Files
Bubberstation/code/datums/components/embedded.dm
carlarctg 4d84d0de9b Rift Fishing (#88619)
## About The Pull Request

Adds rift fishing to the game.


![image](https://github.com/user-attachments/assets/044304ca-e7a0-45e9-baaf-b445328d3982)

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!

The loot pool includes the following:

- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

![image](https://github.com/user-attachments/assets/259bd1ee-3b1e-47db-bcfd-c23b7908f66f)
In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

![image](https://github.com/user-attachments/assets/02b398b0-22ac-4002-a828-cb73281ecef6)

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!

More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.

Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

![image](https://github.com/user-attachments/assets/37cfb7da-9269-4db7-b05f-4bbf4a6957f2)

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.

If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.

influences cannot be bombed for fish.
## Why It's Good For The Game

Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bucket for clowns and mimes.)

Fishing in a rift is just one of those things you see some random,
innocent assistant do while doing an errand, passively enhancing the
round with the sheer ridiculousness of it. Coming back, it's likely
you'll see them running from a wild Fire Shark they unwisely dug up from
messing with eldritch influences.

For Heretics, this is for the most part actively a worse alternative
than just doing things normally. But sometimes you don't want to be
optimal. Infusing their fishing rod is almost entirely an amusing twist
on the blade infusion that blade path has, and they can even infuse
other people's rods - make fish not war.

Ghommie gave me the fish sprites, and I interpreted them the silliest
and most interesting ways I could think of.
> Chrystarfish

Bluespace's technobabble has finally reached fish. Much like the
Gullion, the intention here was primarily some additional, risky way to
procure some amount of bluespace crystals and dust that doesn't depend
on Mining to do their job, either for the station or for your own stupid
plans. (Obviously mining is still the best way to get it, but it's not
healthy for the game for them to be the ONLY way to do so!)

>Flumpulus


![image](https://static.wikia.nocookie.net/oots/images/3/38/OOTS0074.jpeg/revision/latest?cb=20150609013601)

Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out
and are replaced with fungeyes. 10/10

>Gullion

Diamonds are extremely scarce on the station and the only way to get
more is by mining. I thought adding some rare, restricted way of getting
more would be fun for the game, and encourage fish breeding.
Parthenogenesis may be a bit much admittedly, but let's just see what
happens

> Walro-Dolphish

The name for this thing kinda sucks. I like the idea of an amphibious
fish-weapon like the pikes that actually kinda just hates being wielded
around like a stick. It's also piercing to differentiate.


![image](https://github.com/user-attachments/assets/a1cb58fb-af16-4f9c-9675-aaaa15172674)
## Changelog
🆑
Carlarc, Ghommie
add: Adds rift fishing to the game. Includes new wacky fish!
add: Drained and undrained influences can be fished in, the latter only
by heretics. Fishing in an undrained influence shows a bobber floating
over nothing to other people, so don't be stupid!
add: influences cannot be bombed for fish.
add: Heretics can now infuse their fishing rod, and fish for knowledge.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-12-27 11:25:12 +00:00

