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[RDY]Automatic fire refuelling #24077
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Does this work with crafting that requires fire (e.g. cooking)? I know that it currently doesn't interrupt crafting if the fire goes out halfway through, but if this system works then it seems like it would be reasonable to change it so that it does. |
Currently all crafting triggers it, even if you don't need the light because you have other sources. |
Works great. Maybe up the fire/stockpile range from adjacent to crafting range? |
Yeah, would be better than hardcoded 1 range limit. @kevingranade any objections? The closest analogy I recall would be the vehicle crane thing, which is limited to 1 tile. |
If the player is free to move during the activity, then using crafting range is reasonable. I also don't anticipate perf issues for scanning since it only happens intermittently during crafting. |
Does "Jenkins, rebuild" re-trigger Travis too? |
It does not, you may be able to visit the travis page and restart the
failing build(s), but I'm unclear on permissions for that.
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Nope. Requires developer privs |
I was able to restart this travis build. |
@@ -96,6 +96,11 @@ std::string player_activity::get_str_value( size_t index, std::string def ) cons | |||
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void player_activity::do_turn( player &p ) | |||
{ | |||
// Should happen before activity or it may fail du to 0 moves |
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du -> due
I cannot do thorough testing right now, but works fine at first glance. |
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I've merged this and tested it locally, but I seem to have forgotten the push it, so feel free to just resolve the conflict in item.h and push it.
best_fire = pt; | ||
best_fire_age = fire_age; | ||
} | ||
// If a contained fire exists, ignore any other fires |
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This should find the best contained fire, instead it finds the first contained fire, I'm fine to leave it as a bugfix.
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I forgot to change it after the range increase, though it's next to trivial.
I'll leave it as is for now since it's tested already. It's pretty unlikely that a player will have two contained fires anyway.
I'm not authorized because I'm not a part of CleverRaven at the moment. |
Does not work with charcoal. Maybe it has something to do with that charcoal stacks in form I would expect charcoal to be valid item for keeping the fire going. |
Oh and it is not clear how to stop refueling the fire as if you read by the window and the PC keeps throwing more and more wood into the fire. |
Long requested feature that got more urgent ~recently, because I implemented a mechanic that makes dying fires more annoying.
Use case goes like this:
I successfully tested it in the following cases:
Additionally:
burn_data::chance_in_volume
.units::volume
instead of legacy cups[CR] because my C++ may be a bit rusty, and because of that weird designation thing.