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Make wild animal spawn unaffected by main spawn setting. #28701
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KorGgenT
added
Game: Balance
Balancing of (existing) in-game features.
[JSON]
Changes (can be) made in JSON
Spawn
Creatures, items, vehicles, locations appearing on map
[C++]
Changes (can be) made in C++. Previously named `Code`
labels
Mar 14, 2019
Revert optional disabling of river monster spawn. It is the only one place which spawn |
Mecares
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to Mecares/Cataclysm-DDA
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Mar 26, 2019
* Removed excessive empty string initialization * Replaced empty string compare with empty() * Fix compilation & astyle * Mainline lorica segmentata from Medieval Stuff mod * fixed crash when starting a new camp * removed extraneous line deletions * vehicles JSON: convert military vehicles to parts format use the more compact format and incidentally, add a HD roof over APC turrets. * lines * Mainline wattle-and-daub walls from More Survival Tools mod * fixed is_floating check * fix pixel minimap height with toggle * Added the old OM terrains again * completely killed camp overseer this time * Added the old overmap again * Update regional_map_settings.json * Rename homeimprovement_superstore.json to homeimprovement_superstore_new.json * init w_pixel_minimap * Made a temporary file for the old version * fix minimap rectangle * items: fix boiling quality for items with toolmods If you install a toolmod onto something with boiling quality, you can't use it anymore due to the check that was recently added which prevents using something for boiling if it already contains something (in this case it's hitting the toolmod). This fixes the issue by additionally checking if the contents is a toolmod and skipping it. * Adds animal shelter roof Adds json roof for animal shelter and a new nested map. * json: fix fire_resist value of copper Currently the fire_resist value for copper is 1 which means a fire of intensity 1 will cause burn damage, which is essentially *any* fire. This fixes the issue by raising it to 3 such that a normal fire, i.e. one in a brazier/stove will not cause the copper pot to burn. A very intense fire should still cause burn damage. * items: fix removing irremovable toolmods If you use the '%' action menu it's possible to install an irremovable toolmod already installed on another tool. This fixes the issue by explicitly checking if the action is TOOLMOD_ATTACH checking if it has the flag IRREMOVABLE. * items: fix cash card sorting in inventory If you have a stack of $0.00 cash cards, the sorting will change as you go from multiple $0.00 cash cards to one. The easiest way to fix this is to simply change the sorting of money charges to greater than instead of less than. As is, the comparator isn't made to consider stack size which isn't usually a problem except for cash cards which have unique stacking properties. * Add sheet metal forging recipes * fix debug editmap * Add welding recipe * Update skills * Unified TODO/FIXME comment style * Fix brass catcher slot * Add "from" hint to overmap special connections * Update surface lab and pump station specials to use "from" hint * Add doc/OVERMAP.md * Removed function definitions missing implementation * Combined variable declaration and assignment * Removed excessive line breaks * Used C++ casts instead of C-style casts * Replaced zero constant with nullptr * Added override modifier to overridden function * Removed unused declarators * Removed invalid symbols from Doxygen comments * Removed redundant member initalizers from constructor initialization lists * Removed redundant static modifier on anonymous namespace member * Joined declaration and assignment * npcmove: improve NPC pathfinding when running from fire or threats Total all the threats in all directions that the NPC can move, and decay the values from turn to turn. NPCs that decide to flee will flee away from the most dangerous directions in favor of less dangerous directions. Also add support for NPCs noticing uncontained fire within 2 tiles and making some effort to avoid it. * Updated gcc libraries for Mac OS X guide. * Translate skill name * cut-out accidently merged unwanted code * Fix Thunder Effect Underground. Currently is based on traits when it should be based on hearing modifier. * Removed Old References Removed Two Old References. * Fixed Syntax Error * Adds antique store roof 1 roof & 1 new nested map. updated back lawn of antique store. * Adds dispensary roofs Adds dispensary roofs and acccess, adds beaded curtain to 2 blueprints. Fixed counters to use t_floor instead of t_wall. Removed duplciate entry. * In the name of the Light! * Update player.cpp * Reduce clay pellet damage * Removed SUPPORTS_ROOF flag from chainlink fence and chickenwire fence * Changes some grammar in the LED Tattoo and tweaks its balance (CleverRaven#28630) * Some grammar stuff with that new bionic * Make wild animal spawn unaffected by main spawn setting. (CleverRaven#28701) * Change animal spawn. * Makeshift War