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nexusmrsep
added some commits
Mar 8, 2019
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Could you add |
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Hatfish
commented
Mar 18, 2019
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Is there any way at all for spiritualists to remove graves? Seems like it could be a problem if someone digs a grave, decides to build something else there, and later finds out that it can't be removed. |
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For that a building option for a grave from construction menu should be added. And answering the second question, perhaps it could then warn that Spiritual cannot exhume graves. But my opinion is that spiritual would respect the grave regardless and build elsewhere, that's the whole point here. Anyway, both things are outside the scope of this PR as it focuses on extracting graves, rather then making them. But maybe in a later PR. No promises. |
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Shodan14
commented
Mar 18, 2019
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Any mood debuffs baked in? With trait interactions? |
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It may be interesting for the body bag to be deployable as furniture, like cots and the like, as a furniture that hides you, to represent hiding in it. A bit of a weird idea, but it could be cool! |
Ilysen
reviewed
Mar 19, 2019
src/iuse.cpp Outdated
Night-Pryanik
reviewed
Mar 19, 2019
src/activity_handlers.cpp Outdated
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So you can get medical glove, syringe and fetuses from digging graves ? Isn't that a bit weird ? |
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Of course! Saprovore and Eater of the Dead saves, and Psychopath gives bonuses. Check the attached changes. And also suggest any interaction that would be beneficial to overall aspect of this feature, if you think I missed one.
Out of the scope of this PR and kinda spooky, but it surely can be coded in the future.
That is intentional. Medial gloves & syringes are considered here as leftovers from medical procedures under hasty conditions. Mutated legs, arms, fetuses - all fit either the blob poisoning the ground waters and affecting buried bodies, or as medical "refuse" that was buried instead of incinerated. Of course I'd gladly accept more ideas of items that I could place on the list here, if you have any. |
nexusmrsep
added some commits
Mar 19, 2019
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Yeah, that would fit thematically. But I guess they should be in mausoleum.
A very small chance to find a stash, like 1 or 2 percents. As one of the options, I think this could be added. But again, that will require a mausoleum. |
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Thanks for the hint. Perhaps I'll code mausoleum/columbarium some day, but it would be bloating this PR if I decide to do it here, so I think that's all for now. |
nexusmrsep
added some commits
Mar 26, 2019
Night-Pryanik
reviewed
Mar 29, 2019
| @@ -2911,6 +2911,9 @@ void activity_handlers::dig_finish( player_activity *act, player *p ) | |||
| } | |||
| g->u.add_memorial_log( pgettext( "memorial_male", "Exhumed a grave." ), | |||
| pgettext( "memorial_female", "Exhumed a grave." ) ); | |||
| g->m.ter_set( pos, t_pit_shallow ); | |||
| } else { | |||
| g->m.ter_set( pos, t_pit_shallow ); | |||
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Night-Pryanik
Mar 29, 2019
Member
If it's no matter whether grave is true or false, g->m.ter_set( pos, t_pit_shallow ); could be set only once after the if( grave ) check.
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nexusmrsep
Mar 29, 2019
Author
Contributor
Thanks for finding that. That's a typo I missed when resolving merge conflicts. T_pit is the right one. My reasoning behind this is that grave is deeper then a shallow pit, but since the casket takes some place the digging cost is equal to shallow pit.
nexusmrsep
added some commits
Mar 29, 2019
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Graves could be little 1x1 rooms at z -1. Then we could have a Buried Alive scenario that starts out in one. |
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@halfahermit while tempting, this might be quite troublesome since z-level traversing without stairs might be a bit too much, and would conflict with other mechanics on purely technical level. But a locked mausoleum "cell" with a soft rock wall (breakable) might be a better way to do this. Either way - something for a future implementation. |
ZhilkinSerg
self-assigned this
Apr 4, 2019
nexusmrsep
changed the title
[CR] Gravedigging
Gravedigging
Apr 5, 2019
nexusmrsep
added some commits
Apr 5, 2019
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After rework and conflict solving, due to new digging mechanics, its ready to go. |
kevingranade
merged commit 3b10ab5
into
CleverRaven:master
Apr 6, 2019
nexusmrsep
deleted the
nexusmrsep:graveyard
branch
Apr 6, 2019
ZhilkinSerg
removed their assignment
Apr 6, 2019
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/latest-experimental-features/5582/1106 |

nexusmrsep commentedMar 18, 2019
•
edited
Summary
SUMMARY: Features "Adds ability to exhume graves, adds graves, adds body bag"Purpose of change
Old idea of mine, from an old Fallout reference - ability to dig graves for loot and for getting a perk.
Describe the solution
Describe alternatives you've considered
Not dabbling in grave digging, but could I resist?
Additional context
N/A unless someone opened an issue for it in the old ages.