Goonstation 13 - Modules - TypesVar Details - Proc Details

/datum/fishing_lootpool

This code handles different lootpools for fishing A fishing_lootpool is a datum that stores unified loottables for certain conditions on fishing These loottables created in new()of a fishing spot and are added to a fishing spot. These, in contrast to fishing spots, are NOT singletons, since they can be added and removed dynamically (for cases such as a fishing component) Once someone tries to fish somewhere, proc/generate_fish iterate through all fishing_lootpools and generates a list to pick its fish from Since fishing_lootpools have their own conditionals, this enables different loottables for e.g. different tier rods or other things such as baits When adding loottables, is should be paid attention to that a loottable is avaible there.

Vars

fish_availableassociative list with the format (fish_type = probability), doesnt need to be ordered in descending probability
maximum_rod_tierwhat tier of rod is the highest to have access to the lootable?
minimum_rod_tierwhat tier of rod do you need at least to fish here? current rods are tier 1,2 & 3
required_lurewhat kind of item is needed as a lure

Procs

check_conditionalsThis proc checks for all the conditionals that could apply to a fishing spot. Modify that for special conditions.
generate_lootThis proc generates a new loottable out of a given current one

Var Details

fish_available

associative list with the format (fish_type = probability), doesnt need to be ordered in descending probability

maximum_rod_tier

what tier of rod is the highest to have access to the lootable?

minimum_rod_tier

what tier of rod do you need at least to fish here? current rods are tier 1,2 & 3

required_lure

what kind of item is needed as a lure

Proc Details

check_conditionals

This proc checks for all the conditionals that could apply to a fishing spot. Modify that for special conditions.

generate_loot

This proc generates a new loottable out of a given current one