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refactors the asset subsystem to make it much more managed adds support for 'deferred' assets for tgui, which will be later used for things like tgui character setup and admin panels. deferred means that it'll be 'sent in a timely manner after the ui opens', as opposed to 'sent before the ui opens' --------- Co-authored-by: silicons <no@you.cat>
206 lines
8.6 KiB
Plaintext
206 lines
8.6 KiB
Plaintext
/// cache of fish source datums
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GLOBAL_LIST_EMPTY(cached_fish_sources)
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/**
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* returns an instance of a fish source path
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*
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* if it's cache-allowed, this is the global instance
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* otherwise, makes a new one.
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*/
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/proc/fetch_fish_source(datum/fish_source/path)
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RETURN_TYPE(/datum/fish_source)
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ASSERT(ispath(path, /datum/fish_source))
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if(!initial(path.is_globally_instanced))
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return new path
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if(isnull(GLOB.cached_fish_sources[path]))
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GLOB.cached_fish_sources[path] = new path
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return GLOB.cached_fish_sources[path]
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/// 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
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/datum/fish_source
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/// instanced? set to TRUE if you use fish_counts or other stateful vars and don't want it to be global.
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var/is_globally_instanced = TRUE
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/// Fish catch weight table - these are relative weights
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var/list/fish_table = list()
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/// If a key from fish_table is present here, that fish is availible in limited quantity and is reduced by one on successful fishing
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var/list/fish_counts
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/// Text shown as baloon alert when you roll a dud in the table
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var/duds = list("it was nothing", "the hook is empty")
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/// Baseline difficulty for fishing in this spot
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var/fishing_difficulty = FISHING_DEFAULT_DIFFICULTY
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/// How the spot type is described in fish catalog section about fish sources, will be skipped if null
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var/catalog_description
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/// Background image name from /datum/asset_pack/simple/fishing_minigame
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var/background = "fishing_background_default"
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/// Can we fish in this spot at all. Returns DENIAL_REASON or null if we're good to go
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/datum/fish_source/proc/reason_we_cant_fish(obj/item/fishing_rod/rod, mob/fisherman)
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return rod.reason_we_cant_fish(src)
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/// 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
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/datum/fish_source/proc/calculate_difficulty(result, obj/item/fishing_rod/rod, mob/fisherman)
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. = fishing_difficulty
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if(!ispath(result,/obj/item/fish))
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// In the future non-fish rewards can have variable difficulty calculated here
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return
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var/list/fish_list_properties = collect_fish_properties()
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var/obj/item/fish/caught_fish = result
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// Baseline fish difficulty
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. += initial(caught_fish.fishing_difficulty_modifier)
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. += rod.difficulty_modifier
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if(rod.bait)
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var/obj/item/bait = rod.bait
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//Fav bait makes it easier
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var/list/fav_bait = fish_list_properties[caught_fish][NAMEOF(caught_fish, favorite_bait)]
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for(var/bait_identifer in fav_bait)
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if(is_matching_bait(bait, bait_identifer))
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. += FAV_BAIT_DIFFICULTY_MOD
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break
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//Disliked bait makes it harder
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var/list/disliked_bait = fish_list_properties[caught_fish][NAMEOF(caught_fish, disliked_bait)]
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for(var/bait_identifer in disliked_bait)
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if(is_matching_bait(bait, bait_identifer))
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. += DISLIKED_BAIT_DIFFICULTY_MOD
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break
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// Matching/not matching fish traits and equipment
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var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fishing_traits)]
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var/additive_mod = 0
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var/multiplicative_mod = 1
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for(var/fish_trait in fish_traits)
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var/datum/fishing_trait/trait = new fish_trait
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var/list/mod = trait.difficulty_mod(rod, fisherman)
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additive_mod += mod[ADDITIVE_FISHING_MOD]
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multiplicative_mod *= mod[MULTIPLICATIVE_FISHING_MOD]
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. += additive_mod
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. *= multiplicative_mod
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/// In case you want more complex rules for specific spots
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/datum/fish_source/proc/roll_reward(obj/item/fishing_rod/rod, mob/fisherman)
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return pickweight(get_modified_fish_table(rod,fisherman))
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/// Gives out the reward if possible
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/datum/fish_source/proc/dispense_reward(reward_path, mob/fisherman)
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if((reward_path in fish_counts)) // This is limited count result
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if(fish_counts[reward_path] > 0)
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fish_counts[reward_path] -= 1
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else
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reward_path = FISHING_DUD //Ran out of these since rolling (multiple fishermen on same source most likely)
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if(ispath(reward_path))
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if(ispath(reward_path,/obj/item))
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var/obj/item/reward = new reward_path(get_turf(fisherman))
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if(ispath(reward_path,/obj/item/fish))
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var/obj/item/fish/caught_fish = reward
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caught_fish.randomize_weight_and_size()
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//fish caught signal if needed goes here and/or fishing achievements
