Commit Graph

4192 Commits (4b9df5c2dbd801e3df363c207defaab6a5a3c75e)

Author SHA1 Message Date
lethosor 687b84378d
Merge remote-tracking branch 'ab9rf/autofarm-berry-fix' into develop 2021-08-31 00:52:18 -04:00
lethosor 27ce7cf1ee
check-structures-sanity: print error for untagged unions instead of aborting
These come up in structures such as world.poetic_forms.all[i].subject_target
without a clear fix.
2021-08-31 00:28:42 -04:00
lethosor 1d9f12fe3f
Fix signed/unsigned comparison warning
From #1903
2021-08-28 15:15:13 -04:00
lethosor 39c650de13
Fix compilation error on macOS with GCC 11
This should make `-fpermissive` (from #1924) unnecessary, so I also removed
those instructions.
2021-08-21 12:58:17 -04:00
Kelly Kinkade 22bcbf9877
Merge branch 'develop' into autofarm-berry-fix 2021-08-16 07:22:11 -05:00
myk002 37a8260c3b
import and export reaction-specific item conditions 2021-08-14 16:35:40 -07:00
Kelly Kinkade 2981deb521 update autogems to respect workshop profiles
Add a test so that autogems will not assign cut gem jobs to workshops that are not allowed to do them.

Fixes #1263
2021-08-10 06:29:10 -05:00
lethosor 0140ace317
Merge remote-tracking branch 'myk002/myk_buildingplan_attached' into develop 2021-08-10 01:07:35 -04:00
Kelly Kinkade 685e5111ae Update autofarm.cpp
`dts::make_unique`, not `std::make_unique`, sorry my bad
2021-08-07 15:51:21 -05:00
Kelly Kinkade ce50bbdfde fix autofarm berry problem
Update autofarm to count PLANT_GROWTHS as well as PLANTS for threshold purposes. This addresses #1902.

Also addresses some pointer hygiene issues in autofarm.
2021-08-07 15:32:43 -05:00
myk002 d8b5ac41d9
ensure soil tiles get randomized variants 2021-08-01 23:30:04 -07:00
myk002 98fd6effdc
generate random time variants where applicable 2021-08-01 07:07:20 -07:00
myk002 92701d6da7
connect smooth walls to doors 2021-07-30 13:09:20 -07:00
myk002 3c8a174a68
use pillars for wall ends instead of NS or EW 2021-07-30 13:09:20 -07:00
myk002 79bdf36ed4
expose link_adjacent_smooth_walls to lua
so build-now can use it
2021-07-30 13:09:20 -07:00
myk002 8fb456313f
allow only one positional param to be specified 2021-07-30 13:09:20 -07:00
myk002 c1665f35b4
fix off by one error 2021-07-30 13:09:20 -07:00
myk002 95fa9f3d7a
use new library functions in dig-now 2021-07-30 13:09:20 -07:00
myk002 a6c62a025f
unhide properly when digging at visible edges 2021-07-30 13:09:20 -07:00
myk002 0b703d9818
fix adjacent smooth walls when we dig one out 2021-07-30 13:09:19 -07:00
myk002 48f90da72e
remove extra return 2021-07-30 13:09:19 -07:00
myk002 c807398eff
remove old reference to dig-now.h 2021-07-30 13:09:18 -07:00
myk002 93d67dd51e
export dig_now_tile over Lua 2021-07-30 13:09:18 -07:00
myk002 fc19fb6785
add external api: dig_now_tile(out, pos) 2021-07-30 13:09:18 -07:00
myk002 1a19c3a944
ramp/channel: don't dig into undiggable tiles 2021-07-30 13:09:18 -07:00
myk002 d6c9f99c61
don't overflow prod->count. it's a measly int16_t 2021-07-30 13:09:18 -07:00
myk002 aa1cbc95db
skip marker mode dig designations 2021-07-30 13:09:18 -07:00
myk002 1670cfab05
also "and" -> "&&" 2021-07-30 13:09:18 -07:00
myk002 dfc938a99d
omg lua is ruining me
on the other hand, why doesn't MSVC just support "or" to mean "||"?
2021-07-30 13:09:17 -07:00
myk002 59a34c6d17
remove ramp tops when channeling
we normally take care of any ramp tops above the channeled tile when we dig the ramp below the channeled
tile, but that logic might not run if we channel down into empty space
(or undiggable tiles)
2021-07-30 13:09:17 -07:00
myk002 662f2cc616
don't dig the undiggable 2021-07-30 13:09:17 -07:00
myk002 5c853644f0
let newly uncontained water flow 2021-07-30 13:09:17 -07:00
myk002 7ea8c843b1
allow digging of surface tiles
now that we handle colonies
2021-07-30 13:09:17 -07:00
myk002 8349afa39b
destroy colonies when digging a ramp underneath 2021-07-30 13:09:14 -07:00
myk002 c645cd5454
move units and items to ground when it disappears 2021-07-30 13:09:14 -07:00
myk002 61a18b14be
fix adjacent smooth walls when smoothing 2021-07-30 13:09:14 -07:00
myk002 c1dcaa4378
generate gems as ROUGH, not BOULDER
also fix missing dug_tile indices when channels are dug
also fix second boulder/gem being generated with a potentially incorrect
probability when digging channels and ramps
2021-07-30 13:09:13 -07:00
myk002 71c605afd4
make options configurable and document 2021-07-30 13:09:13 -07:00
myk002 f1b38fb6f6
fix up comments 2021-07-30 13:09:13 -07:00
myk002 6bc2a2bdad
implement tile smoothing 2021-07-30 13:09:13 -07:00
myk002 d7f417051d
implement track carving 2021-07-30 13:09:13 -07:00
myk002 5f7dc86c5c
optionally dump generated boulders at pos 2021-07-30 13:09:13 -07:00
myk002 52e666a45a
produce boulders from digging as per game rules
also add options struct for later configurability
2021-07-30 13:09:13 -07:00
myk002 02d7d4c5b6
clean up top-level logic 2021-07-30 13:09:12 -07:00
myk002 fc932d2850
use reveal.unhideFlood instead of our dup impl 2021-07-30 13:09:12 -07:00
myk002 a5b70ba163
rename dig-dug to dig-now 2021-07-30 13:09:12 -07:00
myk002 6cf40857e4
convert material to layer mat when digging
also ensure dug tiles aren't generated already smoothed
2021-07-30 13:09:12 -07:00
myk002 a4c86770a4
follow digging rules when converting tiles 2021-07-30 13:09:12 -07:00
myk002 d3d5a6edd7
initial implementation of the dig-dug plugin
for discussion
2021-07-30 13:09:12 -07:00
myk002 c6866ca339
display status of items (attached/pending) 2021-07-21 21:58:07 -07:00