378 lines
17 KiB
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/*
This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats,
and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
element survives to embed another day.
- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
In addition, there are 2 cases of embedding: embedding, and sticking
- Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy"
- Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky"
when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward.
Stickables differ from embeds in the following ways:
-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
-- There is no slicing sound on impact
-- All damage checks and bloodloss are skipped
*/
/datum/component/embedded
dupe_mode = COMPONENT_DUPE_ALLOWED
var/obj/item/bodypart/limb
var/obj/item/weapon
///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
var/harmful
/datum/component/embedded/Initialize(obj/item/weapon,
datum/thrownthing/throwingdatum,
obj/item/bodypart/part)
if(!iscarbon(parent) || !isitem(weapon))
return COMPONENT_INCOMPATIBLE
src.weapon = weapon
if(part)
limb = part
if(!weapon.is_embed_harmless())
harmful = TRUE
weapon.embedded(parent, part)
START_PROCESSING(SSdcs, src)
var/mob/living/carbon/victim = parent
var/datum/embed_data/embed_data = weapon.get_embed()
limb._embed_object(weapon) // on the inside... on the inside...
weapon.forceMove(victim)
RegisterSignals(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(weaponDeleted))
victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!"))
var/damage = weapon.throwforce
if(harmful)
victim.throw_alert(ALERT_EMBEDDED_OBJECT, /atom/movable/screen/alert/embeddedobject)
playsound(victim,'sound/items/weapons/bladeslice.ogg', 40)
if (limb.can_bleed())
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
damage += weapon.w_class * embed_data.impact_pain_mult
victim.add_mood_event("embedded", /datum/mood_event/embedded)
if(damage > 0)
var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].", weapon.armour_penetration, weak_against_armour = weapon.weak_against_armour)
victim.apply_damage(
damage = (1 - embed_data.pain_stam_pct) * damage,
damagetype = BRUTE,
def_zone = limb,
blocked = armor,
wound_bonus = weapon.wound_bonus,
bare_wound_bonus = weapon.bare_wound_bonus,
sharpness = weapon.get_sharpness(),
attacking_item = weapon,
)
victim.apply_damage(
damage = embed_data.pain_stam_pct * damage,
damagetype = STAMINA,
)
/datum/component/embedded/Destroy()
var/mob/living/carbon/victim = parent
if(victim && !victim.has_embedded_objects())
victim.clear_alert(ALERT_EMBEDDED_OBJECT)
victim.clear_mood_event("embedded")
if(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
weapon = null
limb = null
return ..()
/datum/component/embedded/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(jostleCheck))
RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, PROC_REF(ripOut))
RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, PROC_REF(safeRemove))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(checkTweeze))
RegisterSignal(parent, COMSIG_MAGIC_RECALL, PROC_REF(magic_pull))
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, PROC_REF(on_ex_act))
/datum/component/embedded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_ATOM_ATTACKBY, COMSIG_MAGIC_RECALL, COMSIG_ATOM_EX_ACT))
/datum/component/embedded/process(seconds_per_tick)
var/mob/living/carbon/victim = parent
if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
weapon.forceMove(get_turf(weapon))
qdel(src)
return
if(victim.stat == DEAD)
return
var/datum/embed_data/embed_data = weapon.get_embed()
var/damage = weapon.w_class * embed_data.pain_mult
var/pain_chance_current = SPT_PROB_RATE(embed_data.pain_chance / 100, seconds_per_tick) * 100
if(embed_data.pain_stam_pct && HAS_TRAIT_FROM(victim, TRAIT_INCAPACITATED, STAMINA)) //if it's a less-lethal embed, give them a break if they're already stamcritted
pain_chance_current *= 0.2
damage *= 0.5
else if(victim.body_position == LYING_DOWN)
pain_chance_current *= 0.2
if(harmful && prob(pain_chance_current))
victim.apply_damage(
damage = (1 - embed_data.pain_stam_pct) * damage,
damagetype = BRUTE,
def_zone = limb,
wound_bonus = CANT_WOUND,
sharpness = weapon.get_sharpness(),
attacking_item = weapon,
)
victim.apply_damage(
damage = embed_data.pain_stam_pct * damage,
damagetype = STAMINA,
)
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] hurts!"))