Scythe And War Scythe (CleverRaven#28780) * War Scythe can be forged directly * War Scythe becomes Makeshift War Scythe * Scythe Blade * uncraft recipe for scythe * makeshift war scythe recipe * Add War Scythe as a weapon * Add NONCONDUCTIVE, SHEATH_SPEAR and REACH_ATTACK to makeshift war scythe * Adds "NONCONDUCTIVE", "SHEATH_SPEAR", "REACH_ATTACK" to War Scythe * Growable Pots cleanup * a * A misstep * Added third mode for diagonal movements with Shift and Ctrl modifiers (CleverRaven#28388) * Deprecate fictional martial arts. * Allow specifying graffiti in JSON mapgen * Update doc/MAPGEN.md * Add some graffiti to trailheads * Update items.json * adds stair access for dispensary. fixes roof_trash y range. * Added Vasyan's Fix. * lint chemicals_and_resources.json I'm about to add a bunch of stuff, better get this cleaned up. * Add keg flag to water heater * fix badly thought out default nobody calls an action to examine a keg with the intent of the keg having a volume of 0mL. * roof access for animal shelter & pound Adds roof access consistant with nested chunk spawns. * balances roof access abandoned storefronts Adjusts roof access to match nested chunks. Including methlab. * Remove orphaned reference to Arcana mod * Update data/json/items/chemicals_and_resources.json Co-Authored-By: I-am-Erk <[email protected]> * Update data/json/items/chemicals_and_resources.json Co-Authored-By: I-am-Erk <[email protected]> * punctuation fixes * Revert "Buffs the Spiritual trait" (CleverRaven#28893) * Update meth_lab.json added missing terrain for water heater. * companion_choose() guard fix * Mainline lamellar armor from Medieval Stuff mod (CleverRaven#28851) * Mainline lamellar armor from Medieval Stuff mod * Allow wet armor items * Cbm removal failure (CleverRaven#28858) * bionics_uninstall_failure uses the same logic as bionics_install_failure * Update iexamine.cpp * Update iexamine.cpp * fix wiki link in readme * Update README.md with the correct Wiki link for the game (CleverRaven#28904) - Update link to game wiki. Closes [Issue 28900](CleverRaven#28900) * Update src/weather.cpp Co-Authored-By: SantosValourion <[email protected]> * Update src/weather.cpp Co-Authored-By: SantosValourion <[email protected]> * Add Character method to enumerate weapons and magazines available for reloading. * Split logic that enumerates ammo out of select_ammo * Extend reload command to reload every gun, magazine and bandolier in the inventory * Use player test helpers * Add player activity processing helper. * Make game::reload() public for teting * Initial version of auto-reload test * Return reload_time for magazanes as well from item::reload_time() * Refactor reload to only handle non-guns if everything else is reloaded * Astyle * Routine i18n updates on March 22, 2019 * toggle city labels revert key name * Modernized deprecated header * Used constant references in loop variables * Removed unnecessary copy initialization * Used empty() instead of size() to check containers for emptiness * Removed redundant function declarations * Removed redundnat get() call on smartptr * Simplified boolean expressions * Unified parameter names between function definitions and declarations * remove leftover fragment of test * adjusts roof access for abandoned warehouses Removed nested chunks from 3 warehoues, added ladder access for 1 and other remained unchanged. * Adds roof to arcade Adds roof to arcade and gives grass added variety. * Replace copper cable recipe with a more sensible one (CleverRaven#28869) * added z-level and dist check for companion choose (CleverRaven#28909) * Jsonized keg capacity (CleverRaven#28906) * Style * Linted json (CleverRaven#28922) * Update Retrodays Tileset - Hulks * adds roofs to coffee shops, fixes mapgen on one Adds roofs to three coffee shops. I found an entry that wasn't spawning so I changed its ID to enable spawning. I also gave it some minor fixes like making the metal door pickable. * clzones: add has_loot_dest_near() Add a function to check that there is at least one zone nearby that is a loot destination. * npcmove: distinguish between local and omt destinations player:: uses has_destination to indicate a local destination while npc:: uses has_destination to indicate an omt destination. This is confusing, so rename the npc:: functions to *_omt_destination. * move item_groups from s_coffee.json Moving specialized item_groups out of s_coffee.json to improve discoverability and community use. I've created a new file in the itemgroups folder that will house all food_service related item groups I encounter. * npc: add the NPC_MISSION_ACTIVITY mission Add support for allied NPCs performing player_activity by calling activity.do_turn() and having the ability to navigate through activity destinations. NPCs that are unloaded while performing a player_activity get the delta time bonus moves when they are reloaded. They can then perform their player_activity backlog is empty. When they have completed all player_activity, their remaining moves are zeroed and they return to normal operation. * activity_item_handling: adjust do_turn_move_loot to support NPCs pass player &p to the