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More conflicts #11
Merged
a-chancey
merged 256 commits into
a-chancey:TailoringRecipeOverhaul-Cotton
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CleverRaven:master
Apr 12, 2022
Merged
More conflicts #11
a-chancey
merged 256 commits into
a-chancey:TailoringRecipeOverhaul-Cotton
from
CleverRaven:master
Apr 12, 2022
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Transition nutrition to kcal for good
* Remove CBM spawns * More cleanup * Revert autodoc data * Stragglers * Update mil_base_z0.json
* [DinoMod] dryptosaurus * Update fungus.json * Update hatchling.json * Update juvenile.json * zombify fix * Update zed-dinosaur.json * Update zinosaur_burned.json * Update zinosaur_upgrade.json * Create nest_dryptosaurus.json * Update egg.json * move forage * Update cooking_components.json * Update dinosaur.json * Update fungi.json * Update monstergroups_egg.json * Update wilderness.json * Update zinosaur.json * Update map_extras.json * nest doc * Update monster_factions.json * ornithomimids more treats * Update juvenile.json * hatchling fixes * juvenile fixes * Update dictionary.txt * Update nest_dryptosaurus.json * Update zinosaur_upgrade.json * Update nest_dryptosaurus.json * Update nest_dryptosaurus.json * Update nest_tyrannosaurus.json * Update nest_tyrannosaurus.json * Update nest_tyrannosaurus.json * Update nest_dryptosaurus.json * spawn nests
* bronze horse armor * recipe * requirements fix * brackets * lighter * faster, less metal * lighter armor
Add damage and charge randomization to reenactor loot
Minor fixes to NPC classes
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<Documentation>
[C++]
[JSON]
[Python]
Code: Tests
Code: Tooling
Items: Ammo / Guns
Mods: Aftershock
Mods: Dark Skies
Mods: Dinoclysm
Mods: Magiclysm
Mods: MMA
Mods: No Hope
NPC / Factions
SDL: Tiles / Sound
Spawn
Translation
Code: Build
Monsters
Mods: Dark Days of the Dead
Mods: Generic Guns
labels
Apr 12, 2022
a-chancey
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Nov 29, 2023
* Prevents game occasionally seemingly hanging when moving to new submaps The reason for the previous problem was an infinite loop caused by: 1. `map::spawn_monsters_submap` for-loops the list of `current_submap->spawns` 2. for every spawned monster, it calls `monster::on_load` 3. `monster::on_load` calls `monster::try_reproduce`, which in turn calls `map::add_spawn` 4. So a new spawn is added, thus invalidating the iterator used in step 1 5. Undefined behavior caused by using invaliated iterators. On my compiler (gcc 13.2.0), the above problem had the following effect: * The reference `spawn_point &i` pointed to something totally different, so that in particular, `i.count` had garbage values * Instead of `i.count` being reasonable values such as `3` or `1`, the above undefined behavior made it have values such as `925969776` or `-632214304` * `i.count` is the upper bound for the inner for-loop in `map::spawn_monsters_submap`, so depending on the garbage value, it might seem like an infinite loop. Stacktrace of app when frozen and problem happened: ``` #0 0x000055a1eaf36dcb in creature_tracker::find(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&) const () #1 0x000055a1eaf39253 in Creature* creature_tracker::creature_at<Creature>(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&, bool) () #2 0x000055a1eaf393b5 in Creature* creature_tracker::creature_at<Creature>(tripoint const&, bool) () #3 0x000055a1eb357a53 in map::spawn_monsters_submap(tripoint const&, bool, bool)::{lambda(tripoint const&)#1}::operator()(tripoint const&) const () #4 0x000055a1eb3a976e in random_point(tripoint_range<tripoint> const&, std::function<bool (tripoint const&)> const&) () #5 0x000055a1eb37dd2d in map::spawn_monsters_submap(tripoint const&, bool, bool) () #6 0x000055a1eb37de77 in map::spawn_monsters(bool, bool) () #7 0x000055a1eb093981 in game::update_map(int&, int&, bool) () #8 0x000055a1eb094451 in game::update_map(Character&, bool) () #9 0x000055a1eb09530f in game::place_player(tripoint const&, bool) () #10 0x000055a1eb0b3a0e in game::walk_move(tripoint const&, bool, bool) () #11 0x000055a1ead27490 in avatar_action::move(avatar&, map&, tripoint const&) () #12 0x000055a1eb0f338c in game::do_regular_action(action_id&, avatar&, std::optional<tripoint> const&) () #13 0x000055a1eb0f6e63 in game::handle_action() () CleverRaven#14 0x000055a1eafbd9ea in do_turn() () CleverRaven#15 0x000055a1eaa5ec13 in main () ``` This commit instead changes the loop in step 1 above so that it explicitly *not* uses iterators, but instead old-fashioned indexed loop. The intention with the change is to allow other parts of the code to add items to the vector `current_submap->spawns` while we are iterating it here. If new items are added, they will be handled in later steps of the loop.
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