forked from CleverRaven/Cataclysm-DDA
-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Backport from upstream #1
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
this also fixes a bug where you have a wielded sealed plastic bag, try to pick something up, and it crashes.
add an item::combine function that combines two items.
This test still needs some more work, but this is the minimum to get the test passing
Using `i_add` for these test cases appears to run into complications with needing a container for liquids, and storage in inventory for the item. These considerations get in the way of what we're testing, which is simply the effects of using various items, and this can be done without putting the item in the inventory.
Fix delivery mission
…into migrate-dig-activities
activity_actor::can_resume_with_internal
Add a can_resume_with function to activity_actor and migrate ACT_DIG and ACT_DIG_CHANNEL
…er-2020-05-06 Declutter overmap terrain definitions (2020-05-06)
* Shirt typo * Monster typos
Fix river overmap terrains
When doing stupid things, such as blacklisting all items in the game, the game would crash on loading trying to inline an empty list of requirements. Check that that list is not empty before attempting to do anything with it.
Things such as turrets firing weapons and taking down furniture could place items on that map that were blacklisted. Make sure an item is not blacklisted before placing it. There is some minor possibility for crashing here, by adding a new way this function can return a null item reference. There were already ways this function could return a null item reference, so anything where this would cause a crash could already be problematic.
Add pocket to drop leg pouch
fix: segfault during crafting setup
Includes test cases for `Creature` effects, covering functions: - add_effect, remove_effect - has_effect, has_effect_with_flag - resists_effect, is_immune_effect Behaviors exercised: - characters may have an effect on a body part, or all-body - monsters may only have all-body effects (not having body parts) - monsters immune to an effect can still be forced to have it - fleshy, warm-blooded monsters can bleed and be poisoned - bony, non-warm monsters are immune to bleeding and poison - fleshy, non-warm-blooded monsters are immune to bleeding and poison - Slimy mutation gives immunity to corroding effect - Tentacle bracing mutation gives immunity to downing - Strong Stomach mutation gives immunity to nausea
Expand blacklisting to all map item placement functions
Aluminum and steel kegs are supposed to contain 50L and were set to 3 L. Updated both to 50L and set the max weights higher as well.
* add categorize toggle to inventory * allow toggle back to original * Delete inventory_ui.cpp * change default to contained items in own_inv_column
Includes test cases focused on `effect` class functions, including: - High-level: decay (invoked by Creature::process_effects) - Duration: get_duration, set_duration, get_max_duration - Permanence: is_permanent, pause_effect, unpause_effect - Display: disp_name, get_speed_name, disp_short_desc - Intensity: get_intensity, set_intensity, mod_intensity - Body parts: get_bp, set_bp - Modifiers: get_mod, get_amount Example behaviors exercised: - simple class initialization test - minimum / maximum intensity level - intensity tracks duration for duration-related effects - decay reduces duration until the effect is removed - displayed names can vary based on intensity - pause and unpause effect permanence - switch grab effect body part back and forth Some related JSON attributes: - "name": [ "A", "B", "C"] // multiple intensity names - "speed_name": "@-name" // as shown in the @ menu - "base_mods": [ ... ] // fixed mod to stats, healing, etc. - "scaling_mods": [ ... ] // intensity-based mods to stats, etc. - "int_dur_factor": time // for duration-based intensity Includes some JSON test data to use for data-dependent checks.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.