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testing123 #33

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wants to merge 75 commits into from
Closed

testing123 #33

wants to merge 75 commits into from

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anothersimulacrum
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worm-girl and others added 26 commits February 4, 2024 09:48
* zoom

* no grab

* Update src/creature.h

Co-authored-by: RenechCDDA <[email protected]>

* Update data/json/monsters/nether.json

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* Prevent blocking and dodging while paralyzed with fear

* floats

* floats

* astyle

* cap boomered and glowing duration

---------

Co-authored-by: RenechCDDA <[email protected]>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
…g_rules

AIM respects NO_UNLOAD/NO_RELOAD flags
oops

OOOPS

WIP

WIP insect eyes, prosthetic fix

Doneish
…ving

Remove myself from Magiclysm and XE reviewers
* Update the version of a mod to 3.0

Co-authored-by: TGWeaver <[email protected]>

* Port Storm's HP changes

Co-authored-by: Standing-Storm <[email protected]>

* Port Br1ght0ne math port

Co-authored-by: Oleksii Filonenko <[email protected]>
Co-authored-by: ggLee <[email protected]>

* lint

* doublespaces, ellipsis

* Remove warning from readme about testing branch, remove license file since license is exactly same as dda has

* plural forms to items

---------

Co-authored-by: TGWeaver <[email protected]>
Co-authored-by: Standing-Storm <[email protected]>
Co-authored-by: Oleksii Filonenko <[email protected]>
Co-authored-by: ggLee <[email protected]>
* Fix species typo

* Update techniques.json

* Update martialarts.json
Fix UBSan error in calling cata_tiles::set_draw_cache_dirty() in test mode
* fix portal storm distance

* Update weather_type.json

* actually fix the weather
…aven#71482)

* Add check for valid part index

* Keep tow cable linked when disconnecting one end
[Limb Mod] Limbify Insect Eyes, begin adding limb change EoCs
* March Lord Banners

* Update changeling.json

* Update changeling.json

* Update data/mods/Xedra_Evolved/items/armor/changeling.json

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* Update changeling.json

* Update data/mods/Xedra_Evolved/items/armor/changeling.json

* Apply suggestions from code review

* Update data/mods/Xedra_Evolved/itemgroups/itemgroups.json

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
…#70803)

* Fix PowerDescriptionSpoilers Duplication

* Add telekinesis and teleportation

* Add teleportation and telekinesis

* Add Biokinesis and Electrokinesis

* Add biokinesis and electrokinesis eocs

* Fix typo in some monster attack messages (CleverRaven#70775)

* Fix spelling

* ellipsis

* Add Clairsentient hobbies

* Add Photokinesis hobbies

* Add pyrokinesis hobbies

* Add telepathy hobbies

* Add vitakinesis

* Fixes

* Add Gateway Initiate

* / -> .
I've finally written up some documentation on how I create variants and
what I think they're for. And because documentation isn't very useful
unless it's enforced, I've made a script to detection and report
violations.

As this was the role of the old gun_stats script, entirely remove that
script in place of this one. This one implements all the features of
that and more.

Right now it has huge lists of everything that needs to be fixed so it
will only fail on new violations, not existing ones.
- Reload starts at 0, so the multiplication applied by these doesn't do
  anything

- Add pseudo flag to a bunch of fake items, so they can be detected as
  such
Make these follow the variant guidelines
To ensure the guidelines are followed, run the script in CI with all the
checks enabled.
Copy link

github-actions bot commented Feb 5, 2024

Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details.

