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[WIP] [CR] Cordless drill consistency #27375

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Fris0uman
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Summary

SUMMARY: Balance "Makes Cordless drill use consistent"

Purpose of change

Adress #26534 by implementing @DarkRainX 's suggestion.

Describe the solution

Cordless drill now behave like circular saw. You activate it to turn it on, once on it has DRILL 3 and SCREW 1, and use one charge per turn.
Also change chainmail_standard to require DRILL 3 instead of an amount of cordless drill charge

Describe alternatives you've considered

None, DarkRainX's proposition seems pretty reasonable

Additional context

I need help with one aspect of this :
There might be a problem with the SCEW quality of the drill : once on it tries to remove a tool mod every turn since it's like activating a screwdriver every turn.
Don't know how to fix it without removing SCREW quality
But I'm not sure you can screw anything with a drill even with a selection of drill bits , so removing SCREW 1 might not be so bad.

prutschman and others added 30 commits December 21, 2018 12:33
Now you don't have to keep re-specifiying fertilizer type
* Corrected typos where I found them in existing hints.
* Added about fifteen more hints.
Previously we were generating a random seed using shuf.  This was a
little awkward because it was verbose and needed special handling on OS
X.

This workaround is no longer needed because Catch2 now has an option to
seed based on time.  Use that instead.
Xanderga and others added 27 commits January 4, 2019 21:06
Previously we were seeding the RNG before each test, but not before
mapgen, so some failures were not reproducible.
…test_issues

NPC AI logic and test issues
…e-juggernaut

Update RetroDays - Skeletal juggernauts, flowers, blinky
…-player-creation-fix

Fixed localized "Sort by:" text being overlapped by the "Press s to change" text in the character creation menu.
player display: adds support for hidden traits
Wooden fence gate movement (run/walk)
A first step towards IWYU support.  Doing the sorting first because it
makes reviewing any additions or removals of headers much simpler.

The IWYU order is:
- Associated headers
- Misc system headers
- C++ STL headers
- Other project headers

The biggest change is moving system headers before project headers (they
are usually afterwards in Cata at the moment.

The associated header for a cpp file is the header file which declares
the functions defined in that cpp file.  Normally that's the one which
shares the same name (up to extension), and if so IWYU figures it out
automatically.

However, in this project there are many corner cases, so we need to use
IWYU pragma: associated to tell it which header (or, in some cases,
which headers) is the associated header.  We are unusual in having
multiple associated headers for some files, which might lead to
discovering some interesting IWYU bugs later, but in theory it is
supported.
Eliminate 'loop variable creates a copy' warning
Fix monsters' special attack description not translated
…y-capacity

Memorize memory duration once a turn.
Adds 4 new "universal" NPC backstories.
npctalk: add more conditions and dynamic line options
npc: remove hardcoded mutation modifiers to opinions and use JSON values
IWYU support step 1: Sort headers according to IWYU conventions
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