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Allow summoned creatures to leave without creating a corpse #72005

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merged 4 commits into from
Feb 27, 2024

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LetterShapedGlyphs
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Summary

Bugfixes "Summoned animals are back to not leaving behind corpses"

Purpose of change

When #66118 fixed death effects for limited duration creatures, it also caused any summoned animal to start leaving behind butcherable corpses, creating a free source of food.

Describe the solution

Allowed spells to interact with the existing "quiet death" mechanic through a flag. Added that flag to all player spells that summoned temporary animals.

Describe alternatives you've considered

Find an alternative solution for summoned creatures that need to trigger explicit effects.
Adjust the cost so that the 'free' food has some sort of equivalent tradeoff.

Testing

Summoned various animals and non-animals. Only spells that got the new flag vanished, others continued to behave as before leaving behind corpses and triggering death effects.

Additional context

Most summoned creatures are already non-corporeal (spirits/holograms), or are in other ways triggered by enemies. These animals were the primary thing affected by summoned creatures leaving behind corpses and seemed to go directly against the intent behind adding toxins to other infinitely spawning food sources that used to be farmed - Especially because these summoned creatures don't even need to be fought. They just exist for a short while and then are free food with no risk or exploration required.

Additionally, considering the flavor of most of the druid spells with 'calling for aid' it is reasonable to interpret their disappearance as returning to the wild, or if they are in fact spirit animals they probably shouldn't have edible corpses anyways and would just dissipate into magic again.

Player summoned animals should not leave behind functional corpses.
flag check
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies [C++] Changes (can be) made in C++. Previously named `Code` Mods: Magiclysm Anything to do with the Magiclysm mod Mechanics: Enchantments / Spells Enchantments and spells Mods: Xedra Evolved Anything to do with Xedra Evolved <Bugfix> This is a fix for a bug (or closes open issue) labels Feb 26, 2024
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You are creating a pull request with the master branch as the head branch. This is likely a mistake unless you really know what you are doing. You may read https://docs.github.com/en/get-started/quickstart/contributing-to-projects#creating-a-branch-to-work-on for a typical workflow of contributing to a project on GitHub.

@Maleclypse
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I like that this fix is less likely to be undone as easily as the previous fixes were is it possible you could create a test to make sure summoned critters leave no corpse so our CI is notified when someone breaks it?

@github-actions github-actions bot added astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Feb 26, 2024
@LetterShapedGlyphs
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I like that this fix is less likely to be undone as easily as the previous fixes were is it possible you could create a test to make sure summoned critters leave no corpse so our CI is notified when someone breaks it?

I'm not sure. The fact that SOME summoned creatures are supposed to leave behind corpses makes testing all spell effects that use "summon" difficult. Either you have some second list that knows what things are supposed to have corpses and that gets updated in addition to the spell getting the flag, or you rely on the spell having the flag (in which case, what exactly are you testing? that the flag was properly read into the spell effect?)

@esotericist
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(in which case, what exactly are you testing? that the flag was properly read into the spell effect?)

in principle, such a test should verify that a summon with that flag correctly fails to leave a corpse behind.

to make sure that the code the flag calls hasn't broken at some point.

new debug spell and new test
@github-actions github-actions bot added Code: Tests Measurement, self-control, statistics, balancing. BasicBuildPassed This PR builds correctly, label assigned by github actions labels Feb 26, 2024
@Maleclypse Maleclypse merged commit 660d960 into CleverRaven:master Feb 27, 2024
22 of 27 checks passed
GuardianDll added a commit that referenced this pull request Aug 20, 2024
dseguin pushed a commit that referenced this pull request Aug 20, 2024
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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` Code: Tests Measurement, self-control, statistics, balancing. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Mechanics: Enchantments / Spells Enchantments and spells Mods: Magiclysm Anything to do with the Magiclysm mod Mods: Xedra Evolved Anything to do with Xedra Evolved Mods Issues related to mods or modding Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies
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