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Autodoc bonesetting #31001
Autodoc bonesetting #31001
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Did you change the lab bonesetter? Will the nursebot effect this any? Good idea : ) |
Yeah, I did.
No, it won't. |
I think we eventually want some kind of substance to construct the splint from, but no need at the moment. The autodoc splint is already better than the player-applied one. |
While testing, I found out that we definitely need a way to say "Go to this tile" to our NPC followers so they could lay up on the autodoc couch - they consider it a hard to cross terrain and try to avoid it at all costs. |
@@ -41,7 +41,6 @@ enum computer_action { | |||
COMPACT_BLOOD_ANAL, | |||
COMPACT_DATA_ANAL, | |||
COMPACT_DISCONNECT, | |||
COMPACT_BONESETTING, |
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Will this not break the logic of existing computers in savegames?
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Tested right now. The game doesn't crash, no errors popping up. Existing medical computers won't be working, of course, activating them will show "evacuation" message. I think that's acceptable.
Summary
SUMMARY: Features "Added ability to splint broken limbs to autodoc. Replaced computer bonesetting with autodoc bonesetting."
Purpose of change
Get rid of weird behavior when computer somehow splints broken limbs.
Describe the solution
computers.cpp
intoiexamine::autodoc
.needs_anesthesia
bool to check for >1 choice in autodoc menu.COMPACT_BONESETTING
computer action.Describe alternatives you've considered
None.
Additional context
At the moment autodoc can splint unlimited number of broken limbs and seems to take splints out of thin air. This is the original (computer one) behavior, but I thought I could change that by manually placing (in jsons) some arbitrary number - say, 4 - of splints in autodoc and making autodoc sealed container. Each splinting will consume one splint, so after 4 splintings it will stop providing bonesetting treatment.
But I don't know if we need this limitation at all, and if we do, if my solution if acceptable.