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Replace chop logs construction with long action #22939
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const ter_id ter = g->m.ter( dirp ); | ||
if( ter == t_trunk ) { | ||
/** @EFFECT_STR reduces time required to chop down a tree */ | ||
moves = MINUTES( 70 - p->str_cur ) * 2 / it->get_quality( AXE ) * 100; |
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I think this equation (used here and in chop_tree
) could use some balance love.
Strength has a tiny effect (1 minute per cut for each strength). Quality has a massive effect. It could also probably use some randomness to simulate different sized trees
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Do you have something exact in mind?
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Maybe move strength to the denominator, something like:
MINUTES( 70 ) / ( ( it->get_quality( AXE ) * 10) + p->str_cur );
You can also add |
It reuses the |
Competes with #22933 |
void activity_handlers::chop_logs_finish( player_activity *act, player *p ) { | ||
const tripoint &pos = act->placement; | ||
|
||
g->m.ter_set( pos, t_dirt ); |
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Not necessary here, but just realized it'd be neat to have a stump item here, might even be useful, it could have the flag for resting a longarm on.
Builds on #22730, moving forestry actions to items instead of construction.
Fixes #22931
Time required to chop down a tree depends on tool quality and player's strength: