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SUS Bathroom Jan 4 #39

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merged 89 commits into from
Jan 4, 2020
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xanderrootslayer
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Testing

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John-Candlebury and others added 30 commits December 17, 2019 22:23
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: BevapDin <tho_ki@gmx.de>
Previously the in-game lunar month was exactly one third of a season
(30.333 days, by default).  This meant that the lunar cycle matched
perfectly with the seasons / years, unlike the real-world lunar cycle
which is inconveniently mismatched with other calendar units.

Switch it so that, for the default season length, the lunar cycle
matches the real-world synodic month of about 29.5 days.

Also tidy up the code so that it's clearer how this value is arrived at.
Pull these values out as global statics to make it clearer that the
default season length is the real-world season length.
This was failing on Mingw, probably due to -ffast-math optimizations.
This was already theoretically implemented, but it didn't work.  Fix it
and add a test.
This one is in Catch2 internals and triggered by using generators.
There was a concern that the code didn't handle this case correctly, so
added a test to allay that concern.
This text wasn't previously checked.  Add ellipsis characters and spaces
as appropriate.
Rather than a simple string, read these entries as translation objects.
This has the advantage that they are checked for correct text styling.
Tweak timer to get eggs from chicken.
Make map::add_spawn() accept a tripoint instead of a point
To deal with the long-standing issue of accidentally using rotting food
in crafting (especially when crafting a large batch) and thus wasting
time and materials.

Allow a recipe filter to exclude rotten components.

Use this new feature when selecting items for crafting to prefer
non-rotten ones.  When non-rotten ones do not suffice, warn the player
of this fact before proceeding.

In the crafting GUI, mark crafts in brown when they can only be crafted
with rotten ingredients.

If the result doesn't care about rottenness, as with e.g. lamp oil, then
no warnings or marking of the recipes is done.

This only catches the case where the ingredients are rotten when you
start the craft.  There is also the situation where things start
non-rotten, but become rotten while you craft.  This change does not
attempt to handle that, but it could now be handled by a localized
change in recipe::get_component_filter.
* Leech-pod-monster family

* Fix typo

* Apply suggestions from code review

Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: BevapDin <tho_ki@gmx.de>

* Follow through suggestions

* Reword alien frond description

* Correct monattack logic

* Finalize leech pod monster family

Co-authored-by: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-authored-by: BevapDin <tho_ki@gmx.de>
David Brown and others added 29 commits January 4, 2020 01:33
* renovate house 04

* add palette, update rows to new symbols

* lint

* review fixes

* update palette name, minor loot adjustments

* Apply suggestions from code review

Co-Authored-By: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>

Co-authored-by: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>
Routine i18n updates on 4 Jan 2019
As it turns out, the check to prevent integer overflow when modifying
bionic power is undefined behaviour. Whoops! Let's avoid that.
Due to the way range of vision was calculated, when the player had high
eye encumbrance, it could become negative and prevent the player from
seeing anything, including their own tile.
The player should never be unable to tell where they are, even if they
cannot see anything else, so prevent range from becoming less than 1.
* Don't excessively clear map

* shift player and chasing monster positions instead of shifting map
Prevent undefined behaviour modifying bionic power
Prevent high eye encumbrance from blinding players
Add an option to start the game window maximized
This was changed in 5c96d39.

This is inconsistent behavior anyway: byproducts are still put onto the crafting spot, only the real result go below the player.
see comment for an explanation.
* Fix monsters not being spawned on the map

* Move some checks back to their place
* Add construction recipe to turn shallow water to dirt.

Apparently, no one has done this before, and I really need to tame those swamps.

As my first project, please do check everything is ok.

* Update data/json/construction.json

thanks

Co-Authored-By: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>

* filling shallow water now requires less materials

* Works with non-salt water now

* Hopefully it will work now

* Divided salt water and shallow water in two projects

Apparently I'm not skilled enough to properly format my pull requests, and the rest of the construction options aren't helping me find out how to do it.

The good thing is that now you'll know which kind of shallow water you are going to refill, thus making them harder to mix up.

* Update construction.json

* Update data/json/construction.json

Co-Authored-By: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>

Co-authored-by: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>
* Cooking with Poison

Cauldron, recipe for the tool, tool quality, recipe book, itemgroup addition and recipes for the Cooking with Poison book.

* Update tools.json

* Update magic_tools.json

* Update magic_tools.json

* Update recipe_books.json

linting

* Update tools.json

* Update tools.json

* fixing travis errors

* linting

* Changes from playtesting

descriptions to reflect that impure meat can be enjoyed while purified meat still seems to taste off.

* Update cooking_components.json

* Update comestibles.json

* reverse skills used cooking primary
Restore crafting results being put on the workbench.
@xanderrootslayer xanderrootslayer merged commit b8a4e59 into xanderrootslayer:master Jan 4, 2020
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