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Rework CVD machines and REACH mode #18627

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merged 14 commits into from Oct 5, 2016

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@mugling
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commented Oct 2, 2016

Overview

Currently CVD machines are a mess:

  • Fantastically rare (1 in 7 labs presuming you can first find an obscure set of requirements)
  • Diamond coating breaks many techniques or styles (fixes #18626 and countless others)
  • Results in considerable crafting recipe bloat with many inconsistencies
  • Has a blacklist mod to further increase the maintenance burden

The above is all pain for no gain. This PR provides a new implementation that is both more fun and easier to maintain

CVD machines

  • Increase occurrence to 25% of labs
  • Can be activated via iexamine::cvd_machine
  • Requirement data is specified per unit volume as cvd_diamond
  • Apply the DIAMOND flag to steel for is_cutting() weapons for +30% to damage_cut()
  • All recipe bloat is gone so we can drop the blacklsit mod

REACH gunmods

  • GUNMOD are applied via iuse::attach_gunmod function
  • As a result the optional slot gunmod_data is now actually usable
  • Combat knife (and Rivtech knife) now double as bayonets (both good gameplay and realistic)
  • DIAMOND flag is handled consistently for REACH gunmods

Balance

  • 25% CVD spawn is limited by lab mapgen code
  • cvd_diamond is 5 plasma and 25 charcoal per unit volume
  • All steel cutting weapons without NO_CVD can be modified
  • Rivtech knife is better overall but has NO_CVD

@mugling mugling force-pushed the mugling:diamond branch 4 times, most recently Oct 2, 2016

@mugling mugling changed the title Rework CVD machines and REACH mode [WIP] Rework CVD machines and REACH mode Oct 2, 2016

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commented Oct 2, 2016

Ready

@mugling mugling force-pushed the mugling:diamond branch Oct 2, 2016

@BorkBorkGoesTheCode

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commented Oct 2, 2016

Why did you combine the REACH update with the diamond weapons update?

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commented Oct 2, 2016

Why did you combine the REACH update with the diamond weapons update?

It was difficult to separate them - we have a number of REACH weapons that are also DIAMOND and the definitions are split across core, a mod and a further blacklist mod.

"color": "cyan",
"techniques": [ "RAPID", "PRECISE", "WBLOCK_2" ],
"qualities": [ [ "CUT", 1 ], [ "BUTCHER", 16 ] ],
"flags": [ "DURABLE_MELEE", "SLICE", "SHEATH_SWORD", "VORPAL" ]

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@BrainDamage

BrainDamage Oct 2, 2016

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the new diamond-enhanced weapons won't have the vorpal tag, so they can't unlock vorpal strike, is this intentional?

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@mugling

mugling Oct 2, 2016

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No it's unintentional but I'm uncertain if it should be fixed - it doesn't appear to have been applied consistently before

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@BrainDamage

BrainDamage Oct 3, 2016

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It doesn't seem to me, the technique is a beheading strike, only large enough blades would have the flag ( which they did ), although the mechanism of acquisition is a bit bizarre ( train on a jabberwoky, reference to lewis carrol's poem )

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@mugling

mugling Oct 3, 2016

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It would add a fair amount of complexity for what is arguably a very obscure feature.

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@John-Candlebury

John-Candlebury Oct 3, 2016

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Cant the CVD machine not add it when it adds the diamond flag?

Since the strike is already implied to be powered by some sort of mystical property it can simply work with anything bladed.

Plus, if you killed a jabberwock with a diamond pocket knife, you really deserve that buff.

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@mugling

mugling Oct 3, 2016

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Yes, but in what circumstances should it add it?

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@John-Candlebury

John-Candlebury Oct 3, 2016

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I'll vote for always.

Even if it results in you being able to do stuff like beheading monsters with !razor! blades. My reasoning being that the kind of player who attempts to kill a jabberwock with a diamond razor blade is the kind of player that would certainly appreciate the buff working.

If this doesn't hold water I think the game could check for a weapon volume bigger than 750ml and it would exclude all knives and other bladed weapons that couldn't readily decapitate stuff.

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@mugling

mugling Oct 3, 2016

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I went with 750ml along with a cleanup of the mdeath::jabberwork function (it has a few minor bugs)

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@John-Candlebury

John-Candlebury Oct 3, 2016

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Thank you mugling!

@mugling mugling force-pushed the mugling:diamond branch to 9b48986 Oct 3, 2016

@@ -1 +1 @@
[ "ags", "Medieval_pack", "RemoteVehicles", "RemoteControls_pack", "old_guns", "no_magazines" ]
[ "ags", "Medieval_pack", "RemoteVehicles", "RemoteControls_pack", "old_guns", "no_magazines", "No_Diamond_Weapons" ]

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@Coolthulhu

Coolthulhu Oct 3, 2016

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Rather than obsoleting the mod, you should make it set an option to reroll CVD mapgen results.

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@mugling

mugling Oct 3, 2016

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I did look at that option but maintaining a mod to adjust the lab finales by 12% seems a bit expensive in terms of maintenance? I'm presuming the mod was in reaction to recipe bloat so I can't see any other reason to preserve it's existance?

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@Coolthulhu

Coolthulhu Oct 3, 2016

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Recipe bloat was just a part of it.
Diamond weapons were typically banned by the same people who also play with no survivor armor and no rivtech.
Basically, "no overpowered items" or "no sci-fi".

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@mugling

mugling Oct 3, 2016

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I'm nor sure diamond weapons are actually OP given the degree of difficulty in creating them.

In any case you could simply avoid the CVD machine. That said if you think it's essential I'll add a special case for the CVD spawn?

@Coolthulhu Coolthulhu self-assigned this Oct 5, 2016

@Coolthulhu Coolthulhu merged commit 7b21b5d into CleverRaven:master Oct 5, 2016

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default This has been rescheduled for testing as the 'master' branch has been updated.
@kevingranade

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commented Jan 24, 2019

This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:

https://discourse.cataclysmdda.org/t/cvd-machine-in-experimental/18522/2

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