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fdf #18
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) * Plumb hit source into the weakpoint hit_chance calculation * Make absorb_hit return the name of the weakpoint, if any * Add weakpoint printing to ranged attacks * Add message to non-tech melee attacks * Run astyle * style json * Add messages for weakspots and melee techniques. * Add translator comments * Convert string_format to positional and modify translator comments. * Adjust weak point technique message * Adjust technique message again.
For inventory collapsing/expanding
Add `sold` to NPC `op_of_u` Add dialog support for reading/writing this value through `"u_val": "sold"`
* Add steeltoed shoes I've added a new foot option and made it an option alongside steeltoed boots where appropriate. I set up one of the two NPCs that have pre-set clothing options to have steeltoed sneakers instead of boots. * Fix Minor Lint Errors Fixes three minor lint issues
Added getglobal() convert a local tripoint to tripoint_abs_ms The following can take tripoint_abs_ms: getlocal(), veh_at(), inbounds()
Also change callers to not assign the result to a reference. Although lifetime extension will generally make that work, it is safer to not rely on it and there's no loss of performance due to RVO and/or the tiny amount of data in tripoint.
Also refactor creature_tracker to take both old and new position
The new field has type tripoint_abs_ms. Adds a getter, get_location(), replacing global_square_location() -- it's shorter. Adds a public method move_to() for changing the location. This has the side effect of calling on_move(), which was introduced in the previous commit. Adds a protected method set_location() for changing the location value without side-effects. Removes submap shifting for npc and monster position (no longer needed, and actually a bug now).
Including: - Character::can_interface_armor - Character::mutation_armor (x3) - Character::get_armor_bash - Character::get_armor_cut - Character::get_armor_bullet - Character::get_armor_type - Character::get_all_armor_type - Character::get_armor_bash_base - Character::get_armor_cut_base - Character::get_armor_bullet_base - Character::get_armor_acid - Character::get_env_resist - Character::get_armor_fire - static destroyed_armor_msg - static item_armor_enchantment_adjust - static armor_enchantment_adjust - Character::absorb_hit - Character::armor_absorb
Fix typos. Re #50511
Also simplify the spawn code since monster coordinates don't need to be re-calculated when they enter the reality bubble.
Converted to cata::optional<tripoint_abs_ms>: last_player_seen_pos guard_pos pulp_location chair_pos wander_pos Some were already absolute, just not strongly typed.
Change to tripoint_abs_ms: - goal [was map-relative] - wander_pos [was map-relative] - patrol_route [was absolute but not typed] Remove serialization for path. Invalidate path on map shift. Made goal optional, unset when reached. Rename goal-related functions for consistency/readability.
Meatarian and vegetarian hobbies update.json
Added Sweets cookbook to various itemgroups
Aftershock: Stratoscomm Relay Station
- vcpkg's 'manifest mode' integrates with MSBuild which lets us skip the out-of-band install path. This also helps save on dev disk space by interning the cost into the repo instead of invisibly out of repo. - Set a minimum vcpkg hash so that we avoid the x86-yasm-tool problem where 64 bit packages required the 32 bit yasm tool as a helper tool. this was fixed as of vcpkg commit `49b67d9cb856424ff69f10e7721aec5299624268` and we can have vcpkg enforce that with the `builtin-baseline` attribyte in `vcpkg.json`. - Insert `--clean-after-build` to save even more disk space after the first install. This does slow down cold builds because vcpkg cleans after _each_ package and not after each install command, so it has to redownload some shared tools, but I don't think this is a significant hit to the total time. - Cleaned up / corrected `VcpkgUserTriplet` definitions in project files to properly be the `-static` versions we want. - Fix ObjectCreator build with correctly named libs for debug and release and proper lib paths. Unfortunately debug is still broken with a missing qt symbol, but at least release works.