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//Try to put it in hand
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fisherman.put_in_hands(reward)
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fisherman.bubble_action_feedback("caught [reward]!", fisherman)
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else //If someone adds fishing out carp/chests/singularities or whatever just plop it down on the fisher's turf
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fisherman.bubble_action_feedback("caught something!", fisherman)
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new reward_path(get_turf(fisherman))
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else if (reward_path == FISHING_DUD)
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//baloon alert instead
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fisherman.bubble_action_feedback(pick(duds), fisherman)
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/// Cached fish list properties so we don't have to initalize fish every time, init deffered
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GLOBAL_LIST(fishing_property_cache)
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/// Awful workaround around initial(x.list_variable) not being a thing while trying to keep some semblance of being structured
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/proc/collect_fish_properties()
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if(GLOB.fishing_property_cache == null)
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var/list/fish_property_table = list()
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for(var/fish_type in subtypesof(/obj/item/fish))
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var/obj/item/fish/fish = new fish_type(null)
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fish_property_table[fish_type] = list()
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fish_property_table[fish_type][NAMEOF(fish, favorite_bait)] = fish.favorite_bait.Copy()
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fish_property_table[fish_type][NAMEOF(fish, disliked_bait)] = fish.disliked_bait.Copy()
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fish_property_table[fish_type][NAMEOF(fish, fishing_traits)] = fish.fishing_traits.Copy()
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QDEL_NULL(fish)
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GLOB.fishing_property_cache = fish_property_table
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return GLOB.fishing_property_cache
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/// Checks if bait matches identifier from fav/disliked bait list
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/datum/fish_source/proc/is_matching_bait(obj/item/bait, identifier)
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if(ispath(identifier)) //Just a path
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return istype(bait, identifier)
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if(islist(identifier))
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var/list/special_identifier = identifier
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switch(special_identifier[FISH_BAIT_SPECIAL_TYPE])
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if(FISH_BAIT_SPECIAL_TYPE_FOOD)
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var/obj/item/reagent_containers/food/food_bait = bait
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return istype(food_bait)
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// return istype(food_bait) && food_bait.foodtypes & special_identifier[FISH_BAIT_SPECIAL_VALUE]
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else
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CRASH("Unknown bait identifier in fish favourite/disliked list")
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else
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return HAS_TRAIT(bait, identifier)
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/// Builds a fish weights table modified by bait/rod/user properties
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/datum/fish_source/proc/get_modified_fish_table(obj/item/fishing_rod/rod, mob/fisherman)
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var/obj/item/bait = rod.bait
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var/list/fish_list_properties = collect_fish_properties()
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var/list/final_table = fish_table.Copy()
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for(var/result in final_table)
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if((result in fish_counts) && fish_counts[result] <= 0) //ran out of these, ignore
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final_table -= result
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continue
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final_table[result] *= rod.multiplicative_fish_bonus(result, src)
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final_table[result] += rod.additive_fish_bonus(result, src) //Decide on order here so it can be multiplicative
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if(result == FISHING_DUD)
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//Modify dud result
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//Bait quality reduces dud chance heavily.
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if(bait)
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if(HAS_TRAIT(bait, GREAT_QUALITY_BAIT_TRAIT))
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final_table[result] *= 0.1
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else if(HAS_TRAIT(bait, GOOD_QUALITY_BAIT_TRAIT))
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final_table[result] *= 0.3
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else if(HAS_TRAIT(bait, BASIC_QUALITY_BAIT_TRAIT))
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final_table[result] *= 0.5
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else
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final_table[result] *= 10 //Fishing without bait is not going to be easy
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else if(ispath(result, /obj/item/fish))
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//Modify fish roll chance
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var/obj/item/fish/caught_fish = result
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if(bait)
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//Bait matching likes doubles the chance
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var/list/fav_bait = fish_list_properties[result][NAMEOF(caught_fish, favorite_bait)]
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for(var/bait_identifer in fav_bait)
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if(is_matching_bait(bait, bait_identifer))
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final_table[result] *= 2
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break // could compound possibly
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//Bait matching dislikes
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var/list/disliked_bait = fish_list_properties[result][NAMEOF(caught_fish, disliked_bait)]
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for(var/bait_identifer in disliked_bait)
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if(is_matching_bait(bait, bait_identifer))
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final_table[result] *= 0.5
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break // same question as above
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// Apply fishing trait modifiers
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var/list/fish_traits = fish_list_properties[caught_fish][NAMEOF(caught_fish, fishing_traits)]
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var/additive_mod = 0
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var/multiplicative_mod = 1
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for(var/fish_trait in fish_traits)
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var/datum/fishing_trait/trait = new fish_trait
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var/list/mod = trait.catch_weight_mod(rod, fisherman)
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additive_mod += mod[ADDITIVE_FISHING_MOD]
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multiplicative_mod *= mod[MULTIPLICATIVE_FISHING_MOD]
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final_table[result] += additive_mod
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final_table[result] *= multiplicative_mod
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if(final_table[result] <= 0)
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final_table -= result
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return final_table
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