fish_source
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
Vars | |
background | Background image name from /datum/asset/simple/fishing_minigame |
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catalog_description | How the spot type is described in fish catalog section about fish sources, will be skipped if null |
currently_on_regen | A list of stuff that's currently waiting to be readded to fish_counts |
duds | Text shown as baloon alert when you roll a dud in the table |
explosive_fishing_score | If FISH_SOURCE_FLAG_EXPLOSIVE_MALUS is set, this will track of how much we're "exhausting" the system by bombing it repeatedly. |
fish_count_regen | Any limited quantity stuff in this list will be readded to the counts after a while |
fish_counts | If a key from fish_table is present here, that fish is availible in limited quantity and is reduced by one on successful fishing |
fish_table | Fish catch weight table - these are relative weights |
fishing_difficulty | Baseline difficulty for fishing in this spot. THIS IS ADDED TO THE DEFAULT DIFFICULTY OF THE MINIGAME (15) |
overlay_state | When selected by the fishing portal, this will be the icon_state of the overlay shown on the machine. |
profound_fisher_blacklist | Mindless mobs that can fish will never pull up items on this list |
radial_state | When linked to a fishing portal, this will be the icon_state of this option in the radial menu |
wait_time_range | If set, this overrides the upper and lower bounds of how long you should wait during the waiting phase of the minigame. |
weight_leveling_exponents | List of exponents used to level out the table weight differences between fish depending on bait quality. |
weight_result_multiplier | List of multipliers used to make fishes more common compared to everything else depending on bait quality, indexed from best to worst. |
Procs | |
calculate_difficulty | Calculates the difficulty of the minigame: |
calculate_difficulty_minigame | Comsig proc from the fishing minigame for 'calculate_difficulty' |
dispense_reward | Gives out the reward if possible |
generate_wiki_contents | Called by /datum/autowiki/fish_sources unless the catalog entry for this fish source is null. It should Return a list of entries with keys named "name", "icon", "weight" and "notes" detailing the contents of this fish source. |
get_catchable_fish_names | Add a string with the names of catchable fishes to the examine text. |
get_fish_table | Returns the fish table, with with the unavailable items from fish_counts removed. |
get_modified_fish_table | Builds a fish weights table modified by bait/rod/user properties |
has_known_fishes | returns true if this fishing spot has fish that are shown in the catalog. |
interrupt_challenge | Proc called when the challenge is interrupted within the fish source code. |
level_out_fish | A proc that levels out the weights of various fish, leading to rarer fishes being more common. |
on_challenge_completed | Proc called when the COMSIG_MOB_COMPLETE_FISHING signal is sent. Check if we've succeeded. If so, write into memory and dispense the reward. |
on_fishing_spot_del | Called whenever a fishing spot with this fish source attached is deleted |
on_fishing_spot_init | Called when src is set as the fish source of a fishing spot component |
on_start_fishing | Called below above proc, in case the fishing source has anything to do that isn't denial |
pre_challenge_started | Used to register signals or add traits and the such right after conditions have been cleared and before the minigame starts. |
readd_fish | Called when releasing a fish in a fishing spot with the TRAIT_CATCH_AND_RELEASE trait. |
reason_we_cant_fish | Can we fish in this spot at all. Returns DENIAL_REASON or null if we're good to go |
roll_reward | Returns a typepath or a special value which we use for spawning dispensing a reward later. |
roll_reward_minigame | Comsig proc from the fishing minigame for 'roll_reward' |
simple_dispense_reward | Simplified version of dispense_reward that doesn't need a fisherman. |
spawn_reward | Spawns a reward from a atom path right where the fisherman is. Part of the dispense_reward() logic. |
Var Details
background
Background image name from /datum/asset/simple/fishing_minigame
catalog_description
How the spot type is described in fish catalog section about fish sources, will be skipped if null
currently_on_regen
A list of stuff that's currently waiting to be readded to fish_counts
duds
Text shown as baloon alert when you roll a dud in the table
explosive_fishing_score
If FISH_SOURCE_FLAG_EXPLOSIVE_MALUS is set, this will track of how much we're "exhausting" the system by bombing it repeatedly.
fish_count_regen
Any limited quantity stuff in this list will be readded to the counts after a while
fish_counts
If a key from fish_table is present here, that fish is availible in limited quantity and is reduced by one on successful fishing
fish_table
Fish catch weight table - these are relative weights
fishing_difficulty
Baseline difficulty for fishing in this spot. THIS IS ADDED TO THE DEFAULT DIFFICULTY OF THE MINIGAME (15)
overlay_state
When selected by the fishing portal, this will be the icon_state of the overlay shown on the machine.
profound_fisher_blacklist
Mindless mobs that can fish will never pull up items on this list
radial_state
When linked to a fishing portal, this will be the icon_state of this option in the radial menu
wait_time_range
If set, this overrides the upper and lower bounds of how long you should wait during the waiting phase of the minigame.
weight_leveling_exponents
List of exponents used to level out the table weight differences between fish depending on bait quality.
weight_result_multiplier
List of multipliers used to make fishes more common compared to everything else depending on bait quality, indexed from best to worst.
Proc Details
calculate_difficulty
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.
calculate_difficulty_minigame
Comsig proc from the fishing minigame for 'calculate_difficulty'
dispense_reward
Gives out the reward if possible
generate_wiki_contents
Called by /datum/autowiki/fish_sources unless the catalog entry for this fish source is null. It should Return a list of entries with keys named "name", "icon", "weight" and "notes" detailing the contents of this fish source.
get_catchable_fish_names
Add a string with the names of catchable fishes to the examine text.
get_fish_table
Returns the fish table, with with the unavailable items from fish_counts removed.
get_modified_fish_table
Builds a fish weights table modified by bait/rod/user properties
has_known_fishes
returns true if this fishing spot has fish that are shown in the catalog.
interrupt_challenge
Proc called when the challenge is interrupted within the fish source code.
level_out_fish
A proc that levels out the weights of various fish, leading to rarer fishes being more common.
on_challenge_completed
Proc called when the COMSIG_MOB_COMPLETE_FISHING signal is sent. Check if we've succeeded. If so, write into memory and dispense the reward.
on_fishing_spot_del
Called whenever a fishing spot with this fish source attached is deleted
on_fishing_spot_init
Called when src is set as the fish source of a fishing spot component
on_start_fishing
Called below above proc, in case the fishing source has anything to do that isn't denial
pre_challenge_started
Used to register signals or add traits and the such right after conditions have been cleared and before the minigame starts.
readd_fish
Called when releasing a fish in a fishing spot with the TRAIT_CATCH_AND_RELEASE trait.
reason_we_cant_fish
Can we fish in this spot at all. Returns DENIAL_REASON or null if we're good to go
roll_reward
Returns a typepath or a special value which we use for spawning dispensing a reward later.
roll_reward_minigame
Comsig proc from the fishing minigame for 'roll_reward'
simple_dispense_reward
Simplified version of dispense_reward that doesn't need a fisherman.
spawn_reward
Spawns a reward from a atom path right where the fisherman is. Part of the dispense_reward() logic.