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4-18-2020 v1 #2
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4-18-2020 v1 #2
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Enables egg laying for dimorphodon and adds dimorphodon hatchlings to make those new eggs functional. New, more flexible description. Linted.
Added vitamins to the acorn item equal to the closest integer number. Adjusted values of "cooked acorn meal" to be consistent with the other 2.
This check gates whether or not a projectile could go through furniture or terrain. It's gating by speed, obviously, but also by damage type. But, why? This commit fixes a problem where you could not shoot through fences. This problem has also appeared in the past, and in both instances, it was because of this damage type check. So, clearly this damage type check does something, but does it do what it's supposed to? Going back to the commit that introduced it, a037977, it shows that it was introduced because the author or that commit though it was the only way to tell if a projectile was a bullet or not. In the commit after next, the author also adds the projectile speed check. Going to the PR that commit is included in, #17759, it reveals that this was likely introduced to prevent corrosive zombies from using their acid spit over things like dressers and through things like chain link fences. And indeed, removing this allows them to spit through these furnitures, but more importantly, through reinforced vehicle glass. So, let's use an ammo effect instead to determine if it should penetrate obstacles or not.
Adds Dimorphodon monster to GROUP_PARK_ANIMAL, as common as crows there
The bug where projectiles cannot go through obstacles has come up at least 2 times. Let's get a test for this so we can know before it happens.
Acorn's Vitamins
removes `bfeed` from blaze_ammo_types.json into a new blob_ammo_types.json to finish separating blob from base blaze stuff, was missed by initial refactor
groundwork for blob_turret modernisation
Routine i18n updates on 18 Apr 2020
Update Android precompiled dependencies (2020-04-18)
Blazemod Mini-PR: move `bfeed` to blob-specific file
#39635) * Increased time cost to climb the unstable terrain (like downspouts) Also added a chance to slip while climbing this terrain * Extracted slip_down function
Blazemod Mini-PR: Remove redundant blazemod turrets
Blazemod Mini-PR: minor change to blob construction ID's
Blazemod Mini-PR: Modernises blob treads
* regenerate glowie Rather than just add the new one, I've placed the old glowie here for future context as I missed it during the refactor. * update glowie New version of glowie which is no longer a battery, as this translates poorly into other car parts such as lights with vehicle code in its current iteration. Plans to make different battery item/part for blob later. * modernised and rename `gel_lamp` Gives blob vehicles access to blob versions of each different kind of vehicle light, while also using modern json conventions to reduce the amount of bloat and make additions and reading easier.
* re-add old frostie "sea wheel" for context restores the old and redundant `frostie_wheel_sea` to provide context for the replacement in the following commit * repurpose frostie wall and sea wheel changes the ID and revises the `frostie_wall` vehicle part into a functional windshield and converts the ancient "boat wheel" into a usable boat hull, modernising some elements in the process * remove redundant item no reason at current for the frostie_hull item to appear, particularly when there's been no way to obtain for some time now
Blazemod Mini-PR: Modernises blob_turret_mount and adds blob_turret abstract
Blazemod Mini-PR: Remove glowie dependent generator and battery
Blazemod Mini-PR: Removes turretframe
* Add growable popcorn and horseradish * Adjust horseradish fun value * Fix JSON style * Try to fix comestible tests * Fix calories and vitamins for greens
Results are closer to expectations now, though not quite there yet. ex. trench knife vs. debug monster: Actual 13.0157, Expected 20.160
commit 8ef3706 moved a bunch of melee related functions out of player:: and into Character::, but failed to call the new renamed version of get_hit() correctly.
Fix some long lines and use std:: functions in place of math.h functions in a few places.
Move the accuracy bonus out of the avatar's hit bonuses where they may or may not be set correctly via reset() and into get_hit_weapon() where they are definitely set and applied correctly. Add some statistics counters to the melee code to make writing test cases easier. Add unit tests to verify that increase a weapon's accuracy increases to hit rates and DPS.
Don't calculate dps for monsters that aren't going to be displayed. Adjust the unit tests based on relative values (epsilon) instead of fixed values (margin).
use average of effective dps against evaluation monsters in melee_value(), with an additional bonus for reach weapons and for weapons that work with a martial art the NPC knows.
Include the Melee Evaluation spreadsheet and a description of it, and update GAME_BALANCE.md with the new formulas.
Add a start function to `activity_actor` and migrate `ACT_HACKING`
* Added lock picking skill * Use lock picking skill in calculation of success when picking the lock of doors and gun safes * Gave several professions lockpicking as a starting skill * Added a booklet about lockpicking * Added lockpicking booklet to several books item groups * Added doxygen documentation for the new skill * Added lockpicking quality to several items * Updated hardcoded lockpicking qualities for gun safe lockpicking * Made lockpicking long activity * Added gun safe to the list of furniture in mapdata * Made lockpicking activity recognize furniture (gun safe in particular) * Removed mentions of now-unused `gunsafe_ml` examine function
* Initial test for new shelter type * Some more updates, unable to generate starting location still * Forgot to change the other weights * Working mapgen, removed extra roof overmap terrains * Linted json and removed extra shelter definitions. * Removed extra name definition
melee: Make sure that melee weapon accuracy improves hit rates
Replace enum body_part with bodypart_id in apply_damage
* Occult bone gear * Bone seer equipment update
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