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New Flag : HIDE_PLACE #27620
New Flag : HIDE_PLACE #27620
Conversation
Edit comment to point to ter_bitflags_map instead of init_ter_bitflags_map that doesn't exist anymore
Creature in a tile seeing only adjecent tiles should be a new, separate flag, so there is a posibility for sneaking through tall grass whlile still observing zeds. |
Allowing Tall grass to hide you might be OP, currently HIDE_PLACE makes you invisible not matter your skills or your size. |
This is fulfilling the 'hunting blinds' idea of the 'hunting' project. |
Well in this case I guess the sight aspect might indeed be best in another flag. |
Co-Authored-By: Fris0uman <[email protected]>
Jenkins rebuild |
Travis seems to find and error with furniture.json but I can't see what it is. As far as I can tell it's formatted correctly. |
No, the problem is with |
I tried astyling it using VS astyle extension and the options from CODE_STYLE.md but it's still failing. |
Co-Authored-By: Fris0uman <[email protected]>
Summary
SUMMARY: Content "Adds new flag HIDE_PLACE"
Purpose of change
Some furniture and terrain should be able to hide creature from sight
Describe the solution
Add a new flag for furniture and terrain called HIDE_PLACE and edit creature::sees to check for that flag.
Now a creature on a tile with that flag can only be seen by a creature on an adjacent tile.
Describe alternatives you've considered
Additional context
I've added the flag to
pillow fort
,improvised shelter
anddumpster
. I had to change move cost of dumpster to make it walkable.I could also add it to
dresser
andlocker
but like dumpster it'd need a change of move cost so I'm not sure. I'd like feedback on that.I'd also like to make it so when a creature is on the tile it can only see adjacent tiles, but I haven't found a clean way to do it. Is there a way to add an effect when the creature is on the tile ?-> Will go in another flag.