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Portable smoking rack #29915
Portable smoking rack #29915
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I also greatly appreciate feedback on how to better format my code. Also, it seems I failed some of the autochecks. I'm not sure where to begin fixing the problems, any help would be greatly appreciated! |
You have to lint your JSON files: http://dev.narc.ro/cataclysm/format.html |
Did you test your changes? All these |
I went ahead and made the suggested changes. Thank you very much. |
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Full astyle of all your changes required.
We use 4 spaces to indent code. Don't use tabs. |
I'd prefer to avoid this unless we can do something to represent the fact that you potentially end up with a fire and tons of smoke in a moving vehicle, which sounds... unsafe.
I think this needs to happen, leaving the portable version with the same capacity makes it a strictly superior option to the existing construction. |
Did you mean only having a smaller capacity handheld charcoal smoker item? Because what I currently have implemented is a full sized metal rack that is deployable in the same vein as the metal butchering rack or tourist table. What I had meant by adding the smoking rack menu to the charcoal smoker was the handheld item in addition to the current changes with the metal deployable rack, possibly in a future PR. We can adjust the numbers as necessary including volume reduction on the deployable version but I felt it was meant to be a superior option to the original construction due to the requirement of metalworking tools. I just took a look at the current requirements for the craft of the deployable racks, both butchering and smoking and they require an anvil and hacksaw, but no need for a welding torch, goggles etc. Should the barrier to entry for their creation include welding tools to be a bit higher in order to offset their value? My thought was that the slightly less restrictive requirements might help out less developed characters get a bit of breathing room when it came to the topic of food preservation. They also still have to supply the charcoal to keep the racks going which is an undertaking in itself. |
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I don't see why would it have a reduced effective volume compared to a thing that is made of sixteen sticks and eight rocks. |
I don't know what you mean by handheld, if you mean luggable/portable, yes the portable would be more restricted than the fixed one. If you mean an item you carry around while operating it, that shouldn't even exist. |
I reduced the capacity of the deployable (portable) smoking rack to 15 liters (30 chunks of meat) down from 20 liters (40 chunks of meat). I slightly reduced the volume of the rack to reflect this, and realistically the volume wouldn't be that high while the rack is folded since it doesn't have the charcoal or meat in/on it. |
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I think I found the problem
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There were also a few lines that were missing |
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In C++ |
To the best of my knowledge, |
It is in standard at least from C++11: We can disable language extensions and they should work: |
It turns out you're right. I wasn't aware of their legitimacy. I thought they're some kind of freakish language extensions. |
Yes, it is kinda funny, that MSVC which supports things |
Summary
SUMMARY: Features "Adds a deployable smoking rack."
Purpose of change
Creates an option for nomadic players to quickly setup/disassemble smoking racks similar to the deployable tourist table, tarps and mats, and metal butchering rack. Smoking racks are quickly becoming the best way to handle large amounts of quickly rotting food for long term storage and the charcoal smoker doesn't have a similar purpose to the smoking rack. The process of building and deconstructing regular smoking racks added to tedium, and the long construction times often resulted in a large loss of meat freshness or spoilage unless you immediately find a way to freeze the whole corpse.
Describe the solution
The solution was to implement a new deployable item based off the existing template for the metal butchering rack.
This required some tweaking to the current smoker code. Being a baby coder I tried my best to ensure that the existing code for the smoker handled the heavy lifting. I mostly implemented several if statements to recognize and appropriately change between the f_metal_smoking_rack and f_metal_smoking_rack_active furnitures. The existing deploy_furniture function is used for both placing and pickup, and when deconstructed yields the metal smoking rack item itself.
Describe alternatives you've considered
Other alternatives include the addition of vehicle parts that serve similar purposes, or adding the smoker menu with a much lower capacity volume to the charcoal smoker item. If possible I would like to look into implementing large refrigerated and freezer storage via a recipe that users several minifreezers/minifridges and a cargo container. For the moment however, this got my feet wet with using github and exploring the existing code of C:DDA.