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Add 'Brawler' trait, disallowing use of ranged weapons #57948
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This is an interesting trait. I think it could be added as is, honestly! Here are some comments :
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Hey. Thanks. Here's what I think (please correct me as you see fit):
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I think a flat inability to wield these weapons works better than a mood penalty. A mood penalty would open the door to minmaxing. Considering this trait is optional, keep it as is. Plus, in combat, your mood really doesn't affect your performance too much. |
Why "no wielding" rather than "no firing?" I don't always have storage for long weapons(in this issue, long guns) that I want to sell, so I wield them on way to the trader. |
That's a good point. I mean, not wanting to even touch ranged weapons during the cataclysm is as crazy as the wayfarer trait. But what you suggest might be better overall. I'll have to block a few key inputs then. |
I need someone to give me the good ol' Torvalds-level criticism about my code here. Especially about removing vs disabling vehicle options. |
What ranged abilities does this leave the player? Throwing rocks/grenades, bows/crossbows (?), bionic shotgun and finger laser (?). Guns are in a class of their own when it comes to ranged weapons but I don't know how comprehensive this is in total. |
Also wands, possibly spells. It really depends on your definition of ranged weapon. |
Whoa. Well, that's a lot of unnecessary labels (800 lines of code?!). I tried rebasing to 9d0c414 . Since that's the last successful commit (doesn't fail tests). Am I doing this wrong? :D |
FWIW I thought that 4 points for Brawler was a pretty decent trade, I was theorycrafting and honestly couldn't decide if it was worth it or not because ranged weapons (guns especially) are extremely valuable assets but I have managed to make do without them on strong melee characters. However even those would sometimes want to use a gun for a smoker or something. At two points though I couldn't see myself ever taking that trait if I wanted a "strong" character. |
@anoobindisguise Hey. My thoughts exactly. Think about it like this: Can a wayfarer ever beat a guy with death APC? No way right? This trait is for people who played with guns too often and want to find other ways of playing the game. Me included - for me, the game is "won" whenever I find an M4. From that I snowball to a scar-h and, finally, Barrett - the ultimate door-buster. With this trait, you won't ever get those - the question is, can you adapt around this crippling restriction? p.s.: The point gain will be tweaked if a reasonable number of you guys want it - I'll do it myself, even. :) |
Co-authored-by: Anton Burmistrov <[email protected]>
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
* origin/master: Add 'Brawler' trait, disallowing use of ranged weapons (CleverRaven#57948) initial commit (CleverRaven#60314)
…7948) * Add 'Brawler' trait, disallowing use of guns * Halve point gain from 'Brawler' trait * Make Brawler wield weapons but disallow its use (incl. turrets) * Manually re-order static declarations * Add info for brawler ranged use refusal * Update src/ranged.cpp Co-authored-by: Anton Burmistrov <[email protected]> Co-authored-by: Anton Burmistrov <[email protected]>
port of CleverRaven/Cataclysm-DDA#57948 Co-Authored-By: tornikeo <[email protected]>
* initial commit port of CleverRaven/Cataclysm-DDA#57948 Co-Authored-By: tornikeo <[email protected]> * style(autofix.ci): automated formatting * Update mutations.json -8 points it is * update porting CleverRaven/Cataclysm-DDA#60328 Co-Authored-By: Alexey <[email protected]> * style(autofix.ci): automated formatting * Update turret.cpp * style(autofix.ci): automated formatting * smolfix * Update ranged.cpp * no more double messages * style(autofix.ci): automated formatting * smolfix * You refuse to use this ranged weapon. * Update handle_action.cpp * Update handle_action.cpp * Update handle_action.cpp * Update handle_action.cpp * Update handle_action.cpp * style(autofix.ci): automated formatting * Update handle_action.cpp * Update handle_action.cpp --------- Co-authored-by: tornikeo <[email protected]> Co-authored-by: autofix-ci[bot] <114827586+autofix-ci[bot]@users.noreply.github.com> Co-authored-by: Alexey <[email protected]> Co-authored-by: Chaosvolt <[email protected]>
Summary
Content "Add 'Brawler' trait, disallowing ranged weapon use"
Purpose of change
Add a trait that acts as a wayfarer, but for ranged weapons. Characters with 'Brawler' trait can no longer wield any non-bionic ranged weapons (type 'GUN'). Fixes #47337.
Describe the solution
Add Brawler trait below wayfarer, in traits JSON. Add extra condition check in
Character::can_wield
where if item type is gun and char has the trait, the action is refused.Describe alternatives you've considered
Allow gun wield, disallow firing. Buuut, I went in the analogy of the wayfarer. Which just disallows controlling vehicles, instead of allowing that and disallowing to move the vehicle.
Edit: I went with this alternative in the end. Wield guns, no pew-pew allowed. Also, no turret use.
Testing
Additional context
None