var/fall_chance_current = SPT_PROB_RATE(embed_data.fall_chance / 100, seconds_per_tick) * 100
if(victim.body_position == LYING_DOWN)
fall_chance_current *= 0.2
if(prob(fall_chance_current))
fallOut()
/datum/component/embedded/proc/on_ex_act(atom/source, severity)
SIGNAL_HANDLER
// In the process of parent's ex_act
if (QDELETED(weapon))
return
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += weapon
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += weapon
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += weapon
////////////////////////////////////////
////////////BEHAVIOR PROCS//////////////
////////////////////////////////////////
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
/datum/component/embedded/proc/jostleCheck()
SIGNAL_HANDLER
var/mob/living/carbon/victim = parent
var/datum/embed_data/embed_data = weapon.get_embed()
var/chance = embed_data.jostle_chance
if(victim.move_intent == MOVE_INTENT_WALK || victim.body_position == LYING_DOWN)
chance *= 0.5
if(harmful && prob(chance))
var/damage = weapon.w_class * embed_data.jostle_pain_mult
victim.apply_damage(
damage = (1 - embed_data.pain_stam_pct) * damage,
damagetype = BRUTE,
def_zone = limb,
wound_bonus = CANT_WOUND,
sharpness = weapon.get_sharpness(),
attacking_item = weapon,
)
victim.apply_damage(
damage = embed_data.pain_stam_pct * damage,
damagetype = STAMINA,
)
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!"))
embed_data.jostle_callback?.Invoke(victim, weapon, embed_data)
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOut()
var/mob/living/carbon/victim = parent
var/datum/embed_data/embed_data = weapon.get_embed()
if(harmful)
var/damage = weapon.w_class * embed_data.remove_pain_mult
victim.apply_damage(
damage = (1 - embed_data.pain_stam_pct) * damage,
damagetype = BRUTE,
def_zone = limb,
wound_bonus = CANT_WOUND,
sharpness = weapon.get_sharpness(),
attacking_item = weapon,
)
victim.apply_damage(
damage = embed_data.pain_stam_pct * damage,
damagetype = STAMINA,
)
victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!"))
safeRemove()
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOut(datum/source, obj/item/I, obj/item/bodypart/limb)
SIGNAL_HANDLER
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/datum/embed_data/embed_data = weapon.get_embed()
var/time_taken = embed_data.rip_time * weapon.w_class
INVOKE_ASYNC(src, PROC_REF(complete_rip_out), victim, I, limb, time_taken)
/// everything async that ripOut used to do
/datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken)
victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)])"))
if(!do_after(victim, time_taken, target = victim))
return
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
if(harmful)
damaging_removal(victim, I, limb)
victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone]."))
safeRemove(victim)
/// Proc that actually does the damage associated with ripping something out of yourself. Call this before safeRemove.
/datum/component/embedded/proc/damaging_removal(mob/living/carbon/victim, obj/item/removed, obj/item/bodypart/limb, ouch_multiplier = 1)
var/datum/embed_data/embed_data = weapon.get_embed()
var/damage = weapon.w_class * embed_data.remove_pain_mult * ouch_multiplier
victim.apply_damage(
damage = (1 - embed_data.pain_stam_pct) * damage,
damagetype = BRUTE,
def_zone = limb,
wound_bonus = max(0, weapon.wound_bonus), // It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow
sharpness = weapon.get_sharpness() || SHARP_EDGED, // always sharp, even if the object isn't
attacking_item = weapon,
)
victim.apply_damage(
damage = embed_data.pain_stam_pct * damage,
damagetype = STAMINA,
)
victim.emote("scream")
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
/// If you want the thing to go into someone's hands rather than the floor, pass them in to_hands
/datum/component/embedded/proc/safeRemove(mob/to_hands)
SIGNAL_HANDLER
var/mob/living/carbon/victim = parent
limb._unembed_object(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) // have to do it here otherwise we trigger weaponDeleted()
SEND_SIGNAL(weapon, COMSIG_ITEM_UNEMBEDDED, victim)
if(!weapon.unembedded()) // if it hasn't deleted itself due to drop del
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
if(to_hands)
INVOKE_ASYNC(to_hands, TYPE_PROC_REF(/mob, put_in_hands), weapon)
else
weapon.forceMove(get_turf(victim))
qdel(src)
/// Something deleted or moved our weapon while it was embedded, how rude!
