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[DONE] Refugee Center w/ NPCs and Factions #8034

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merged 63 commits into from Jul 4, 2014

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@acidia
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commented Jun 22, 2014

UPDATE! 7/2
Hey, remember to turn static NPCs on and search for 'Ref' to find if quickly. It may not be in your first overmap since it is set to spawn 75% of the time. Teleport into a different one and try again!

Everything seems to be working as intended for the most part!


Howdy, need some people to screw with the npcs in the evacuation center. Just search 'Evac' after revealing the world map. Don't forget to turn static npcs on before you visit. There are three npcs: a merchant at the window in the south, a guard in the same area, and a hostile guard in the loading bay in the north. Might need to short teleport to get to the loading bay.

Really want to get json support for npcs so I can continue with necropolis and eventually polish the lower level of the hazardous waste sarcophagus.

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commented Jun 22, 2014

I'll make sure to sell 'em all a vibrator and batteries, if that helps. ;-)

return; //Do not generate an npc.
}
const point omt = overmapbuffer::sm_to_omt_copy( get_abs_sub().x, get_abs_sub().y );
const oter_id &oid = overmap_buffer.ter( omt.x, omt.y, get_abs_sub().z );

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KA101 Jun 22, 2014

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Unused variable alert! Jenkins'll need you to use or get rid of oid there.

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commented Jun 22, 2014

Hehe, I'm sure you've offended someone. I was actually pretty cautions with the profanity for fear of offending.

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commented Jun 22, 2014

???

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commented Jun 22, 2014

Just making light of how sensitive people seem to be on the issue :)


case TALK_EVAC_MERCHANT_WORLD:
RESPONSE(_("Hords?"));
SUCCESS(TALK_EVAC_MERCHANT_HORDS);

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KA101 Jun 22, 2014

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Horde = large group of zeds, etc
Hoard = pile of Stuff

case TALK_EVAC_MERCHANT_PRIME_LOOT:
return _("Well, there is a party of about a dozen 'scavengers' that found some sort of government facility. They bring us a literal "
"truck load of jumpsuits, m4's, and canned food every week or so. Since some of those guys got family here, we've been "
"doing alright. As to where it is, I don't have to foggiest of ideas.");

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KA101 Jun 22, 2014

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the foggiest


case TALK_EVAC_MERCHANT_PLANS2:
return _("I'm sorry, but the only way we're going to make it is if we keep our gates buttoned fast. The guards in the basement "
"have orders to shoot on site if you so much as peep your head in the lower levels. I don't know what made the scavangers "

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KA101 Jun 22, 2014

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sight, scavengers


case TALK_EVAC_MERCHANT_NEW:
return _("Before you say anything else, we're full. Few days ago we had an outbreak due to lett'n in too many new refugees."
" We do despratly need supplies and are willing to trade what we can for it. Pay top dollar for jerkey if you have any.");

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KA101 Jun 22, 2014

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desperate, jerky

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commented Jun 22, 2014

OK. Shopkeep only had a gideon bible (several thou in cash though?), and there's a mess of stuff in the entry room's floor. If it helps, I debugported to the southern intersection and walked north into the front room.

(And my comment was in response to your request for folks to screw with your NPCs. ;-) )

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commented Jun 22, 2014

Jackhammered up through the base and the hostile guard has tried to shoot me through the solid rock.
(The friendly guard didn't mind at all that I was drilling through xyr door, nor did the merchant. even when I drilled open the merchant's door and walked in to talk to him.)

No big deal: AI in VtM:Redemption was known for ignoring walls, too. ;-)

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commented Jun 22, 2014

Yup, should totally put the text through an actually word processor for spell checking. Oh's well :)
The non-hostile guard is only to counter monsters, hostile guards are for the lower level if you decide to trespass in the basement. Class equipment is actually pretty sketchy at the moment... I've never had the neutral guard spawn with anything but fists or a melee weapon. I edited the op to mention all the garbage on the floor; it's to test for when the npc ai decides that their current duties are void and they want to pick up something shiny.

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commented Jun 22, 2014

Probably won't affect anything in this example, but you should include a handler for npc rotation in map::rotate

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commented Jun 22, 2014

Yup, your original comment made it to my e-mail so I just messaged you on the forum. Short answer is that I haven't had any luck getting it to rotate so I haven't bothered to work on it yet. Still trying to figure out what causes it to crash when it tries to rotate.

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commented Jun 22, 2014

Ooh, @acidia, your work looks really sweet!

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commented Jun 22, 2014

I've yet to see Acidia work that wasn't worth merging.

(That's not a request. ;-) )

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commented Jul 1, 2014

Ok, getting moved to alpha tomorrow if I don't have to stay late with work. I have the three npcs from the forum in and I've been looking at the npc teleportation problems. The issue was simply that the map was loading the npcs before it was loading the map tiles they were standing on... so it would just drop them at the maximum extent of your vision in a random open square, extremely simple. The drawback is that since map tiles are loaded in chunks, your are going to be able to potentially have an npc spawn like one mapx/y in from your vision maximum... which is at most 12 tiles... but that is worse case. It isn't noticeable either way since all the npcs are inside the building and can't be seen nearly that far away.

I didn't realize that rotation only worked when YOU teleported in on them instead of walking up... hopefully that is a simply fix.

@acidia acidia changed the title [TEST] Refugee Center w/ NPCs and Factions [ALPHA] Refugee Center w/ NPCs and Factions Jul 2, 2014

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commented Jul 2, 2014

Sorry, everything below 'Added Community NPCs' is fighting to pull all the updates to the main branch... they decided to re-format the code and did a few updates to the same files I was working on.

acidia added some commits Jul 3, 2014

Rotating npcs even if they aren't in active_npc
Worked perfectly, radius needs to be + 3 to account for diagonal approaches.

@acidia acidia changed the title [ALPHA] Refugee Center w/ NPCs and Factions [DONE] Refugee Center w/ NPCs and Factions Jul 3, 2014

@acidia acidia changed the title [DONE] Refugee Center w/ NPCs and Factions [DONE?] Refugee Center w/ NPCs and Factions Jul 3, 2014

@acidia acidia changed the title [DONE?] Refugee Center w/ NPCs and Factions [DONE] Refugee Center w/ NPCs and Factions Jul 3, 2014

@kevingranade kevingranade merged commit 811d63c into CleverRaven:master Jul 4, 2014

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