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 |
duds | Text shown as baloon alert when you roll a dud in the table |
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 |
Procs | |
calculate_difficulty | Calculates the difficulty of the minigame: |
dispense_reward | Gives out the reward if possible |
get_modified_fish_table | Builds a fish weights table modified by bait/rod/user properties |
interrupt_challenge | Proc called when the challenge is interrupted within the fish source code. |
is_matching_bait | Checks if bait matches identifier from fav/disliked bait list |
on_challenge_completed | 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. |
on_fishing_spot_init | Called when src is set as the fish source of a fishing spot component |
pre_challenge_started | Used to register signals or add traits and the such right after conditions have been cleared and before the minigame starts. |
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 | In case you want more complex rules for specific spots |
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
duds
Text shown as baloon alert when you roll a dud in the table
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
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.
dispense_reward
Gives out the reward if possible
get_modified_fish_table
Builds a fish weights table modified by bait/rod/user properties
interrupt_challenge
Proc called when the challenge is interrupted within the fish source code.
is_matching_bait
Checks if bait matches identifier from fav/disliked bait list
on_challenge_completed
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.
on_fishing_spot_init
Called when src is set as the fish source of a fishing spot component
pre_challenge_started
Used to register signals or add traits and the such right after conditions have been cleared and before the minigame starts.
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
In case you want more complex rules for specific spots
spawn_reward
Spawns a reward from a atom path right where the fisherman is. Part of the dispense_reward() logic.