Click to expand
  • A back mounted flag identifying the loyalties of troops. The heraldry on this banner is of, well you aren't quite sure. It's a dark cloud, or blackness. You feel hate radiating from this banner.
  • A classic japanese tsurugi sword with a razor sharp blade. You start to think you need to move faster, and the effect intensifies when you are surrounded.
  • A hand-made lever action sniper rifle with an extremely long barrel. Logically such a barrel shouldn't function properly, but somehow it not only works well enough, it also accelerates the bullet much more than anyone could expect. Two internal magazine tubes under the barrel accept 15 7.62x51 rounds each.
  • A heavy, but quick two-legged drone that holds a massive shotgun system above himself. Effectively a machinegun with legs.
  • A katana, forged entirely from dreamdross. So light that you can't properly apply any force on it. The dreamdross grants it some minor magical properties, but you can't control their effects.
  • A tiny arachnid-like bot with three manipulators with telescopic razor-sharp blades.
  • A white piece of plastic with a picture of an agent and a barcode underneath. The lack of other details on badges like it led to them being called 'Zebra Badges'. It might grant basic access to some Xedra areas.
  • After another day of dazed mundaneity you make your way back home to your dingy cellar apartment, but miss a step and fall down the stairs, landing on your face with a wet thud. Consciousness fades, but the pain stays. The pain, and the feeling of myriad cockroach legs running on your skin, coating your wounds in a skittering, biting cloak.\n\nYou wake, shedding the weird apey memories, and you are stunned by a dizzying cavalcade of colors you could never have imagined before. This is a step in the right direction, you decide, regarding your newly-expanded perspective with appreciation before the vertigo takes you.
  • An example armor for testing custom limb/armor interactions. 100 coverage on the first sublimb of your debug tail with extreme encumbrance
  • An example armor for testing custom limb/armor interactions. 100 coverage on the first sublimb of your debug tail with little encumbrance
  • As if the world ending wasn't enough, it seems some kind of extradimensional powers that be have taken an interest in you. You have been placed on a floating island high above the Earth, safe but isolated. Only by using the reality-bending powers of warp technology can you visit the world below in brief, randomly-targeted excursions. Venture down, gather supplies, and return with only what you can carry to upgrade your home base and your stash over time. The powers of the warp make you unable to ever truly die, so on failing such an expedition, you will simply lose all items and equipment you were carrying and be swiftly returned home at low health.
  • Being guaranteed to start in a town or city would cut down on your hikes through the wilderness. But popping down in the middle of the street with no warning could really attract hordes. Basements aren't always safe, but they're probably safer than walking down Main in broad daylight, and might be a good location to begin future expeditions.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: You will be able to select random Basement starts when leaving via the warp obelisk.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft Warpstream Plating from experimental materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: You will begin every expedition with the ability to withstand 11 pulses instead of the default 8, allowing you to stay out 37.5% longer before warpsickness takes over.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft a Landing Pad from common cushions and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: Reveal a bit more of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 70 seconds.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft a Safety Net from common cushions and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: Reveal more of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 80 seconds.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft a Surreal Shield from experimental materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: You will begin every expedition with the ability to withstand 10 pulses instead of the default 8, allowing you to stay out 25% longer before warpsickness takes over.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft a Warped Parachute from advanced materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: Reveal even more of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 90 seconds.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft a Warped Tincture from experimental materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: You will begin every expedition with the ability to withstand 9 pulses instead of the default 8, allowing you to stay out 12.5% longer before warpsickness takes over.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft an Ethereal Cushion from complex materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: Reveal a lot of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 100 seconds.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft the Fortitude of the Island from experimental materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: You will begin every expedition with the ability to withstand 12 pulses instead of the default 8, allowing you to stay out 50% longer before warpsickness takes over.
  • Completing this mission will unlock a permanent upgrade for all future expeditions.\n\nCraft the Grace of the Island from experimental materials and miscellaneous parts. The Heart of the Island has already placed the recipe inside your mind.\n\nEFFECT: Reveal a huge section of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 120 seconds.
