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Adds check for threshold status and calls off the turret #10310

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merged 4 commits into from Dec 4, 2014

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@KA101
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commented Dec 3, 2014

for clearly non-human characters.

Incentive to not take Alpha, too, since those still pass for human. BMG turrets are designed for vehicles so can target HUGE folks. Tank turret is handled in the multi_robot scripting.

Adds check for threshold status and calls off the turret for clearly …
…non-human characters.

Incentive to not take Alpha, too, since those still pass for human.  BMG turrets are designed for vehicles so can target HUGE folks.

@KA101 KA101 added in progress and removed in progress labels Dec 3, 2014

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commented Dec 3, 2014

Note to file: sound range is a little less than 1:1 with tile distance. Had to amp up the WARNINGS a bit.

// Target not human, presumably some weird animal, not worth the ammo
// TODO: Once NPCs can be targeted, add a check for whether the turret's damaged
// and if so, have it shoot whatever attacked it most recently
if (g->u.crossed_threshold() && !g->u.has_trait("THRESH_ALPHA")) {

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@kevingranade

kevingranade Dec 3, 2014

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I'd like the turret to at least start defending itself if attacked. It's ridiculously OP otherwise.

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commented Dec 3, 2014

I was against crazy loudspeaker warnings when these turrets were first added, and I'm still against it. If people aren't going to notice one log message (laser dots), what makes you think they're going to notice a different one?
IMO the best thing to do about the turret complaints is to enhance safe mode so people can tune it such that it's less noisy, e.g. by ignoring dogs, regular zombies, etc once those are no longer considered a threat.
I think vache was looking into doing that.

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commented Dec 3, 2014

Safe mode could toggle at the color level if that's simpler to code rather than "per monster".

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commented Dec 3, 2014

You mean the color of the monster? That's not easier at all.

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commented Dec 3, 2014

Tuning it to the difficulty range might be workable. I'll revert the loudspeaker warnings.

Revert "Adds LOUD WARNINGS to turrets that'd have 'em."
This reverts commit b60b8ff.

Removes loudspeaker warnings per Kevin's directive.
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commented Dec 3, 2014

If people aren't going to notice one log message (laser dots), what makes you think they're going to notice a different one?

Only because they specifically ask for warnings? That commit dropped three noisy warnings into the log, and was plenty loud enough to pull a horde if any happened to be in the area. In any event, it's reverted and I'll have damaged turrets bypass the thresh-check.

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commented Dec 4, 2014

There it goes. Anything else?

if (z->hp == z->type->hp) {
if (g->u.crossed_threshold() && !g->u.has_trait("THRESH_ALPHA")) {
if (g->u_see(z->posx(), z->posy())) {
add_msg(m_info, _("The %s doesn't seem to consider you a target."), z->name().c_str());

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@kevingranade

kevingranade Dec 4, 2014

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I'm a little concerned that people will get the impression that they are not and will never be a target based on the message, but I don't have a good alternative at the moment.

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@Rivet-the-Zombie

Rivet-the-Zombie Dec 4, 2014

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How about: The %s doesn't seem to consider you a target at the moment. ?

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@KA101

KA101 Dec 5, 2014

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Was this change made, or should I throw it up real quick?

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@Rivet-the-Zombie

Rivet-the-Zombie Dec 5, 2014

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Already made during the merge.

@kevingranade kevingranade merged commit 90ac603 into CleverRaven:master Dec 4, 2014

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@KA101 KA101 deleted the KA101:threshhide branch Dec 5, 2014

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