This is a pretty bog standard looking windows workflow. The special sauce is apparently in the `run-vcpkg` action, which has some magic in it to cache the resulting built artifacts and automatically restore them in subsequent runs. This is good, because the vcpkg build is very slow. There's some subtleties in it though. We have to manually add the msbuild integration's output paths to the list of cached folders. The cache also includes pretty much _all_ of the vcpkg folder except build outputs, which is problematic because it means we can't modify the builtin triplets on the fly. Why do we want to modify the builtin triplets? What are the triplets, even? Triplets are basically short descriptive strings which tell vcpkg what 'kind' of build you want - eg. `x86-windows`, `x64-windows`, `x64-windows-static`, whatever. We want `x64-windows-static`, because dll deployment is a cluster. Regardless, what these triplets map to are essentially tiny CMake files which set some common configuration for all the deps that vcpkg builds. These CMake files are usually checked into vcpkg's repo. If we wanted to set some configuration 'globally' for all deps, we'd have to insert it into the triplet files directly if there wasn't some command line argument or environment variable we could use. So why do we care? By default, vcpkg will build both debug and release versions of all deps, and this takes a large amount of disk space. Too much disk space, in fact, for the workers to still complete successfully (and upload to cache if needed). One way to work around this would be to insert `set(VCPKG_BUILD_TYPE release)` into every triplet file. This works, but it breaks `run-vcpkg`'s caching. More specifically, because `run-vcpkg` caches the entire vcpkg checkout including the triplets, on subsequent runs if we were to naively insert `set(VCPKG_BUILD_TYPE release)` again it would simply append after the entry we already had. vcpkg itself though has extra checks to detect if packages need to be rebuilt, including hashing the triplet files. If we just keep appending the setting we will keep changing the triplets and busting vcpkg's cache. Instead we use 'triplet overlays' which are essentially 'triplet include paths' that tell vcpkg where to look for triplet files. We'll point vcpkg at a folder in our repo where we've checked in shadow copies of the triplets we care about which include the setting automatically, and will thus be consistent on every run, and no one's cache will be busted.
Co-authored-by: Saicchi <Saicchi@users.noreply.github.com>
* Add map extras for exodii crashes, and items to populate them with * Add more variety to wreckages including crashed version also touches up item groups and terrain appearance * Create exo_safehouse.json all data in this file for now, for easier rebasing later. Co-authored-by: anothersimulacrum <anothersimulacrum@gmail.com>
Remove legacy code handling z-levels-off
Add the no_fungal_growth mod by default
Windows ci
The previous attempt to fix the rare anthill placement errors did not work. I now know this was due to a simple typo, but tracking down the issue took a lot of refactoring. That refactoring improved the code, so I'm including it here. Changes include: * The previous fix was that new unresolved joins that might conflict with postponed joins would themselves be automatically postponed. We have now reversed this logic so the postponed joins are restored. This allows another chance for the current phase to satisfy the joins, now that might be possible. * Postponed joins now need to have their positions indexed for efficient access, so I factored out that indexing capability into a new struct indexed_joins. * Removed the list of orphaned joins. They should no longer ever occur. * Added a bunch of calls to a consistency_check function that verifies the class invariants (except it's disabled for now, with the code left in case it's useful for future debugging). * The order of unresolved joins used to depend on their addresses in memory, which made the tests non-reproducible. Change that to be deterministic. * Add unit test which places ~100k anthills to more easily observe placement errors. * Improve the debugging output for failed placements to make it easier to see what happened (add phase boundary markers and capitalize FAILED).
This is supposed to give a helpful error message when devs have a too-old copy of vcpkg, but for cataclysm it seems to barf in a very odd way complaining about some yasm-tool-helper version unavailable and otherwise not being friendly. Even if not, people might need to rebootstrap because the versions feature is not default until some newer time period. Regardless, we can just remove this field and allow existing devs to keep working, and new devs will clone vcpkg at a new enough rev that things should work fine.
Co-authored-by: Saicchi <Saicchi@users.noreply.github.com> Co-authored-by: Kevin Granade <kevin.granade@gmail.com>
Aftershock: Mutable Formless ruins
Remove builtin-baseline from vcpkg.json
Update Tilesets 2021-09-14
don't load body part drench_capacity twice
Add u_spawn_item dialog function
Update the table of contents in doc/JSON_INFO.md
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