  • Getting the bodybag was harder than you would have thought, and ordinary garbage bags would just not do. You eat your fill for the last time with this mouth, undress (you won't need clothes after the change), and climb in the bag. Closing the zipper from the inside is a challenge, but you need complete darkness for what comes now. You wait.\nAnd wait.\nAnd wait.\n\nCould you have been wrong? You were so sure the time was right.\nYou need to get out of here, but you can't move your…anything. Do you even have anything to move?
  • If basements aren't cutting it, there's always rooftops. Starting one floor up will give you a good vantage and relative safety from the busy streets while still ensuring you begin your expedition in a town or city.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: You will be able to select random Rooftop starts when leaving via the warp obelisk. In case you need to make a quick descent, bear in mind that the warpcloak effect you have briefly at the start of each expedition prevents fall damage.
  • Island Rank: <global_val:islandrank_readable> of 2 \nExpedition Lengths: <global_val:longerraids> of 2 \nExpedition Starts: <global_val:totalstarts> of 5 \nBonus Pulses: <global_val:bonuspulses> of 4 \nTarget reveal distance: <global_val:scoutingdistancetargets> of 10 \nLanding reveal distance: <global_val:scoutingdistancelanding> of 24 \nWarpcloak duration in seconds: <global_val:invistime> of 120 \nSlaughter missions unlocked: <global_val:slaughterunlocked> of 1 \nExits per expedition: <global_val:totalexits> of 3 \nMissions per expedition: <global_val:bonusmissions> of 3 \nMission tiers unlocked: <global_val:hardmissions_readable> of 3
  • Once I saw the full moon, and it was staring right at me - only it couldn't see me, because the sandman kept it away. Understand?
  • Once a master of earthshaping, this feral now wanders haphazardly through the post-Cataclysmic world. Their skin is stone covered in fine crystalline spikes, and their bloodshot eyes glitter like polished gems, but their movements are uncoordinated. Occasionally, the earth shakes when they take a step.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: Reveal a bit more of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 70 seconds.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: Reveal a huge section of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 120 seconds.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: Reveal a lot of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 100 seconds.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: Reveal even more of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 90 seconds.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: Reveal more of the map around your landing point, and increase the warpcloak invisibility grace period at the start of each expedition to 80 seconds.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: You will begin every expedition with the ability to withstand 10 pulses instead of the default 8, allowing you to stay out 25% longer before warpsickness takes over.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: You will begin every expedition with the ability to withstand 11 pulses instead of the default 8, allowing you to stay out 37.5% longer before warpsickness takes over.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: You will begin every expedition with the ability to withstand 12 pulses instead of the default 8, allowing you to stay out 50% longer before warpsickness takes over.
  • Somehow, you understand the statue is calling out for something that can strengthen its power.\nA new recipe has been learned. Craft this artifact to permanently upgrade the island.\n\nEFFECT: You will begin every expedition with the ability to withstand 9 pulses instead of the default 8, allowing you to stay out 12.5% longer before warpsickness takes over.
  • Something happened during the storms that raged during the Cataclysm, and now you can do things that would have once seemed impossible. But teleporting through walls isn't the most impressive part. You spent a few days in an abandoned basement and on a scavenging trip, one of those rioters surprised you. Snarling, she had you by the arm and was prepared to smash in your head with a pipe and then you were just…back safe in that basement. That will definitely come in handy.
  • Something happened during the storms that raged during the Cataclysm, and now you can do things that would have once seemed impossible. Just last week you were looking in an abandoned building and fell through a weak floor. But you barely bled, and after a few minutes lying there you picked yourself up and managed to run away from the things that came to investigate the noise. You didn't have enough water to properly clean your wounds but it hasn't seemed to have mattered. You're already back to normal.
  • Something happened during the storms that raged during the Cataclysm, and now you can do things that would have once seemed impossible. Sure, the zombies are immune to telepathy, but those rioters aren't and neither are some of the monsters you've run into. At least once, you managed to warn off another survivor who you knew meant to rob you. You left him unconscious and without his weapons, and if the zombies got him, well, he shouldn't have messed with you.
  • Something happened during the storms that raged during the Cataclysm, and now you can do things that would have once seemed impossible. You an hurl lightning bolts from your hands, like some kind of superhero, and your smartphone still has a full charge even though you haven't plugged it in in weeks. Some kind of huge wasp attacked you in the woods and there was a crackle like thunder and it fell to the ground twitching. You didn't stop to check if it would move again.
  • Something went wrong. The game could not find a suitable teleport location. Please try using the obelisk again.
  • That you are still here, fighting on, makes your determination clear. This new existence is strange and unpredictable, but you can adapt. It's how you made it this far, and you're not about to stop now.\nMore unlockable upgrades will be available as you progress, and you may experience exits and targets in new locations.
