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

Crafting rework #6

Closed
ifreund opened this issue Mar 8, 2019 · 1 comment
Closed

Crafting rework #6

ifreund opened this issue Mar 8, 2019 · 1 comment

Comments

@ifreund
Copy link
Owner

ifreund commented Mar 8, 2019

  • Create an "in progress" item when crafting is started and an activity to work on that item.
  • Require all tools and fire to be present at each turn of the activity
  • Revisit failure. Maybe have failing a skill check require an extra component to continue?
  • Make some recipes (survivor gear) take much longer (think weeks)
@ifreund
Copy link
Owner Author

ifreund commented Apr 2, 2019

CleverRaven#29210

@ifreund ifreund closed this as completed Apr 2, 2019
ifreund pushed a commit that referenced this issue Apr 29, 2019
ifreund pushed a commit that referenced this issue Oct 30, 2019
ifreund pushed a commit that referenced this issue Dec 16, 2019
ifreund pushed a commit that referenced this issue Dec 16, 2019
ifreund pushed a commit that referenced this issue May 14, 2020
The function `are_requirements_nearby` accesses `player::backlog::front()`, which causes UB when the `backlog` list is empty.

This is usually checked by the caller, but there is at least one way to reach this function without that check:

```
#2  0x000000000083dfaa in string_id<activity_type>::operator== (rhs=..., this=0xdf1b460) at src/player_activity.h:93
#3  are_requirements_nearby (loot_spots=std::vector of length 21, capacity 32 = {...}, needed_things=..., p=..., activity_to_restore=..., in_loot_zones=true, src_loc=...)
    at src/activity_item_handling.cpp:1113
#4  0x0000000000843a46 in generic_multi_activity_check_requirement (p=..., act_id=..., act_info=..., src=..., src_loc=...,
    src_set=std::unordered_set with 1 element = {...}, check_only=false) at src/activity_item_handling.cpp:2676
#5  0x0000000000852813 in generic_multi_activity_handler (act=..., p=..., check_only=check_only@entry=false) at src/activity_item_handling.cpp:2885
#6  0x0000000000800896 in activity_handlers::multiple_butcher_do_turn (act=<optimized out>, p=<optimized out>) at src/activity_handlers.cpp:3822
#7  0x000000000082b248 in std::_Function_handler<void (player_activity*, player*), void (*)(player_activity*, player*)>::_M_invoke(std::_Any_data const&, player_activity*&&, player*&&) (__functor=..., __args#0=<optimized out>, __args#1=<optimized out>) at /usr/include/c++/8/bits/std_function.h:88
#8  0x00000000008630e3 in std::function<void (player_activity*, player*)>::operator()(player_activity*, player*) const (this=<optimized out>, __args#0=<optimized out>,
    __args#0@entry=0xdf1b330, __args#1=<optimized out>, __args#1@entry=0xdf1ae50) at /usr/include/c++/8/bits/std_function.h:260
#9  0x0000000000860306 in activity_type::call_do_turn (this=0x2c3c930, act=act@entry=0xdf1b330, p=p@entry=0xdf1ae50) at src/activity_type.cpp:118
#10 0x00000000014a968b in player_activity::do_turn (this=this@entry=0xdf1b330, p=...) at src/player_activity.cpp:237
CleverRaven#11 0x00000000013092a4 in npc::do_player_activity (this=this@entry=0xdf1ae50) at src/npcmove.cpp:3299
CleverRaven#12 0x0000000001322a07 in npc::execute_action (this=this@entry=0xdf1ae50, action=<optimized out>, action@entry=npc_player_activity) at src/npcmove.cpp:1237
CleverRaven#13 0x000000000132690a in npc::move (this=this@entry=0xdf1ae50) at src/npcmove.cpp:907
```

This adds a simple check within the function.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants
@ifreund and others