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Sign up'G'rab grabs furniture if vehicle is not present, for a friendlier oh-shit-monsters-block-the-door UI experience. #3563
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atomicdryad
added some commits
Oct 9, 2013
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Hrm, well this was part of a local branch that got merged before I could push. Out of context, but null check = good. |
kevingranade
reviewed
Oct 10, 2013
| return; | ||
| } else if ( ! m.can_move_furniture( fpos.x, fpos.y, &u ) ) { | ||
| add_msg(_("The %s is too heavy for you to budge!"), furntype.name.c_str() ); | ||
| u.moves -= 100; // time spent straining and going 'hnngh!' |
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Awesome! One nit, the thing holding me up when I did vehicle grabs was the fact that furniture accumulates (and potentially destroys? there's an issue that indicates it can) items that you move it over, since items aren't actually tied to the furniture itself, so contents just move with the furniture unconditionally. |
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This (#3188) was partially (or totally) my fault; construction move used add_items, not add_items_or_charges as a player initiated action. Fixed. With extra fixage. As before, moving furniture hoovers up items, unlike before, only if it's a container (items will block moving beds, or spill from them), and no silent destruction on failure.) Can change hoovering to have items always block for all furniture if that's better. Shove aside instead of block requires more sleep |
atomicdryad
added some commits
Oct 10, 2013
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FYI I'm not sitting on this waiting for additional improvements, I've just been extraordinarily short on time recently. |
atomicdryad commentedOct 10, 2013
After 'G'rab grabs a qualified furniture, it can be moved until pushed out of the way or let go of. Similar to cart grabbing, moving towards the furniture pushes it and the player forward a tile, and away pulls it and the player backwards a tile. Unlike cart grabbing, this is: