Files
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

428 lines
17 KiB
Plaintext

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, generate_specific_fish_icons())
/proc/generate_specific_fish_icons()
var/list/return_list = zebra_typecacheof(list(
/mob/living/basic/axolotl = FISH_ICON_CRITTER,
/mob/living/basic/frog = FISH_ICON_CRITTER,
/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/effect/spawner/message_in_a_bottle = FISH_ICON_BOTTLE,
/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/chainsawfish = FISH_ICON_WEAPON,
/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/jumpercable = FISH_ICON_ELECTRIC,
/obj/item/fish/lavaloop = FISH_ICON_WEAPON,
/obj/item/fish/mastodon = FISH_ICON_BONE,
/obj/item/fish/pike/armored = FISH_ICON_WEAPON,
/obj/item/fish/pufferfish = FISH_ICON_CHUNKY,
/obj/item/fish/sand_crab = FISH_ICON_CRAB,
/obj/item/fish/skin_crab = FISH_ICON_CRAB,
/obj/item/fish/slimefish = FISH_ICON_SLIME,
/obj/item/fish/sludgefish = FISH_ICON_SLIME,
/obj/item/fish/starfish = FISH_ICON_STAR,
/obj/item/fish/stingray = FISH_ICON_WEAPON,
/obj/item/fish/swordfish = FISH_ICON_WEAPON,
/obj/item/fish/zipzap = FISH_ICON_ELECTRIC,
/obj/item/seeds/grass = FISH_ICON_SEED,
/obj/item/seeds/random = FISH_ICON_SEED,
/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,
/obj/structure/mystery_box = FISH_ICON_COIN,
))
return_list[FISHING_RANDOM_SEED] = FISH_ICON_SEED
return return_list
/**
* 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()
/// Any limited quantity stuff in this list will be readded to the counts after a while
var/list/fish_count_regen
/// A list of stuff that's currently waiting to be readded to fish_counts
var/list/currently_on_regen
/// 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"
/// It true, repeated and large explosions won't be as efficient. This is usually meant for global fish sources.
var/explosive_malus = FALSE
/// If explosive_malus is true, this will be used to keep track of the turfs where an explosion happened for when we'll spawn the loot.
var/list/exploded_turfs
/// Mindless mobs that can fish will never pull up items on this list
var/static/list/profound_fisher_blacklist = typecacheof(list(
/mob/living/basic/mining/lobstrosity,
/obj/structure/closet/crate/necropolis/tendril,
))
/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]")
/datum/fish_source/Destroy()
exploded_turfs = null
return ..()
///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
///Called whenever a fishing spot with this fish source attached is deleted
/datum/fish_source/proc/on_fishing_spot_del(datum/component/fishing_spot/spot)
/// 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)
/// Called below above proc, in case the fishing source has anything to do that isn't denial
/datum/fish_source/proc/on_start_fishing(obj/item/fishing_rod/rod, mob/fisherman, atom/parent)
return
/**
* 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_EXPERT_FISHER))
. += EXPERT_FISHER_DIFFICULTY_MOD
// Difficulty modifier added by the fisher's skill level
if(!(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/obj/item/fish/caught_fish = result
var/list/fish_properties = SSfishing.fish_properties[caught_fish]
// 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_properties[FISH_PROPERTIES_FAV_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_properties[FISH_PROPERTIES_BAD_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_properties[FISH_PROPERTIES_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, atom/location)
return pick_weight(get_modified_fish_table(rod, fisherman, location)) || FISHING_DUD
/**
* 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.float)
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)
var/atom/movable/reward = simple_dispense_reward(reward_path, get_turf(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 if(istype(reward, /obj/effect/spawner)) // Do not attempt to forceMove() a spawner. It will break things, and the spawned item should already be at the mob's turf by now.
fisherman.balloon_alert(fisherman, "caught something!")
return
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]!")
return reward
///Simplified version of dispense_reward that doesn't need a fisherman.
