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Repairing vehicle parts with integrated toolsets lets you use a nonexistent 'nearby' toolset #22789

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Yewmi opened this issue Jan 19, 2018 · 7 comments

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@Yewmi
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commented Jan 19, 2018

Game version: 0.C-25863-g33d1893

Operating system: Windows 10 (64-bit)

Tiles or curses: Tiles

Mods active:

  • StatsThroughSkills IV
  • Filthy Clothing
  • Disable NPC Needs
  • Simplified Nutrition
  • Alternative Map Key

Expected behavior

Upon repairing a vehicle part with the required bionic charge, after the repairing is finished I expected for the part to be repaired and for my character's power to be consumed

Actual behavior

Once the repair process is finished, I'm presented with this:
cataclysm-tiles_2018-01-19_15-03-36
Choosing the "nearby" integrated toolset repairs the vehicle without consuming any of my own bionic power. The nearby toolset always has the same charge as my current charge, but is never depleted. Position seems to not matter either; no matter where I'm standing when I do repairs, I'm presented with this option.

Steps to reproduce the behavior

  1. Repair a vehicle part normally while having an Integrated Toolset CBM installed and with enough CBM power to fix the part.
  2. Select the "nearby" Integrated Toolset as your repair tool, not the "on person" one.

@Night-Pryanik Night-Pryanik added the <Bug> label Jan 20, 2018

@baraba3

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commented Jan 21, 2018

happens with ordinary tools at least makeshift welder i used.also tool if in inventory doenst seem to lose charge.

@Syler1984

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commented Jan 22, 2018

It happens with all car repairs consumables. You can even swap broken tire with non-existing 'nearby' tire (same for broken frames, welder charges etc).
PS: Also non-existing 'nearby' parts will always have full health.

@pipehat

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commented Apr 17, 2018

Just observed this with vanilla config (default core mods, none added) - and a normal welder. Upon performing a 100 charge repair on a vehicle, I'm prompted to choose which welder tool to use:

  1. welder nearby (100/500 charges)
  2. welder on person (100/500 charges)

Selecting option 2 (on person) burns down charges as expected and in the future the two options show the updated current charges of the welder, e.g.: 100/400 next time.

Selecting option 1 (nearby) consumes no charges from the welder. Also, there is no other welder nearby.

@l29ah

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commented Apr 24, 2018

68d71f3 is the first bad commit

@Isaacssv552

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commented Apr 24, 2018

It looks like a comp_selection<item_comp> with
selected.use_from = usage::use_from_map;
selected.comp = map_has[uselection];
is being sent to consume_items and this is somehow failing.
EDIT: It looks like maybe the map_inv made from crafting_inventory doesn't actually include nearby items while form_from_map( pos(), PICKUP_RANGE ) does.

Isaacssv552 added a commit to Isaacssv552/Cataclysm-DDA that referenced this issue Apr 25, 2018

@Isaacssv552

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commented Apr 25, 2018

I've made a fix.

Rivet-the-Zombie added a commit that referenced this issue May 1, 2018

@illi-kun

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commented May 2, 2018

@Isaacssv552 Please use keywords to close the fixed issue automatically.

@illi-kun illi-kun closed this May 2, 2018

0.D Release automation moved this from Less hard issues to Closed Issues May 2, 2018

@ZhilkinSerg ZhilkinSerg moved this from Closed Issues to Hard Issues in 0.D Release Aug 21, 2018

@ZhilkinSerg ZhilkinSerg moved this from Hard Issues to Closed Issues in 0.D Release Aug 21, 2018

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