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Auto-travel; prompt when overburdened, and allow stamina-resting #38113
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ifreund
added
<Bugfix>
This is a fix for a bug (or closes open issue)
[C++]
Changes (can be) made in C++. Previously named `Code`
Mechanics: Character / Player
Character / Player mechanics
labels
Feb 17, 2020
ZhilkinSerg
reviewed
Feb 18, 2020
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
…taclysm-DDA into tired_travelling
BevapDin
reviewed
Feb 18, 2020
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Labels
<Bugfix>
This is a fix for a bug (or closes open issue)
[C++]
Changes (can be) made in C++. Previously named `Code`
Mechanics: Character / Player
Character / Player mechanics
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Summary
SUMMARY: Bugfixes "Auto-travel; prompt when overburdened, and allow stamina-resting"
Purpose of change
Fixes #37785
Describe the solution
Prompt when starting autotravel, if player is overburdened, if the yare sure they want to.
Also, fix the fact that the travelling activity, never stopped to catch breath like other activities did.
This was made harder by the fact that the travellign activity, every do_turn() call, nulled itself, and the stamina did not drop as a result of its do_turn(), it dropped afterwards, when the player pathed their automove route, I did something which is perhaps a bit inelegant? and simulated a small drop in stamina after travel do_turn(), so that it passed the stamina < previous_stamina test in player_activity.cpp
Describe alternatives you've considered
N/A
Testing
Picked u pan XL wind turbine, used autotravel, I got the prompt, and if I said yes, then the player moved but paused to catch breath every second or so, so stamina didnt drain completely.
Additional context
N/A