/datum/component/embedded/proc/weaponDeleted()
SIGNAL_HANDLER
var/mob/living/carbon/victim = parent
limb._unembed_object(weapon)
if(victim)
to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!"))
qdel(src)
/// The signal for listening to see if someone is using a hemostat on us to pluck out this object
/datum/component/embedded/proc/checkTweeze(mob/living/carbon/victim, obj/item/possible_tweezers, mob/user)
SIGNAL_HANDLER
if(!istype(victim) || (possible_tweezers.tool_behaviour != TOOL_HEMOSTAT && possible_tweezers.tool_behaviour != TOOL_WIRECUTTER) || user.zone_selected != limb.body_zone)
return
if(weapon != limb.embedded_objects[1]) // just pluck the first one, since we can't easily coordinate with other embedded components affecting this limb who is highest priority
return
if(ishuman(victim)) // check to see if the limb is actually exposed
var/mob/living/carbon/human/victim_human = victim
if(!victim_human.try_inject(user, limb.body_zone, INJECT_CHECK_IGNORE_SPECIES | INJECT_TRY_SHOW_ERROR_MESSAGE))
return TRUE
INVOKE_ASYNC(src, PROC_REF(tweezePluck), possible_tweezers, user)
return COMPONENT_NO_AFTERATTACK
/// The actual action for pulling out an embedded object with a hemostat
/datum/component/embedded/proc/tweezePluck(obj/item/possible_tweezers, mob/user)
var/mob/living/carbon/victim = parent
var/datum/embed_data/embed_data = weapon.get_embed()
var/self_pluck = (user == victim)
// quality of the tool we're using
var/tweezer_speed = possible_tweezers.toolspeed
// is this an actual piece of medical equipment
var/tweezer_safe = (possible_tweezers.tool_behaviour == TOOL_HEMOSTAT)
var/pluck_time = embed_data.rip_time * (weapon.w_class * 0.3) * (self_pluck ? 1.5 : 1) * tweezer_speed * (tweezer_safe ? 1 : 1.5)
if(self_pluck)
user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone] with [possible_tweezers]..."), span_notice("You start plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"),\
vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
else
user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]..."),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"), \
vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"))
if(!do_after(user, pluck_time, victim))
if(self_pluck)
to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone]."))
else
to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone]."))
return
to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone][tweezer_safe ? "." : ", but hurt [victim.p_them()] in the process."]"))
to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone][tweezer_safe ? "." : ", but it's not perfect."]"))
if(!tweezer_safe)
// sure it still hurts but it sucks less
damaging_removal(victim, weapon, limb, (0.4 * possible_tweezers.w_class))
safeRemove(user)
/// Called when an object is ripped out of someone's body by magic or other abnormal means
/datum/component/embedded/proc/magic_pull(datum/source, mob/living/caster, obj/marked_item)
SIGNAL_HANDLER
if(marked_item != weapon)
return
var/mob/living/carbon/victim = parent
if(!harmful)
victim.visible_message(span_danger("[marked_item] vanishes from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] vanishes from [limb.plaintext_zone]!"))
return
var/datum/embed_data/embed_data = weapon.get_embed()
var/damage = weapon.w_class * embed_data.remove_pain_mult
victim.apply_damage(
damage = (1 - embed_data.pain_stam_pct) * damage * 1.5,
damagetype = BRUTE,
def_zone = limb,
wound_bonus = max(0, weapon.wound_bonus), // Performs exit wounds and flings the user to the caster if nearby
sharpness = weapon.get_sharpness() || SHARP_EDGED,
attacking_item = weapon,
)
victim.apply_damage(
damage = embed_data.pain_stam_pct * damage,
damagetype = STAMINA,
)
victim.cause_wound_of_type_and_severity(WOUND_PIERCE, limb, WOUND_SEVERITY_MODERATE)
playsound(victim, 'sound/effects/wounds/blood2.ogg', 50, TRUE)
var/dist = get_dist(caster, victim) //Check if the caster is close enough to yank them in
if(dist < 7)
victim.throw_at(caster, get_dist(victim, caster) - 1, 1, caster)
victim.Paralyze(1 SECONDS)
victim.visible_message(span_alert("[victim] is sent flying towards [caster] as the [marked_item] tears out of them!"), span_alert("You are launched at [caster] as the [marked_item] tears from your body and towards their hand!"))
victim.visible_message(span_danger("[marked_item] is violently torn from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] is violently torn from your [limb.plaintext_zone]!"))