  • This floating island is your base of operations, isolated and safe. When you are ready, use the Warp Obelisk to teleport down to the surface and begin an expedition. Scavenge, kill, explore, and reach the exit to return here.\n\nShould you die, you will be saved from death and returned to the island, though you will lose EVERYTHING that you were carrying.\n\nGo on expeditions, clear missions, stockpile supplies, upgrade this island, and prepare yourself for your next outing with the equipment you have retrieved. Repeat until you are an unstoppable force!\nGood luck.
  • This statue offers a variety of services. You can be instantly healed, dispel an ongoing portal storm, check your current statistics and progress, and tweak your expedition difficulty settings.\n\nHealing is free until you have survived 10 expeditions. After this point, healing costs 4 warp shards per treatment.\n\nExpedition difficulty is set to default when you start a new game, but here you can change many finer details to suit your own playstyle.
  • Total expeditions: <global_val:raidstotal> \nWins: <global_val:raidswon> \nLosses: <global_val:raidslost> \nMissions complete: <u_val:missionswon> \nSlaughter missions complete: <global_val:slaughterswon>\n\nCurrent difficulty settings:\nWarpsickness at: <global_val:readablepulselimit> pulses.\nDisintegration at: <global_val:readabledisintegrationlimit> pulses.\nDefault pulse length: <global_val:readablesicknessintervals> minutes.
  • Use the Warp Obelisk to reach the surface and begin an expedition to a random place on the surface. Find the exit marked on your map and get there in time with all the loot you can carry and to bring it back to the island!\nDying on expedition will return you home safely, but you will lose EVERYTHING you had with you. Keep spare gear at home so you can quickly resupply!\n\nThe time limit is enforced by warp pulses, which hit you at regular intervals. After 8 pulses, you suffer warpsickness, which rapidly reduces your stats with each pulse. After 12 pulses, your body begins to disintegrate, taking damage until you die. Get home safely to reset the pulses!\n\nCertain upgrades can unlock new varieties of expeditions, or improve your survivability.
  • You gag at the sight of various unpleasantries bobbing in the sewage.
  • You have proved your ability to survive to the island, to the warpstream, and to yourself.\nMore unlockable upgrades will be available as you progress, and you may experience exits and targets in new locations.
  • You have stuffed yourself to bursting for the fourth time today, but your hunger doesn't abate. You would need to escape your too-small skin to be able to eat enough, you're sure of it. Take the knife to one of the stretch marks on your back, and part the skin - it springs to the side readily and with no pain. You work your way down your sides, changing the knife between hands as needed and free your <color_light_green>new skin from its fleshy prison.
  • You remember having tiny, unassuming eyes condemned into cramped slits in your face. No more. Since your last molt your eyes take up most of your head, giving you unparalelled reactions at the cost of fine vision. You wouldn't want to cover up too much of the view, however. <color_red>This change is permanent.
  • You were one of the hundreds of millions of people who knew a single spell. In your case, Fire Spark. Most people when they wanted to light a fire thought of kelvinists, but electricity always fascinated you. You used to love watching the storms roll in, sitting on your porch as the lightning played across the sky, and while summoning lightning bolts wouldn't have been useful for anything at all, catching fires with a spark has come in handy.
  • You were one of the hundreds of millions of people who knew a single spell. In your case, Freshen Up, the most common spell in the pre-Cataclysm world. It saved up a lot of time before work in your old life and you've certainly made a lot of use of it now that there's no more running water.
  • You were one of the hundreds of millions of people who knew a single spell. In your case, Magical Light. It was mostly a party trick, to be honest, and the weeks learning to cast a spell that any smartphone could replicate showed you how much work trying to learn real magic actually was. But the nights are dark enough nowadays that you're glad you put in the effort.
  • You were one of the hundreds of millions of people who knew a single spell. In your case, Spider Climb. A lot of people in the rockclimbing community said you were cheating, and, to be honest, they were right. But every time you saw one of those spectacular views from the summit, well, those complaints didn't mean that much.
  • You're still materializing and not fully visible yet. In about <global_val:invistime> seconds, the world will be able to see you, so if you were warped into danger, now's your chance to get to cover.
  • Your eyes have turned into iridiscent spheres bulging out of their original sockets. Your detail vision suffered terribly, and the expanded field of view is dizzying. <color_red>You can still go back to how you used to be. If you continue changing in this direction you will be permanently changed. Progress from this state will need the matching threshold.
  • Your focus tightens. Landing points will reveal more of the map, and your warpcloak will last 100 seconds at the beginning of every expedition.
  • Your focus tightens. Landing points will reveal more of the map, and your warpcloak will last 120 seconds at the beginning of every expedition.
  • Your focus tightens. Landing points will reveal more of the map, and your warpcloak will last 70 seconds at the beginning of every expedition.
  • Your focus tightens. Landing points will reveal more of the map, and your warpcloak will last 80 seconds at the beginning of every expedition.
  • Your focus tightens. Landing points will reveal more of the map, and your warpcloak will last 90 seconds at the beginning of every expedition.
  • feral earthshapers
  • feral high earthshapers
  • first debug sublimb for debug tail
  • glzt!
  • second debug sublimb for debug tail

