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(done) Removes long grass from regional terrain lists, makes it into a map extra #35990

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merged 4 commits into from
Dec 17, 2019

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I-am-Erk
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@I-am-Erk I-am-Erk commented Dec 10, 2019

Summary

SUMMARY: Content "Removes long grass from random spawns in fields, adds new field map extras"

Purpose of change

Grass generally grows at a uniform length on a meter-per-meter basis. Patches of knee length grass amidst a field should be either large, or nonexistent.

Describe the solution

This removes random spatterings of long grass from fields and anywhere else using regional groundcover, and adds a new map extra that is a patch of long grass and flowers.

In the process I have also added a copse of trees, a fallen-down shed with no roof, made mx_pond spawn in fields as well, and significantly increased the number of map extras spawning in fields, with a corresponding frequency drop for the other extras so that the mundane stuff shows up often and keeps them varied.

According to Kevin, this is at least a partially satisfactory solution to #28215. I don't really agree, I think the repeated message issue is deeper than that, but it gets it out of the way enough to get it off the 0.E blockers list at least. (Edit: i forgot an earlier fix had already improved the problem, so I guess this is icing on the cake and finishes the last outstanding suggestion there)

Describe alternatives you've considered

Testing

Below: the long grass is now gone. Smooth fields.
longgrassgone

Below: a patch of long grass in a field
patchlonggrass

Another type of long grass patch, this one done through randomly overlaying smaller nests to create a rougher shape:
image

Below: A copse of trees
copse

Below: A pond in a field (map extra by ralreegorganon, I just added it)
pong

Below: Random spawned derelict sheds in a field
image

Additional context

@I-am-Erk I-am-Erk added <Bugfix> This is a fix for a bug (or closes open issue) [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display labels Dec 10, 2019
@I-am-Erk I-am-Erk marked this pull request as ready for review December 12, 2019 06:06
linting and fix leftover from testing

fix cp error

switch to update mapgen mode

begin integrating update_mapgen

Update wilderness.json

Update wilderness.json

add shed

Update regional_map_settings.json

adjust frequencies based on playtest

lint

Update wilderness.json
@I-am-Erk I-am-Erk changed the title Removes long grass from regional terrain lists, makes it into a map extra (done) Removes long grass from regional terrain lists, makes it into a map extra Dec 13, 2019
@kevingranade
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My bad, this is failing a consistency check
src/regional_settings.cpp:763 [void groundcover_extra::finalize()] plant coverage total exceeds 100%

@kevingranade kevingranade merged commit 4206b62 into CleverRaven:master Dec 17, 2019
@kevingranade
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The frequencies need to be shuffled around a bit more I think, but I also think the fact that it addresses the stated problem with long grass is more important than the sometimes odd field contents that result.

@kevingranade
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:

https://discourse.cataclysmdda.org/t/random-encounter-json-location/22104/5

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2 participants