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[READY] Starting location #4809

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merged 11 commits into from Apr 16, 2014

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@kevingranade
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commented Dec 2, 2013

Basic support for selecting character spawn location.

Punting these to a future PR, this is a nice incremental improvement, and I don't have enough time to try and fully flesh out everything like I want.

TODO:

  • Add some parameters for specifying location beyond a building type. (distance from city center?)
  • Go through buildings and close the windows.
  • Add a parameter and method for fortifying the building the player spawns in.
@Rivet-the-Zombie

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commented Dec 2, 2013

Awesome!

@Lap

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commented Dec 2, 2013

Great job as this opens up a lot of new possibilities. Will we be trying to balance these start locations against each other, have them use different amounts of character points, or just ignore balancing them altogether?

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commented Dec 2, 2013

All this balance talk is silly. Why can't we just choose one from a list and be happy with that?

@KA101

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commented Dec 2, 2013

Unless we plan on making/encouraging leaderboards--I hope we aren't--I'd go with no-balance.

And since any given start location can luck out and have worse/better surroundings than average, I'd hesitate to put a point cost on 'em.

Example: I might pay to start at a sewage plant, definitely at a mansion. (More if it's pre-cleared.) Put it in the swamp, though, and I'd take it for free. Add a fungal bloom or triffid grove nearby, and I'd ask to be paid points for taking that start.

@dwarfkoala

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commented Dec 2, 2013

Hellyes. I've been wanting to start in the middle of a city for ages!

@kevingranade

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commented Dec 3, 2013

Yea, I think of this as more a difficulty setting than a character creation thing, but character creation seems like the best place for the menu. KA is totally right about spawn locations having wildly different difficulty from one game to the next.

@KA101

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commented Dec 3, 2013

UI looks great, Kevin. Looking forward to an expanded list in future.

That said, I can't endorse this PR as it is. You be bugged.

CTD when I "<" to leave the Description tab (go back to skills).
Reproduce:

  1. Build/run.
  2. New game, custom/preset/random character, doesn't matter. Play Now! works.
  3. Either build your char or don't, doesn't really matter. Get to the Description tab.
  4. Go back. BAM "Cata has encountered an error and needs to close."

OR
1-3 as before BUT spawn in a world/location wherein you've spawned already. House/Shelter matters; the first spawn to each, in a fresh-built world, apparently works fine.
4) Spawn. BAM CTD.

WinXP, presumably the Curses build as I've not mucked around with SDL-compatibility, this PR as of 3:15 AM US Eastern, 03 Dec 2013.

Confounding factor: the build that I git pulled from your repo came with "start_locaton.cpp" called for in the C::B project file. Manually added the correctly-titled file from the menu and removed the typo'd one. Find-in-files indicated that "locaton" happens precisely once in all the code: a comment in newcharacter.cpp.

Wondering if something else got borked in transit. Sorry, Kevin.

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commented Dec 10, 2013

Still watching this and hoping to see it come to pass.

Add some parameters for specifying location beyond a building type. (distance from city center?)

Size of starting town? Start in wilderness, X distance from nearest town? Start in the bottom of a lab?

Add a parameter and method for fortifying the building the player spawns in.

Checkbox-style? Like, as in an option that you can select that boards up (some? all? tape instead? closed curtains too? partially or fully deconstructed furniture?) the external windows and throws down extra random building materials and tools on the floor when enabled.

off topic: Come to think of it, having something that could randomly make a building pre-fortified or pre-damaged would be awesome for normal mapgen too.

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commented Dec 10, 2013

Yeah. It's part of fulfilling the kickstarter goals anyways, since one of
the dev goals was the scenario system, which this will go a LONG way
towards fulfilling.

@kevingranade

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commented Dec 11, 2013

acrew more menu entries, I'll just add the options to the locations themselves, so House vs House (fortified) vs House (suburbs) etc... No probably need checkboxes, damnit. I hate menus.

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commented Dec 24, 2013

I sincerely hope this hasn't died...

@kevingranade

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commented Dec 25, 2013

Nah, I'm just busy, and the hard part is figuring out WHAT to do, not so much how to do it, so even if it bitrots I should be able to ressurect it fairly easily.

@atomicdryad

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commented Dec 27, 2013

I'm gonna want to take this and weld it to mapgen_function_* to make it a start scenario system..sometime.

The start of one at least. For a complete scenario system, the startup menus would need a bit of work (in theory it would be good for scenario addon mods to at least pre-select certian stuff like profession/merits/etc, depending on how involved or generic it is)

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commented Jan 1, 2014

I'd still love to see this happen. I keep waiting and watching and hoping.

@kevingranade

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commented Jan 1, 2014

Yea sorry, I hardly have any dev time right now, should be able to tackle this next week.

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commented Jan 21, 2014

*pokes @kevingranade *
This is too brilliant to be abandoned!

@Chase-san

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commented Feb 16, 2014

This really should be worked on some more. I would really want this for 0.A.

@KA101

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commented Feb 17, 2014

It's major enough that it can wait for new-experimental, I think? Shouldn't be a Blocker.

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commented Feb 17, 2014

Blockers are generally for major, major bugfixes. I've also seen major features that are very close to completion stalling the release, but this is far enough that I don't think it's right to delay the release for it.

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commented Feb 17, 2014

Further, that's major features that are reasonably stable. I could've started work on making downstair-tiles (with corresponding upstair-tiles on Z-1) player-constructable a few weeks ago. Have been holding off as I'm sure it'd break something, so wanted to NOT mess up the stable.

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commented Feb 17, 2014

By "really want" I mean I want it, not that is should block 0.A. :)

@kevingranade kevingranade changed the title [CR] Starting location [READY] Starting location Apr 13, 2014

@kevingranade

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commented Apr 13, 2014

bump.

@Zireael07

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commented Apr 13, 2014

Great!

@KA101

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commented Apr 13, 2014

Will take a look later tonight when I have the time to give it a hard going-over. Glad to see it, though. :-)

@KA101 KA101 self-assigned this Apr 13, 2014

}
}

int location_offset = 3 + utf8_width( _("Starting location:") );

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KA101 Apr 14, 2014

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Code::Blocks: unused variable alert! >_<

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KA101 Apr 14, 2014

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Never mind, was part of the Husband of the Teenage Psycho-Cyber-Mutant Offspring's Vengeful Plot. Fixing the typo cleared it right up.

@@ -400,6 +400,8 @@
<Unit filename="src/skill.h" />
<Unit filename="src/speech.cpp" />
<Unit filename="src/speech.h" />
<Unit filename="src/start_locaton.cpp" />

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KA101 Apr 14, 2014

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Revenge of the Husband of the Teenage Psycho-Cyber-Mutant Offspring Of "start_locaton.cpp"

PART N+1!

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commented Apr 14, 2014

Dammit. Hitting / to change spawn location is instantly crashing to desktop (after I fix the typo'd .cbp). Using a random character, both on an old and fresh-gen'd world.

@KA101 KA101 removed their assignment Apr 14, 2014

@kevingranade

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commented Apr 15, 2014

gah, I've tried everything I can think of to make it misbehave, nothing is happening. If someone can reproduce on windows and get me a backtrace that'd be super helpful, but as it is I'm stuck.

@KA101 KA101 merged commit 67bca63 into CleverRaven:master Apr 16, 2014

@kevingranade kevingranade deleted the kevingranade:starting-location branch Apr 26, 2014

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