/datum/fish_source/proc/simple_dispense_reward(reward_path, atom/spawn_location, turf/fishing_spot)
if(isnull(reward_path))
return null
if(reward_path in fish_counts) // This is limited count result
fish_counts[reward_path] -= 1
var/regen_time = fish_count_regen?[reward_path]
if(regen_time)
LAZYADDASSOC(currently_on_regen, reward_path, 1)
if(currently_on_regen[reward_path] == 1)
addtimer(CALLBACK(src, PROC_REF(regen_count), reward_path), regen_time)
var/atom/movable/reward = spawn_reward(reward_path, spawn_location, fishing_spot)
SEND_SIGNAL(src, COMSIG_FISH_SOURCE_REWARD_DISPENSED, reward)
return reward
/datum/fish_source/proc/regen_count(reward_path, regen_time)
fish_counts[reward_path] += 1
currently_on_regen[reward_path] -= 1
if(!currently_on_regen[reward_path])
LAZYREMOVE(currently_on_regen, reward_path)
else
addtimer(CALLBACK(src, PROC_REF(regen_count), reward_path), regen_time)
/// 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, atom/spawn_location, 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(spawn_location, 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(spawn_location)
if(isfish(reward))
var/obj/item/fish/caught_fish = reward
caught_fish.randomize_size_and_weight()
return reward
/// Returns the fish table, with with the unavailable items from fish_counts removed.
/datum/fish_source/proc/get_fish_table()
var/list/table = fish_table.Copy()
for(var/result in table)
if(fish_counts[result] == 0)
table -= result
return table
/// 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, atom/location)
var/obj/item/bait = rod.bait
///An exponent used to level out the difference in probabilities between fishes/mobs on the table depending on bait quality.
var/leveling_exponent = 0
///Multiplier used to make fishes more common compared to everything else.
var/result_multiplier = 1
var/list/final_table = fish_table.Copy()
if(bait)
if(HAS_TRAIT(bait, TRAIT_GREAT_QUALITY_BAIT))
result_multiplier = 9
leveling_exponent = 0.5
else if(HAS_TRAIT(bait, TRAIT_GOOD_QUALITY_BAIT))
result_multiplier = 3.5
leveling_exponent = 0.25
else if(HAS_TRAIT(bait, TRAIT_BASIC_QUALITY_BAIT))
result_multiplier = 2
leveling_exponent = 0.1
if(HAS_TRAIT(rod, TRAIT_ROD_REMOVE_FISHING_DUD))
final_table -= FISHING_DUD
if(HAS_TRAIT(fisherman, TRAIT_PROFOUND_FISHER) && !fisherman.client)
final_table -= profound_fisher_blacklist
for(var/result in final_table)
final_table[result] *= rod.hook?.get_hook_bonus_multiplicative(result)
final_table[result] += rod.hook?.get_hook_bonus_additive(result)//Decide on order here so it can be multiplicative
if(ispath(result, /obj/item/fish))
if(bait)
final_table[result] = round(final_table[result] * result_multiplier, 1)
var/mult = bait.check_bait(result)
final_table[result] = round(final_table[result] * mult, 1)
if(mult > 1 && HAS_TRAIT(bait, TRAIT_BAIT_ALLOW_FISHING_DUD))
final_table -= FISHING_DUD
else
final_table[result] = round(final_table[result] * 0.15, 1) //Fishing without bait is not going to be easy
// Apply fish trait modifiers
final_table[result] = get_fish_trait_catch_mods(final_table[result], result, rod, fisherman, location)
if(final_table[result] <= 0)
final_table -= result
///here we even out the chances of fishie based on bait quality: better baits lead rarer fishes being more common.
