Skip to content
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

Respect Force unarmed martial art style when calculating stamina cost #61863

Merged
merged 1 commit into from
Oct 24, 2022
Merged

Respect Force unarmed martial art style when calculating stamina cost #61863

merged 1 commit into from
Oct 24, 2022

Conversation

Night-Pryanik
Copy link
Contributor

Summary

Bugfixes "Respect Force unarmed martial art style when calculating stamina cost"

Purpose of change

Describe the solution

In get_standard_stamina_cost added a check for Force Unarmed martial art style.

Describe alternatives you've considered

None.

Testing

Wielded heavy sledgehammer. Smashed the wall, checked stamina cost. Set Force Unarmed style, smashed wall once again, checked stamina cost.

Additional context

None.

@Night-Pryanik Night-Pryanik added [C++] Changes (can be) made in C++. Previously named `Code` <Bugfix> This is a fix for a bug (or closes open issue) Mechanics: Character / Player Character / Player mechanics labels Oct 22, 2022
@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Oct 22, 2022
@PatrikLundell
Copy link
Contributor

Is smashing the same as performing an attack? To me it would seem reasonable that wielding a sledge hammer to smash something you can't destroy with your bare hands would actually use the tool wielded, rather than performing a shoulder smash.

I'd test attacking a summoned zombie as well (regardless of the answer to the question above) and verify that all the attack parameters (time, stamina, damage, possibly something else I've missed) are as expected.

@Night-Pryanik
Copy link
Contributor Author

Is smashing the same as performing an attack?

I doubt it. The terrain/furniture you're smashing is very rarely trying to actively dodge your attacks and/or attack you in their turn, unlike most monsters in the game. I'd say smashing is much more "relaxed" compared to performing an attack.

To me it would seem reasonable that wielding a sledge hammer to smash something you can't destroy with your bare hands would actually use the tool wielded, rather than performing a shoulder smash.

What about wielding not a sledgehammer, but a long stick instead? A glass bottle? Still use tool wielded no matter what?

If one has purposefully selected Force unarmed style when trying to smash something, then one can expect that game will follow his orders, even if one can't destroy this something with his unarmed attacks, and that game won't be trying to pretend that it's smarter than player.

I'd test attacking a summoned zombie as well

Attacking how exactly? With a sledgehammer? With a sledgehammer but with Force unarmed? Truly unarmed?

@PatrikLundell
Copy link
Contributor

I would expect a player to typically have selected Force Unarmed and leave it at that to use it for, well, attacks. However, I accept the argument that such a player ought to realize they're using unarmed smashing after failing for a while, switch style, smash, and switch back. It is rather annoying to have your delicate vase (or whatever) damaged when pulping a zombie normally, after all.

Attacking wielding a sledgehammer while having Force Unarmed applied to verify that the sledgehammer's only effect on the attacks is to make attacks using the arms and hands unavailable (or that the sledgehammer is disposed of to enable the use of the hands).

@Night-Pryanik
Copy link
Contributor Author

the sledgehammer's only effect on the attacks is to make attacks using the arms and hands unavailable

My changes didn't affect anything related to arms and hands availability. The changes only affect stamina cost with Force Unarmed enabled.

@PatrikLundell
Copy link
Contributor

If, for some reason, the sledgehammer actually IS used for the attack then the stamina cost for the attack should remain unchanged, as the change would tackle only half of the problem, which wouldn't be suitable. If, on the other hand, the issue was that unarmed attacks were made while still penalizing them with the sledgehammer penalties the change is reasonable, but it should still be verified that the end result is the expected one.

If arm/hand attacks were made while still holding the sledgehammer I agree that's a partially different error that should be registered and then dealt with in a separate PR.

@Night-Pryanik
Copy link
Contributor Author

If, for some reason, the sledgehammer actually IS used for the attack

I suppose you meant "the sledgehammer actually IS used for the attack even with Force Unarmed enabled"? If so, then no, there wasn't any issue on this matter, at least I haven't heard anything about this.

If, on the other hand, the issue was that unarmed attacks were made while still penalizing them with the sledgehammer penalties

This is exactly the original issue was about.

it should still be verified that the end result is the expected one.

Tested right now.

Attacked with wielded sledgehammer - stamina cost for sledgehammer.
Attacked with wielded sledgehammer, but with Force Unarmed - stamina cost for fists.
Attacked with nothing in hands - stamina cost for fists.

@PatrikLundell
Copy link
Contributor

Thanks. Sorry for the miscommunication and being a pain in the butt.

@dseguin dseguin merged commit ab318e3 into CleverRaven:master Oct 24, 2022
@Night-Pryanik Night-Pryanik deleted the respect-force-unarmed-in-stamina-calculation branch October 25, 2022 04:28
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` json-styled JSON lint passed, label assigned by github actions Mechanics: Character / Player Character / Player mechanics
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Taekwondo and "force unarmed" attacks cost stamina based on wielded weapon
3 participants