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

July 12th #18

Merged
merged 149 commits into from
Jul 13, 2019
Merged

July 12th #18

merged 149 commits into from
Jul 13, 2019

Conversation

xanderrootslayer
Copy link
Owner

Summary

Purpose of change

Describe the solution

Describe alternatives you've considered

Additional context

I-am-Erk and others added 30 commits June 27, 2019 13:14
In process_temperature_rot only the temperature value is used, so we
don't need to generate the rest of the weather data for <location, time>
Most items being processed are not corpses, and item::corpse is a
nullptr. It's the easiest thing to check so do that before doing a
string compare
Use maptiles to avoid as many map::get_submap_at calls as possible
calling item::goes_bad without a cache is pretty expensive, and it is
called repeatedly while processing an item. The value will not change
during a call to item::process_temperature_rot, so cache the result then
on exit invalidate the cache.
weather_generator::get_weather_temperature shared nontrivial code with
weather_generator::get_weather. Moved common data calculation, and
created function to calculate temperature factor using common data
Co-Authored-By: ZhilkinSerg <[email protected]>
Also remove a couple of #endif's that I missed in the previous commit
Rivet-the-Zombie and others added 28 commits July 12, 2019 01:18
Balancing makeshift grenades
return nullptr from ammo_data if ammo item is null
* Better argument names in rng declaration

* Rework attempted mutation

player::mutate_towards will (amongst other things) try to mutate the
player towards a prerequisite if the initially passed mutation requires
that.

Previously, it would pick one prerequisite at random, try mutating
towards it, and if that failed then it would stop.

This changes it to keep trying with other prerequisites until all have
been attempted.

This makes some mutations more likely to occur (specifically, those with
threshold mutations for prerequisites, which are the common source of
failure in this context).

A side-effect of this is that the "You feel something straining deep
inside you, yearning to be free..." message may occur multiple times in
a single attempted mutation, and will occur more often in combination
with a successful mutation.  This might seem a bit strange, but I don't
think it's a big problem.

This seems more consistent; it's not obvious that such mutations ought
to be less probable.

However, I was not motivated by gameplay balance; I made this change as
a result of investigating a test failure in the mutation tests.  This
makes those tests more consistent.

If we don't want to change the gameplay balance here, then a simpler
change will be to just make the tests try more times.
Avoid crash on selecting empty inventory item
chance downed choppers spawn ammo in minigun
* Make the laptop do damage to stuff
* Allow usage of om_terrain_match_type in items with reveal_map use action
* remove many entries from furniture.json

* Create furniture-plumbing.json

* Create furniture-appliances.json

* Create furniture-sleep.json

* Create furniture-rural.json

* Create furniture-barriers.json

* move water heater and purifier to plumbing

* move water heater and purifier to plumbing

* Update and rename data/json/furniture-sleep.json to data/json/furniture_and_terrain/furniture-sleep.json

* Rename data/json/furniture-appliances.json to data/json/furniture_and_terrain/furniture-appliances.json

* Rename data/json/furniture-barriers.json to data/json/furniture_and_terrain/furniture-barriers.json

* Rename data/json/furniture-plumbing.json to data/json/furniture_and_terrain/furniture-plumbing.json

* Rename data/json/furniture-rural.json to data/json/furniture_and_terrain/furniture-rural.json
as used to be before the switch appeared
fixes #32313
)

* Updated the conjured weapons to be magic focus items

spellcaster items should be magic focus items by default, this is to correct that now that the functionality exists

* linted

* Update ethereal_items.json

* Update ethereal_items.json

* change order of flags back to original
* Used string equality operator directly
Jsonize memory-related mutation modifiers
use hinges instead of clockworks in the floor trunk recipe
@xanderrootslayer xanderrootslayer merged commit fbc14e0 into xanderrootslayer:master Jul 13, 2019
xanderrootslayer pushed a commit that referenced this pull request Oct 4, 2021
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

Successfully merging this pull request may close these issues.