This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to tools/spell_checker/dictionary.txt so they will not trigger an alert next time.

anothersimulacrum pushed a commit that referenced this pull request Jun 16, 2024
If melee_actori.is_grab is false grab.exclusive_grab and grab.respect_seatbelts
were not initialized. This was causing errors under -fsanitize=undefined

The solution initialize the booleans to value that match their defaults

```C++
src/mattack_actors.h:75:8: runtime error: load of value 190, which is not a valid value for type 'bool'
    #0 0x5a9b6fe in grab::grab(grab const&) src/mattack_actors.h:75
    CleverRaven#1 0x5ab7635 in melee_actor::melee_actor(melee_actor const&) src/mattack_actors.h:106
    CleverRaven#2 0x5ab8412 in std::__detail::_MakeUniq<melee_actor>::__single_object std::make_unique<melee_actor, melee_actor const&>(melee_actor const&) /usr/include/c++/13/bits/unique_ptr.h:1070
    CleverRaven#3 0x5a87e4c in melee_actor::clone() const src/mattack_actors.cpp:962
    CleverRaven#4 0x207632c in cata::clone_ptr<mattack_actor>::clone_ptr(cata::clone_ptr<mattack_actor> const&) src/clone_ptr.h:18
    CleverRaven#5 0x6085941 in mtype_special_attack::mtype_special_attack(mtype_special_attack const&) src/mattack_common.h:47
    CleverRaven#6 0x6085941 in std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack, true>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_pair.h:559
    CleverRaven#7 0x6085a2b in void std::__new_allocator<std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::construct<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/new_allocator.h:187
    CleverRaven#8 0x6085a2b in void std::allocator_traits<std::allocator<std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > > >::construct<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::allocator<std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >&, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/alloc_traits.h:537
    CleverRaven#9 0x6085a2b in void std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::_M_construct_node<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_tree.h:597
    CleverRaven#10 0x6085b06 in std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >* std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::_M_create_node<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_tree.h:614
    CleverRaven#11 0x6085b71 in std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::_Auto_node::_Auto_node<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_tree.h:1637
    CleverRaven#12 0x6085c9d in std::_Rb_tree_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::_M_emplace_hint_unique<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::_Rb_tree_const_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_tree.h:2462
    CleverRaven#13 0x608618f in std::_Rb_tree_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, mtype_special_attack, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::emplace_hint<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::_Rb_tree_const_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_map.h:640
    CleverRaven#14 0x608618f in std::pair<std::_Rb_tree_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> >, bool> std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, mtype_special_attack, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, mtype_special_attack> > >::emplace<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, mtype_special_attack const&) /usr/include/c++/13/bits/stl_map.h:601
    CleverRaven#15 0x5ff3881 in MonsterGenerator::add_attack(mtype_special_attack const&) src/monstergenerator.cpp:1312
    CleverRaven#16 0x5ffafa5 in MonsterGenerator::load_monster_attack(JsonObject const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) src/monstergenerator.cpp:1376
    CleverRaven#17 0x4262e91 in operator() src/init.cpp:466
