/tg/ Station 13 - Modules - TypesVar Details - Proc Details

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

backgroundBackground image name from /datum/asset/simple/fishing_minigame
catalog_descriptionHow the spot type is described in fish catalog section about fish sources, will be skipped if null
currently_on_regenA list of stuff that's currently waiting to be readded to fish_counts
dudsText shown as baloon alert when you roll a dud in the table
explosive_fishing_scoreIf FISH_SOURCE_FLAG_EXPLOSIVE_MALUS is set, this will track of how much we're "exhausting" the system by bombing it repeatedly.
fish_count_regenAny limited quantity stuff in this list will be readded to the counts after a while
fish_countsIf a key from fish_table is present here, that fish is availible in limited quantity and is reduced by one on successful fishing
fish_tableFish catch weight table - these are relative weights
fishing_difficultyBaseline difficulty for fishing in this spot. THIS IS ADDED TO THE DEFAULT DIFFICULTY OF THE MINIGAME (15)
overlay_stateWhen selected by the fishing portal, this will be the icon_state of the overlay shown on the machine.
profound_fisher_blacklistMindless mobs that can fish will never pull up items on this list
radial_stateWhen linked to a fishing portal, this will be the icon_state of this option in the radial menu
wait_time_rangeIf set, this overrides the upper and lower bounds of how long you should wait during the waiting phase of the minigame.
weight_leveling_exponentsList of exponents used to level out the table weight differences between fish depending on bait quality.
weight_result_multiplierList of multipliers used to make fishes more common compared to everything else depending on bait quality, indexed from best to worst.

Procs

calculate_difficultyCalculates the difficulty of the minigame:
calculate_difficulty_minigameComsig proc from the fishing minigame for 'calculate_difficulty'
dispense_rewardGives out the reward if possible
generate_wiki_contentsCalled 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_namesAdd a string with the names of catchable fishes to the examine text.
get_fish_tableReturns the fish table, with with the unavailable items from fish_counts removed.
get_modified_fish_tableBuilds a fish weights table modified by bait/rod/user properties
has_known_fishesreturns true if this fishing spot has fish that are shown in the catalog.
interrupt_challengeProc called when the challenge is interrupted within the fish source code.
level_out_fishA proc that levels out the weights of various fish, leading to rarer fishes being more common.
on_challenge_completedProc 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_delCalled whenever a fishing spot with this fish source attached is deleted
on_fishing_spot_initCalled when src is set as the fish source of a fishing spot component
on_start_fishingCalled below above proc, in case the fishing source has anything to do that isn't denial
pre_challenge_startedUsed to register signals or add traits and the such right after conditions have been cleared and before the minigame starts.
readd_fishCalled when releasing a fish in a fishing spot with the TRAIT_CATCH_AND_RELEASE trait.
reason_we_cant_fishCan we fish in this spot at all. Returns DENIAL_REASON or null if we're good to go
roll_rewardReturns a typepath or a special value which we use for spawning dispensing a reward later.
roll_reward_minigameComsig proc from the fishing minigame for 'roll_reward'
simple_dispense_rewardSimplified version of dispense_reward that doesn't need a fisherman.
spawn_rewardSpawns 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.