-
Notifications
You must be signed in to change notification settings - Fork 4.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fixed "Zone construction build wooden wall builds window instead. #32965" #33083
Fixed "Zone construction build wooden wall builds window instead. #32965" #33083
Conversation
Ill review this properly later, if its working better ( I never was completely happy with the pre-requisite construction checking I was doing ), then I will incorporate it into the new activity loop im working on. |
Prototype event bus implementation
* For CleverRaven#33254 added recepy to make lab kit * For CleverRaven#33254 added requirement for a box to keep the kit in
Simplified conditional assignment Co-Authored-By: BevapDin <[email protected]>
…aclysm-DDA into fix-33413-sun-glare
… do it. The called functions do string formatting on their own.
The format string does not contain any format specifier so the output will be the same as the input anyway, so why even call the function?
No comment. Really: none. I have no words for this. Why? And ... Just: no.
especially as there are no further arguments there to be formatted.
Translate the raw string literal, not the formatted string. Use `to_string( time_duration )` instead of replicating the code.
The craftable tarp raincatcher is set to Difficulty 99, which results NO way to remove/pick back up the raincatcher once it is placed down. The character simply says "That raincatcher looks too dangerous to mess with. Better leave it alone". I'm not sure why its set that high, so i've simply lowered it to match other funnels.
This is inside a set inside mtype, and it not being movable was causing lots of unnecessary clone operations in the underlying mattack_actors.
Fix 2 typos of "antiseptic"
…2019-08-21 Change JSON style check job name
Some spell objects are constructed during data loading. At that time spell pointers can still get invalidated, so this could end up as a dangling pointer. Just store the string id instead, and look it up each time. If this proves to be a performance issue, we could load the pointer at finalization time.
Fixes CleverRaven#25430 The ability to disassemble mininukes was unintentionally lost when the ability to craft them was removed.
…en#33372) * initial impl of using zone as firewood source while handling item activity * fix my C++ newbeness * astyle * new SOURCE_FIREWOOD zone (named "Source: Firewood") + make the old way of marking firewood source still usable * SOURCE_FIREWOOD zone description now state that waiting *does* trigger the refuel fire code
…faction-mission-rewards update mission rewards isherwood
Ensure proper road connections, add subway connector level (non-functional)
Disable generic Rewards for Hub 01 missions
* Show if monsters and NPCs are aware of the player in their description (visible when x - looking at them). * Fix alignment for monster descriptions.
Re-fix AIM move-all
Minor Hub 01 Mapgen Updates
…yborg/Cataclysm-DDA into fix-32965-construction-zones
Rebased. Added |
Agreed. I followed the git hub rebase instruction here: Don't know how to fix this. |
Closed by #33673 (clean rebase) |
Summary
SUMMARY: Bugfixes "Zone construction build wooden wall builds window instead. #32965"
Purpose of change
Fixes #32965
Describe the solution
Added recursive functions to handle complex constructions:
get_final_construction
detects what was really selected from the construction menu.Not just <First construction that contains "Build Wood Wall">,
but <The final construction is Wood Wall (t_wall, not t_wall_half)>.
find_base_construction
looks up the construction "tree" for the first building that we can actually construct here, and which will lead to our goal (may be indirectly).Now it is possible to have a zone "Build Wood Wall" over some chipped/broken wooden walls or empty windows. The result will be "wooden wall where possible".
EDIT:
Now blueprint construction is a continuous process. Once started it can be interrupted at any time (for ex., using
5
) and then continued.Partial (unfinished) construction in the blueprint zone will be continued.
Note, that there is no extra check that this specific construction will lead to the goal in blueprint. It is just assumed. I think it is safe enough, no?
Describe alternatives you've considered
Need some dependency structure in constructions (like a tree). For now just use logic like <"*_half" is not the final construction>.
Additional context
None