    CleverRaven#18 0x4262e91 in __invoke_impl<void, DynamicDataLoader::initialize()::<lambda(const JsonObject&, const std::string&)>&, const JsonObject&, const std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&> /usr/include/c++/13/bits/invoke.h:61
    CleverRaven#19 0x4262e91 in __invoke_r<void, DynamicDataLoader::initialize()::<lambda(const JsonObject&, const std::string&)>&, const JsonObject&, const std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&> /usr/include/c++/13/bits/invoke.h:111
    #20 0x4262e91 in _M_invoke /usr/include/c++/13/bits/std_function.h:290
    #21 0x4290ce9 in std::function<void (JsonObject const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)>::operator()(JsonObject const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) const /usr/include/c++/13/bits/std_function.h:591
    #22 0x42693bf in operator() src/init.cpp:227
    #23 0x42693bf in __invoke_impl<void, DynamicDataLoader::add(const std::string&, const std::function<void(const JsonObject&, const std::__cxx11::basic_string<char>&)>&)::<lambda(const JsonObject&, const std::string&, const cata_path&, const cata_path&)>&, const JsonObject&, const std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, const cata_path&, const cata_path&> /usr/include/c++/13/bits/invoke.h:61
    #24 0x42693bf in __invoke_r<void, DynamicDataLoader::add(const std::string&, const std::function<void(const JsonObject&, const std::__cxx11::basic_string<char>&)>&)::<lambda(const JsonObject&, const std::string&, const cata_path&, const cata_path&)>&, const JsonObject&, const std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, const cata_path&, const cata_path&> /usr/include/c++/13/bits/invoke.h:111
    #25 0x42693bf in _M_invoke /usr/include/c++/13/bits/std_function.h:290
    #26 0x4290563 in std::function<void (JsonObject const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, cata_path const&, cata_path const&)>::operator()(JsonObject const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, cata_path const&, cata_path const&) const /usr/include/c++/13/bits/std_function.h:591
    #27 0x42849b9 in DynamicDataLoader::load_object(JsonObject const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, cata_path const&, cata_path const&) src/init.cpp:137
    #28 0x4285ca2 in DynamicDataLoader::load_all_from_json(JsonValue const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, loading_ui&, cata_path const&, cata_path const&) src/init.cpp:540
    #29 0x42867b4 in DynamicDataLoader::load_data_from_path(cata_path const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, loading_ui&) src/init.cpp:521
    #30 0x3ca266a in game::load_data_from_dir(cata_path const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, loading_ui&) src/game.cpp:571
    #31 0x3d211a0 in game::load_packs(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<string_id<MOD_INFORMATION>, std::allocator<string_id<MOD_INFORMATION> > > const&, loading_ui&) src/game.cpp:3265
    #32 0x3d51925 in game::load_world_modfiles(loading_ui&) src/game.cpp:3235
    #33 0x3e05640 in game::setup() src/game.cpp:756
    CleverRaven#34 0x5111d33 in main_menu::new_character_tab() src/main_menu.cpp:972
    CleverRaven#35 0x5127b5a in main_menu::opening_screen() src/main_menu.cpp:863
    CleverRaven#36 0x50f1ece in main src/main.cpp:792
    CleverRaven#37 0x7fdc43fa9b89 in __libc_start_call_main (/lib64/libc.so.6+0x27b89) (BuildId: f888be5f5e7d58e04cabb8c675c7ab94e77dd68c)
    CleverRaven#38 0x7fdc43fa9c4a in __libc_start_main_alias_2 (/lib64/libc.so.6+0x27c4a) (BuildId: f888be5f5e7d58e04cabb8c675c7ab94e77dd68c)
    CleverRaven#39 0x1bec874 in _start (/home/cdda/git/Cataclysm-DDA/cataclysm-tiles+0x1bec874) (BuildId: be24990d1723c8da00f3e8701793ab983cf64dcc)
```

Co-authored-by: hexagon-recursion <[email protected]>
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