if(leveling_exponent)
var/highest_fish_weight
var/list/collected_fish_weights = list()
for(var/fishable in final_table)
if(ispath(fishable, /obj/item/fish))
var/fish_weight = fish_table[fishable]
collected_fish_weights[fishable] = fish_weight
if(fish_weight > highest_fish_weight)
highest_fish_weight = fish_weight
for(var/fish in collected_fish_weights)
var/difference = highest_fish_weight - collected_fish_weights[fish]
if(!difference)
continue
final_table[fish] += round(difference**leveling_exponent, 1)
return final_table
/datum/fish_source/proc/get_fish_trait_catch_mods(weight, obj/item/fish/fish, obj/item/fishing_rod/rod, mob/user, atom/location)
if(!ispath(fish, /obj/item/fish))
return weight
var/multiplier = 1
for(var/fish_trait in SSfishing.fish_properties[fish][FISH_PROPERTIES_TRAITS])
var/datum/fish_trait/trait = GLOB.fish_traits[fish_trait]
var/list/mod = trait.catch_weight_mod(rod, user, location, fish)
weight += mod[ADDITIVE_FISHING_MOD]
multiplier *= mod[MULTIPLICATIVE_FISHING_MOD]
return round(weight * multiplier, 1)
///returns true if this fishing spot has fish that are shown in the catalog.
/datum/fish_source/proc/has_known_fishes()
for(var/reward in fish_table)
if(!ispath(reward, /obj/item/fish))
continue
var/obj/item/fish/prototype = reward
if(initial(prototype.show_in_catalog))
return TRUE
return FALSE
///Add a string with the names of catchable fishes to the examine text.
/datum/fish_source/proc/get_catchable_fish_names(mob/user, atom/location, list/examine_text)
var/list/known_fishes = list()
var/obj/item/fishing_rod/rod = user.get_active_held_item()
if(!istype(rod))
rod = null
for(var/reward in fish_table)
if(!ispath(reward, /obj/item/fish))
continue
var/obj/item/fish/prototype = reward
if(initial(prototype.show_in_catalog))
var/init_name = initial(prototype.name)
if(rod)
var/init_weight = fish_table[reward]
var/weight = (rod.bait ? rod.bait.check_bait(prototype) : 1)
weight = get_fish_trait_catch_mods(weight, reward, rod, user, location)
if(weight > init_weight)
init_name = span_bold(init_name)
if(weight/init_weight >= 3.5)
init_name = "<u>init_name</u>"
else if(weight < init_weight)
init_name = span_small(reward)
known_fishes += init_name
if(!length(known_fishes))
return
var/info = "You can catch the following fish here"
if(rod)
info = span_tooltip("boldened are the fish you're more likely to catch with your current setup. The opposite is true for smaller names", info)
examine_text += span_info("[info]: [english_list(known_fishes)].")
/datum/fish_source/proc/spawn_reward_from_explosion(atom/location, severity)
if(!explosive_malus)
explosive_spawn(location, severity)
return
if(isnull(exploded_turfs))
exploded_turfs = list()
addtimer(CALLBACK(src, PROC_REF(post_explosion_spawn)), 1) //run this the next tick.
var/turf/turf = get_turf(location)
var/peak_severity = max(exploded_turfs[turf], severity)
exploded_turfs[turf] = peak_severity
/datum/fish_source/proc/post_explosion_spawn()
var/multiplier = 1/(length(exploded_turfs)**0.5)
for(var/turf/turf as anything in exploded_turfs)
explosive_spawn(turf, exploded_turfs[turf], multiplier)
exploded_turfs = null
/datum/fish_source/proc/explosive_spawn(atom/location, severity, multiplier = 1)
for(var/i in 1 to (severity + 2))
if(!prob((100 + 100 * severity)/i * multiplier))
continue
var/reward_loot = pick_weight(get_fish_table())
var/atom/movable/reward = simple_dispense_reward(reward_loot, location, location)
if(isnull(reward))
continue
if(isfish(reward))
var/obj/item/fish/fish = reward
fish.set_status(FISH_DEAD, silent = TRUE)
if(isitem(reward))
reward.pixel_x = rand(-9, 9)
reward.pixel_y = rand(-9, 9)
if(severity >= EXPLODE_DEVASTATE)
reward.ex_act(EXPLODE_LIGHT)