underlying functions and adjust that player's moves, not g->u. Handle the new corner case of player &p not being inbounds of g->m, which can't happen if p is g->u but can happen if it is an NPC. Some minor incidental cleanups of the code. * basecamps: use autosort zones and NPC player activities for menial labor Get rid of the confusing sort point interface and replace it with the slightly better supported zone interface. Have NPCs assigned to menial labor stay on the map and sort loot in real time. Adjust the distribute food mission to use a new zone "camp food." * Allow compilation with BACKTRACE set and MS Visual studio * auto-use of oxygen tanks in asthma * astyle * fixed typo * Lowers the volume of some things * Lowers the mp3 player's volume * NPC AI: Increase minimum priority for close monsters Monsters are ignored if their priority (threat minus the number of turns it will take for them to close) is less than 1.0f, with the caveat that monsters have a minimum priority if they are too close to the PC or NPC. That minimum priority needs to be more than 1.0f for the code to work, and it wasn't. Fix that. * npctalk: unify complex conditional handling with set functions Create a bunch of setter functions for the complex (non simple string) conditions. A regular structure means that some of the ones that are player only can now be used for both player or NPC and will help unifying response and dynamic line conditions in a future commit. * npctalk: unify simple string conditional handling with set functions Create a bunch of setter functions for the simple string conditions. A regular structure means that some of the ones that are player only can now be used for both player or NPC and will help unifying response and dynamic line conditions in a future commit. * npctalk: use dialogue conditions for dynamic lines Use the conditional setter functions to remove a lot of duplicated code in the dynamic line code. * npctalk: move some dynamic line conditions to generic dialogue conditions u/npc_male/female and has_pickup_list can now be used in both dynamic lines and responses. Some NPC dynamic lines were reformated to use dialogue conditions. * Limit start location search radius 32 was an arbitrary number * Fix rotation of fallback end-pieces for multitile objects * Update ASCIITiles - remove non-ascii, fix unknowns Better tile for animation_line * Statically resolve calls to virtual functions inside of constructors * Removed unused value assignments * Constify local variables where applicable Fixed typo * Fixed typos * Adds roofs to grocery stores adds 2 roofs and 2 new nested mapgens * Update multitile_city_buildings.json fixed conflict from updating branch * move grocery store item_groups to food_service.json * Fixes for burrowing and mining * Connect sewage treatment plant to sewers * lint scenarios.json picky gorgon : ) * and another lint missed one * Removed nonsense items from trash itemgroup (CleverRaven#28977) * limit temperature * Update recipe_deconstruction.json Fixed .22 LR deconstruction yield to match recipe. * Moved corpse item to the end of the list * Added a graffiti * Added second floor * Utilized new `from` hint for road connection * Improve store environment Due to a recent OSHA settlement, Quirky-mart has added restroom facilities and a stool for our valued staff. * Removed unused terrains and furniture * add fill_ter added fill_ter and removed obsolete terrains. * Freezing makes liquids into solids. (CleverRaven#28980) * Freezing makes liquids into solids. * Liquids when they melt * Also mushiness * Only melt frozen liquids * Update offal_dishes.json * fixed camp bugs * revert bool * Update offal_dishes.json * Update offal_dishes.json * Added a check for deaf player * Camp serialization via overmap, rename a camp. (CleverRaven#28941) * first part of migration to overmap * fully move camp to overmap, rename camp, remove from submap * from review : consistent naming, condense omt_pos calculation * change new npc conditional to overmap camp find
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Labels
[C++]
Changes (can be) made in C++. Previously named `Code`
Game: Balance
Balancing of (existing) in-game features.
[JSON]
Changes (can be) made in JSON
Spawn
Creatures, items, vehicles, locations appearing on map
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Summary
SUMMARY: Balance "Make wild animal spawn unaffected by main spawn setting"
Purpose of change
Zombies are main enemies and partially loot source while animals are main meat source.
Increasing monster spawn will increase game difficulty but also increase food abundance, so separate spawn setting is required for better balancing.
Remake of #28349.
Describe the solution
Add
"is_animal" : true
to some json monster groups, these groups will be unaffected by main spawn setting.Add hidden option
SPAWN_ANIMAL_DENSITY
in game_balance.json to change spawn rate of these groups.Add hidden option
DISABLE_ANIMAL_CLASH
in game_balance.json to disable additional spawn of large groups of monsters fighting each other on swamps.Remove ducks from
GROUP_POND_FISH
because they are created byGROUP_POND_BIRD
.