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Merging conflicts #6
Merged
a-chancey
merged 105 commits into
a-chancey:TailoringRecipeOverhaul-Cotton
from
CleverRaven:master
Mar 4, 2022
Merged
Merging conflicts #6
a-chancey
merged 105 commits into
a-chancey:TailoringRecipeOverhaul-Cotton
from
CleverRaven:master
Mar 4, 2022
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Co-authored-by: Anton Burmistrov <[email protected]>
* update materials for heavy survivor suit * utilize "copy-from" for OOP This allows any future updates to affect the XL variant without having to repeat multiple lines. Already utilized by the XS version. * allow heavy survivor suit to use low carbon steel as components * only allow layered kevlar for light and normal survivor suits as well As discussed before these old crafting components only cover the torso while the survivor suits covers the torso, legs and arms. A player can always cut up the kevlar into layered kevlar plates anyways. * obsolete old xs and xl fsurv_suit and update kevlar firesuit description * reduce env protection of firesuit to be more in line with entry suit acid and fire resistances
… in restaurants (#55769)
* change miss recovery description Changed the description for miss recovery to be more clear, removing the implication of it being "free" and costing 0 moves. change miss recovery description * changed explanation of miss recovery Changed explanation of miss recovery to be more specific about how many moves it reduces a miss by. * astyle * astyle
no more paintball bleeding
restore the old astyle check, this boy is simple, it does not check for modified files and whatnot but it's fast, faster than the current astyle (only by a handful of seconds, meaningful imo) I'd like to keep it as an option under `astyle-fast`, also run it on the astyle Github workflow
* Adds door curtains from grass * retrigger checks
* Only spawn hunting bows in hunting stores * Only spawn hunting arrows in hunting group
Co-authored-by: David Seguin <[email protected]>
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.
a-chancey
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Aug 6, 2024
Prevents segfault when performing `firstaid_activity_actor` but the bandage tool disappeared. Backtrace of fixed segfault: ``` Thread 1 "cataclysm-tiles" received signal SIGSEGV, Segmentation fault. (gdb) bt #0 0x0000555555ece5a4 in item::get_usable_item_helper<item> (use_name="heal", self=...) at src/item.cpp:11584 #1 item::get_usable_item (this=0x0, use_name="heal") at src/item.cpp:11606 #2 0x000055555599c6bf in firstaid_activity_actor::finish (this=0x55559b583f20, act=..., who=...) at src/activity_actor.cpp:6651 #3 0x00005555564d8c6b in player_activity::do_turn (this=0x555558108218, you=...) at src/player_activity.cpp:391 #4 0x0000555555ce3fa6 in do_turn () at src/do_turn.cpp:532 #5 0x000055555577511a in main (argc=<optimized out>, argv=<optimized out>) at src/main.cpp:873 ``` An example where this happened was when the bandage was inside a spillable container (clay canning pot), that spilled its contents when starting the activity. Spiling the clay canning pot invalidates the `item_location`. Backtrace of when the clay canning pot was spilled: ``` #0 item_pocket::get_name (this=0x555557fa7540) at src/item_pocket.cpp:2117 #1 item_pocket::handle_liquid_or_spill (this=this@entry=0x555557fa7540, guy=..., avoid=0x555557fa8060) at src/item_pocket.cpp:806 #2 0x0000555555a6aa60 in avatar_action::use_item (you=..., loc=..., method="heal") at src/avatar_action.cpp:1212 #3 0x0000555555a6dda7 in avatar_action::eat_or_use (you=..., loc=...) at src/avatar_action.cpp:988 #4 0x0000555555e3e1c5 in game::do_regular_action (this=this@entry=0x555557f94a60, act=@0x7fffffffd1b0: ACTION_EAT, player_character=..., mouse_target=std::optional [no contained value]) at src/handle_action.cpp:2479 #5 0x0000555555e41260 in game::handle_action (this=0x555557f94a60) at src/handle_action.cpp:3176 #6 0x0000555555ce422f in do_turn () at /usr/include/c++/13/bits/unique_ptr.h:199 #7 0x000055555577511a in main (argc=<optimized out>, argv=<optimized out>) at src/main.cpp:873 ```
a-chancey
pushed a commit
that referenced
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Aug 6, 2024
Prevents segfault that could previously occur if the item being repaired was invalidated. The target item being repaired could get invalidated for various reasons, such as a follower moving it via zone sorting, the item could burn up in a fire, etc. Previous segfault that this commit attempts to prevent: ``` #0 0x0000555555ef9057 in item::is_null (this=this@entry=0x0) at src/item.cpp:943 #1 0x000055555602322c in repair_item_actor::can_repair_target (this=this@entry=0x555560003e80, pl=..., fix=..., print_msg=print_msg@entry=true, check_consumed_available=check_consumed_available@entry=true) at src/iuse_actor.cpp:2920 #2 0x00005555560243c2 in repair_item_actor::repair (this=this@entry=0x555560003e80, pl=..., tool=..., fix=..., refit_only=refit_only@entry=false) at src/iuse_actor.cpp:3106 #3 0x00005555559d5b55 in repair_item_finish (act=0x5555580cdf58, you=0x5555580cd890, no_menu=false) at src/activity_handlers.cpp:2477 #4 0x0000555555a00f52 in std::function<void (player_activity*, Character*)>::operator()(player_activity*, Character*) const (this=<optimized out>, __args#0=<optimized out>, __args#0@entry=0x5555580cdf58, __args#1=<optimized out>, __args#1@entry=0x5555580cd890) at /usr/include/c++/13/bits/std_function.h:591 #5 0x00005555559ff229 in activity_type::call_finish (this=<optimized out>, act=act@entry=0x5555580cdf58, you=you@entry=0x5555580cd890) at src/activity_type.cpp:168 #6 0x00005555564e368b in player_activity::do_turn (this=0x5555580cdf58, you=...) at src/player_activity.cpp:393 #7 0x0000555555cec856 in do_turn () at src/do_turn.cpp:532 #8 0x0000555555776e74 in main (argc=<optimized out>, argv=<optimized out>) at src/main.cpp:873 ``` Instead, this commit adds a message shown to the player if the target item is no longer valid for whatever reason.
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