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[WIP] [CR] Cordless drill consistency #27375
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Fris0uman
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[WIP] [CR] Cordless drill consistency #27375
Fris0uman
wants to merge
215
commits into
CleverRaven:master
from
Fris0uman:Cordless_Drill_Consistency
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Now you don't have to keep re-specifiying fertilizer type
Bring up-to-date
* 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.
* Cold foods nerf
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.
Finish Criminal_2 backstory
Expand NPC backstory "Prisoner 1"
Co-Authored-By: I-am-Erk <[email protected]>
Corrections and additions to tips.json
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
Fix aiming via mouse click
IWYU support step 1: Sort headers according to IWYU conventions
… Cordless_Drill_Consistency
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[C++]
Changes (can be) made in C++. Previously named `Code`
Game: Balance
Balancing of (existing) in-game features.
Items / Item Actions / Item Qualities
Items and how they work and interact
[JSON]
Changes (can be) made in JSON
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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.