet" // for mapping purposes
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worn_icon_state = "wallet"
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/obj/item/storage/wallet/random/Initialize(mapload)
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. = ..()
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icon_state = "wallet"
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/obj/item/storage/wallet/random/PopulateContents()
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new /obj/item/holochip(src, rand(5, 30))
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new /obj/effect/spawner/random/entertainment/wallet_storage(src)
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///Used by the toilet fish source.
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/obj/item/storage/wallet/money
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desc = "It can hold a few small and personal things. This one reeks of toilet water."
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/obj/item/storage/wallet/money/PopulateContents()
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for(var/iteration in 1 to pick(3, 4))
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new /obj/item/holochip(src, rand(50, 450))
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