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Unhardcode "crater", improve appearance of mutable craters #66499
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Presently, are craters just sheer pits? Might make some sense for some ramps to spawn, that way the craters can be explored and don't provide some handy zombie storage |
They're currently (and still will be) explosions that occur when they enter your reality bubble the same as the extra currently which makes them fairly random without needing to do anything clever but at the same time means adding ramps would be very awkward if not impossible. Feasibly the fake explosive could be replaced with an EOC that causes an explosion and then creates ramps/slopes where appropriate but that's very much out of scope. |
The screenshot's looking seriously awesome, well done so far! |
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…d over the whole OMT randomly Works fine but CleverRaven#59781 means it looks bad
…be placed over the whole OMT randomly" This reverts commit 139cd1e.
This reverts commit 99335b0.
Removes wreckage bc it's just a weird item group that doesn't make much sense
…clysm-DDA into UnhardcodeCraters
Only appears to exist to remove the radioactivity and that's been removed from the vanilla crater anyway
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Auto-requesting reviews from non-collaborators: @Light-Wave
Innawood's crater was added in #54149, hasn't been touched since and only appears to exist to remove the radioactivity and that's been removed from the vanilla crater anyway to save you some time ^^ |
Summary
Content "Mutable (the large not extra ones) craters are now round"
Purpose of change
Hardcoding bad
Square craters ugly
Describe the solution
Unhardcodes "crater" and removes all references to it in the c++
New map creates round craters with a single map for the edges using neighbour based nests
Also added a small version for some more variety, annoyingly #59781 means I can't use less bombs without resulting in straight borders on the explosion (tried 1 and 2)
All the crater maps now use fallback_predecessor_mapgen allowing the mutable to spawn over roads sensibly and resulting in items where stuff like trees and road are destroyed
Slightly reduces the occurrences to make up for the fact they're bigger now
All unsolved joins are resolved over already altered terrain so should never cause issues
Describe alternatives you've considered
Not ruining the beautifully simplistic mutable by making the terrain's radius small enough it wouldn't need to be changed to accommodate corners
Sadly while vehicles that spawn in the blast get decimated as expected, ones that spawn over the place_rubble get damaged very inconsistently and I'm getting the occasional crash that appears to be from that so I'm removing all vehicles outside of the small area of no rubble which basically means you'll never see vehicles getting wrecked v_v
Ideally it would be able to spawn anywhere but that's not viable presently
I might make a follow up PR where I:
Testing
Compiled and checked every phase variant spawned by making them blue one at a time
Testing Screenshot
Additional context
Screenshots
Example over road
Example in forest
Very rare vehicle getting destroyed
Map screenshot to show potential sizes and shapes, minimum size is one 3x3 crater (Obv this many don't spawn)