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dggd #11

Merged
merged 2,207 commits into from
May 19, 2021
Merged

dggd #11

merged 2,207 commits into from
May 19, 2021

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faefux
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@faefux faefux commented May 19, 2021

Summary

Purpose of change

Describe the solution

Describe alternatives you've considered

Testing

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ZhilkinSerg and others added 30 commits April 5, 2021 22:12
Make diggers on undiggable terrain visible
[CRIT] Fix helmet disappearing on deactivation
…ardreader (#48365)

* Turrets will be removed only if player actually uses his id card

* Swiping id card will despawn turrets no matter if doors are opened
)

* added sees check and debugmsg

(cherry picked from commit 752f0c4)

* Update src/monster.cpp

Co-authored-by: anothersimulacrum <anothersimulacrum@gmail.com>
(cherry picked from commit da7c760)

* excempt stairs&ramps from vision check

(cherry picked from commit 152980e)

* monster::melee_attack returns false for zlvl violations

(cherry picked from commit cc7b3b7)

* Require daytime for sees in monster_attack test.

Make sure there should be enough light for things to be visible;
weather might also need checking.

(cherry picked from commit 6d253c9)

* Set time to daytime.

It wasn't previously (see results of REQUIRE).

(cherry picked from commit 321404f)

* Move forward by 2 hours.

It gets set to daytime, but isn't?

(cherry picked from commit 592d0c1)

* See if can get info on hour of day.

(cherry picked from commit ea65b7e)

* Try again on checking hour of day.

(cherry picked from commit 874bccf)

* Blasted parenthesis.

In case you're wondering why I don't seem to be compiling locally
before sending things - even with everything else already present
as an object file, the version+ar+compiling the test+putting together
the test executable still takes something like 5-10 minutes...

(cherry picked from commit 23e1394)

* Template problem

I'm still learning my way around C++ where it differs from C.

(cherry picked from commit 1282f44)

* Set weather, update sight limits

If this doesn't work, I'll try the steps in vision_test.cpp.

(cherry picked from commit 2062bbc)

* Wipe visibility, map caches in monster_attack

This is in case something is left over in one of these caches that's
causing problems.

(cherry picked from commit ce394e2)

* Set WEATHER_NULL for weather_override in tests

This sets weather_override to WEATHER_NULL in two places, namely after
(if no exceptions occur!) the monster_attack test and before the
weather realism test. The former should be replaced by
scoped_weather_override (#48227) after that's been merged.

(cherry picked from commit dcacb3d)

* Use scoped_weather_override in monster_attack test

Simply doing get_weather().weather_override = WEATHER_NULL at the end
is not sufficient, since it will not be run in the event of an
exception, such as from Catch2.

(cherry picked from commit 49d5f24)

* Wrong syntax for scoped_weather_override.

As mentioned before, I'm still learning regarding C++ differences
from C.

(cherry picked from commit c90ae42)

* Start on unifying sees requirement with testing

This is a unification of most of #47993 with most of #48202, in an
attempt to remove problems (seen in #42845, which this hopefully
will fix) with players unable to see monsters on different z-levels
(and, as it turns out, the other way around) but they are still able
to attack the player. This is additionally complicated by that,
when fov_3d is enabled, the player can see the monsters and vice-versa,
and they should be able to attack each other (when at an appropriate
distance).

* Use is_adjacent with fov_3d for melee attacks

This changes the melee_attack code in melee.cpp for
Character::melee_attack to consider non-adjacent anything across
z-levels when fov_3d is false. (It is possible that an actual sees
check will be needed, but let's see how this does - no pun intended.)
reach_attack may be a problem still.

Co-authored-by: Jamuro-g <toenli.e@gmail.com>
Co-authored-by: Jamuro-g <76928284+Jamuro-g@users.noreply.github.com>
Co-authored-by: actual-nh <actual-nh@users.noreply.github.com>
* Update hooded hard hat recipe

The recipe for the hooded hard hat takes two hours and requires plastic working proficiency, which makes no sense since it's just putting some cloth inside the hat. Presumably, someone misread the components list and assumed that you were actually making a plastic hard hat from scratch instead of using a pre-made one. I removed the proficiency requirement and shortened the craft time to 30 seconds to more accurately reflect the actual process of putting some rags inside a helmet.

* Bump duration to 5 minutes.

Co-authored-by: Kevin Granade <kevin.granade@gmail.com>
* Move last_updated field up to Creature class

Everyone would benefit from it one way or another

* Do not do character body updates more than once per turn
* Window Scent Block Review
* Fix wheat cereals

Reduce charges, weight and volume in line with other cereals, reduce vitamins that don't appear in those grains, remove nutrient override

* Fix wheat cereals recipe

Reduce time: it's rougher than flour, less time needed
charges: keep ingredients' mass and Calories
add food processor version
* When harvesting, drop the result on player's square not the plant
[Blaze] Move recipes for Blaze vehicle crafting rigs from Aftershock to Blaze.
Remove prebuilt libintl-lite.so binary from deps_debug.zip for Android
Generate crash report on Android
make toilet paper spawn in a plastic bag, not a 50L box
Partially fix cone-shaped AoE for spells
Co-authored-by: anothersimulacrum <anothersimulacrum@gmail.com>
Add Longest Sides: Workshop.json
Fris0uman and others added 29 commits May 13, 2021 17:52
Privacy fence deconstruct - item balance
Add missing "spoil_multiplier": 0.5 to sealed milk carton
Spell cost is displayed in kJ when it uses bionic power
Pick Magiclysm NPC mission dialogue fix from BN
* Check for dialogues leading to TALK_MISSION_OFFER

Inspired by Cataclysm-BN#494, this checks for dialogues that lead
directly to TALK_MISSION_OFFER when they should instead go via
TALK_MISSION_LIST.

* Fix NPCs with respond direct to TALK_MISSION_OFFER

The just-added check found these three examples of NPCs whose initial
dialogue option has an unconditional response leading to
TALK_MISSION_OFFER.  This can cause problems once the mission is
complete.  Fix the three.
There was a mistake in the is_immune_effect function, json_flag_DEAF was
skipped

fixes #48835
Add non-magic tanto to Krav Maga
Bugfix: Deaf mutation protect from getting dazed by the screams
Update textbook_biodiesel to teach chemistry
@faefux faefux merged commit f673af3 into faefux:master May 19, 2021
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