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

Vehicle enhancements #12237

Merged
merged 4 commits into from
May 2, 2015
Merged

Conversation

Coolthulhu
Copy link
Contributor

  • Added z-level coord to vehicles and turret targets. Also vehicular equivalents of pos3()
  • Fixed turrets failing to target monsters. Not sure how - functions are pretty much the same except 3D and it works here and not in master.
  • Moved "get ammo AoE" function to damage.h/cpp, because it fits alongside ammo_effects (could also be useful for NPCs, not just vehicles). Also cleaned up ammo_effects and added a 3point argument.
  • Generalized reactors to allow mods to add non-plutonium ones. Plutonium ones will function just as they did before, non-plutonium ones will consume some resource to produce some electricity.
  • Removed the use of music CD in vehicle. They only ever caused trouble (CD-eating stereos, teleporting CDs when used with remote) and stereos don't really offer anything above an mp3 player.

@stk2008
Copy link

stk2008 commented Apr 29, 2015

Nice PR dude loving your work :)

@@ -5624,7 +5551,7 @@ bool vehicle::automatic_fire_turret( int p, const itype &gun, const itype &ammo,
// Drain a ton of power
tmp_ups.charges = drain( fuel_type_battery, 1000 );
tmp.worn.insert( tmp.worn.end(), tmp_ups );
tmp.fire_gun( xtarg, ytarg, burst );
tmp.fire_gun( targ, abs( parts[p].mode ) );
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is the behavior change intended? The original code had abs(mode)>1, this here is abs(mode)>0.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Oops, a typo

EDIT: Wait no, this is using the second overload which has burst size as a second argument. It doesn't actually limit the burst size yet, just checks it for >1.

If it's confusing, I could change it to be like the 2d one or at least change its name.

@Rivet-the-Zombie
Copy link
Member

Removed the use of music CD in vehicle. They only ever caused trouble (CD-eating stereos, teleporting CDs when used with remote) and stereos don't really offer anything above an mp3 player.

Striking a blow for common sense! Nice work, @Coolthulhu!

@SeanMirrsen
Copy link
Contributor

I /liked/ the music CDs. :\ Nice immersion detail.
Make the stereo require a USB stick with music to be plugged in then. Without returning, just make it load like ammunition.

@DavidKeaton
Copy link
Contributor

I liked the CDs myself. I imagine thumping over bodies listening to some 80s hair metal.

@Coolthulhu
Copy link
Contributor Author

I removed them because they are an ugly placeholder with a bad implementation. If someone wrote a proper one that doesn't eat CDs, can keep the CD while not playing and works nicely in vehicles with stereo started in some other way than player using it (mapgen or remote control), it could be a nice addition.
Current CDs are basically just inventory clutter. Each CD is the same, they're way rarer than IRL, they limit the car stereos which are already inferior to mp3 players, they have to be ejected every time you stop playing music, you have to carry them on your person etc.

@DavidKeaton
Copy link
Contributor

I got an idea for CDs then. :-)

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.

7 participants