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Rebalance bionic, fix some weird stats #46212

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Salty-Panda
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@Salty-Panda Salty-Panda commented Dec 21, 2020

Summary

SUMMARY: Balance "Rebalance bionic, fix some weird values"

Purpose of change

Certain bionics used slots in weird/wrong body parts, like "Cranial Flashlight" occupied eyes.
Certain bionics should add encumbrance, like "Bionic Claws" that occupy a lot of space.
Certain similar bionics occupied a very different amount of slots, various head implants, in-arm launchers/guns.
Certain bionics probably weren't created with the bionic slots in mind, "Intravenous Needletip" occupied hands for no good reason, many other bionics needlessly were placed in hands.
Based on descriptions, hand bionic slots refer to palm and fingers, excluding wrists. Shifted slots in a few bionics.

Describe the solution

Moved a few bionics to different body parts, "Cranial Flashlight" to head slots and "Intravenous Needletip" (changed name to Injector) to the torso.
Reduced/increased amount of body slots occupied, based on the needs of capacity, weight, storage, protruding parts, implied coverage.
Added encumbrance to a few bionics, like arm shotgun.
Streamlined a bit body slots requirements of certain similar bionics.
Shifted some body slots occupied from hand to arms.
Changed Firelighter to only occupy one hand.
Slightly reduced very high energy requirements of firelighter and finger laser.

Mostly ignored armor plating CBMs, since there is already another PR that rebalances them specifically.

Describe alternatives you've considered

Do nothing

Testing

Spawned, installed a few.
Tested a possible event when after changes bionics will exceed body part's slots. No problems, can normally use/remove bionics.

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@anothersimulacrum anothersimulacrum added [JSON] Changes (can be) made in JSON Bionics CBM (Compact Bionic Modules) labels Dec 21, 2020
@actual-nh
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Two tests are needing changing to match with your changes:

  • iteminfo_test.cpp:2162
  • iteminfo_test.cpp:2179
    Take a look at the Travis build failure, for instance.

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Salty-Panda commented Dec 22, 2020

Two tests are needing changing to match with your changes:

  • iteminfo_test.cpp:2162
  • iteminfo_test.cpp:2179
    Take a look at the Travis build failure, for instance.

Thanks, I ignored that one, thought it's weary_test again.

It's just CHECK( item_info_str( purifier, {} ) ==
Should I make issue or ask on Discord?
I don't want to make C++ PR yet.

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Thanks, I ignored that one, thought it's weary_test again.

I suspect that - and similar due to the Appveyor build problems - may be happening to others... sigh.

It's just CHECK( item_info_str( purifier, {} ) ==
Should I make issue or ask on Discord?
I don't want to make C++ PR yet.

Understand. Not sure - ask on Discord for some C++ assistance? I've just managed to clear off enough space that I think I can download the full repository, so will be trying that today. (Due to inclusion of history, it's a lot bigger than the game itself, I suspect from prior experience.)

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While you're here, could you change the default price_postapocalyptic for CBMs to something other than $10? It's making Hub-01 a much too cheap source of CBMs.

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I will change the tests later, it will only need change to hardcoded string, so no compiling required.

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While you're here, could you change the default price_postapocalyptic for CBMs to something other than $10? It's making Hub-01 a much too cheap source of CBMs.

In a general sense, the postapo price is right. People won't barter food and guns for electric gizmo from before apocalypse.
But I believe that with new factions coming, we will get an expansion to the trade and prices system.

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Definite progress.

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stale bot commented Feb 2, 2021

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Feb 2, 2021
@Night-Pryanik Night-Pryanik removed the stale Closed for lack of activity, but still valid. label Feb 2, 2021
@Salty-Panda Salty-Panda changed the base branch from master to 0.F-dev May 3, 2021 14:06
@Salty-Panda Salty-Panda force-pushed the rebalance-bionic,-fix-weird-stats branch 2 times, most recently from 15e20fc to 0e5fd60 Compare May 3, 2021 14:22
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Salty-Panda commented May 3, 2021

Rebased onto 0.F dev, resolved conversations by reverting or making changes according to suggestions.
Some changes were removed during rebasing onto 0.F dev, due to PRs unhardcoding certain bionics.

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@Salty-Panda could you please resolve conflicts?

@Salty-Panda Salty-Panda changed the base branch from 0.F-dev to master July 11, 2021 10:34
@Salty-Panda Salty-Panda force-pushed the rebalance-bionic,-fix-weird-stats branch from 8ec707b to ab7c8d7 Compare July 11, 2021 10:34
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Rebased on master, cleared conflicts

@kevingranade kevingranade merged commit 10632a4 into CleverRaven:master Jul 18, 2021
@Salty-Panda Salty-Panda deleted the rebalance-bionic,-fix-weird-stats branch July 18, 2021 09:45
anothersimulacrum pushed a commit to anothersimulacrum/Cataclysm-DDA that referenced this pull request Jul 18, 2021
* Rebalance bionic, fix some weird stats
Co-authored-by: actual-nh <[email protected]>
pjf added a commit to pjf/Cataclysm-DDA that referenced this pull request Jul 19, 2021
* origin/master:
  Rebalance bionic, fix some weird stats (CleverRaven#46212)
  CleverRaven#44459 make disabling a monster an activity with variable duration (CleverRaven#44670)
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