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Split military outposts and bunkers #48697

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merged 463 commits into from
Jun 2, 2021

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krulunio
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I plan to add those locations as possible base camp locations, having them under same OMTs makes my plan near impossible

@actual-nh actual-nh added 0.F Content Freeze [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display labels Apr 29, 2021
jbytheway and others added 5 commits May 3, 2021 14:42
* Initial check for static int_ids

int_ids with static storage duration are dangerous because they can
start to refer to the wrong thing when game data reloads.  This has
caused problems in the past.

Add a check for such variables, and some tests.

* Remove some static int_ids

Fix issues detected by new check by replacing some static int_ids with
their respective string_ids.

Some were just unused, so got deleted instead.

Some cases suppressed, including the furniture and terrain ids, since
they were the most numerous and widely used, so that seemed the riskiest
change.
…odr_violations

Stop StringMaker ODR violations
Fix json formatter build and string extraction script in 0.F-dev branch
* Port code to emplace_back

This is clang-tidy making automated changes to convert push_back into
emplace_back whenever the argument to push_back is either a constructor
call for the type in question of an expression of a type implicitly
convertible to the type in question.

This should eliminate one move-construction of the inserted object for
each call.

* Enable clang-tidy modernize-use-emplace
@ZhilkinSerg
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If you change overmap ids you need to add migration code (e.g. #41910).

@krulunio
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Actually, I didn't change or remove old IDs, only added new ones.

Expansions are simple and sometimes useless, I don't know what to do with them. Upgrade paths are short, because:
1. mansions are already built, not much to add to them
2. I don't know how to properly make expansions on rotatable terrain
This adds:
1. radio tower basecamp (2 variants; allows using bottom of tower as base for shack, for faster building and less materials than normally)
2. unique upgrade: repairing whole tower (requires ~4-8 times more materials and time than building radio in field camp, fabrication 3, computer 4 and electronics 8 skills; gives access to hacking recipes)
3. hacking recipes (allows "downloading" sd-cards, various software and satelitte map; divided into 3 groups: general, science and satellite, in case someone adds i.e. lab basecamp, with only science recipes)
4. satellite map (reveals fields, forests, roads, lakes and rivers; instead of showing where is specific type of building, it shows where is any building)
@ZhilkinSerg
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Actually, I didn't change or remove old IDs, only added new ones.

Right, it was just a warning for your awareness.

src/worldfactory.cpp Outdated Show resolved Hide resolved
@ZhilkinSerg ZhilkinSerg changed the base branch from 0.F-dev to master June 2, 2021 09:07
@ZhilkinSerg ZhilkinSerg changed the base branch from master to 0.F-dev June 2, 2021 09:08
@ZhilkinSerg ZhilkinSerg merged commit 0f1843c into CleverRaven:0.F-dev Jun 2, 2021
@ZhilkinSerg ZhilkinSerg mentioned this pull request Jun 2, 2021
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anothersimulacrum pushed a commit to anothersimulacrum/Cataclysm-DDA that referenced this pull request Jul 3, 2021
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