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Bark (inherit upgrades & fix missability) #73944

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May 21, 2024
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16 changes: 10 additions & 6 deletions data/json/mutations/mutations.json
Original file line number Diff line number Diff line change
Expand Up @@ -3330,6 +3330,7 @@
{
"type": "mutation",
"id": "BARK",
"flags": [ "BARKY" ],
"name": { "str": "Protective Bark" },
"points": 5,
"visibility": 10,
Expand All @@ -3344,6 +3345,7 @@
{
"type": "mutation",
"id": "BARK2_a",
"flags": [ "BARKY" ],
"name": { "str": "Shifting Bark (Distributed)" },
"points": 6,
"visibility": 10,
Expand All @@ -3366,6 +3368,7 @@
{
"type": "mutation",
"id": "BARK2_b",
"flags": [ "BARKY" ],
"name": { "str": "Shifting Bark (Consolidated)" },
"points": 6,
"visibility": 10,
Expand All @@ -3386,6 +3389,7 @@
{
"type": "mutation",
"id": "BARK2_c",
"flags": [ "BARKY" ],
"name": { "str": "Shifting Bark (Latticed)" },
"points": 6,
"visibility": 10,
Expand Down Expand Up @@ -3424,7 +3428,7 @@
"ugliness": 3,
"description": "All the hair on your body has turned to long, grass-like leaves. Apart from being physically striking, these provide you with a minor amount of nutrients while in sunlight when your head is uncovered. Slightly reduces wet effects.",
"types": [ "HAIR" ],
"prereqs": [ "PLANTSKIN", "BARK" ],
"prereqs": [ "PLANTSKIN", "BARK", "BARK2_a", "BARK2_b", "BARK2_c" ],
"changes_to": [ "LEAVES2" ],
"category": [ "PLANT", "ELFA" ],
"wet_protection": [ { "part": "head", "ignored": 1 } ]
Expand Down Expand Up @@ -3470,7 +3474,7 @@
"visibility": 0,
"ugliness": 0,
"description": "You body has begun moving nutrients via the evaporation of water. This increases your thirst when it's hot, but reduces it when it's cold.",
"prereqs": [ "PLANTSKIN", "BARK" ],
"prereqs": [ "PLANTSKIN", "BARK", "BARK2_a", "BARK2_b", "BARK2_c" ],
"prereqs2": [ "LEAVES" ],
"threshreq": [ "THRESH_PLANT" ],
"category": [ "PLANT" ]
Expand All @@ -3483,7 +3487,7 @@
"visibility": 10,
"ugliness": -4,
"description": "You've started blooming where your scalp used to be. Your blossoms have a pleasant aroma, are visually striking, and are quite sensitive.",
"prereqs": [ "PLANTSKIN", "BARK" ],
"prereqs": [ "PLANTSKIN", "BARK", "BARK2_a", "BARK2_b", "BARK2_c" ],
"prereqs2": [ "HAIRROOTS" ],
"types": [ "SCENT" ],
"threshreq": [ "THRESH_PLANT", "THRESH_ELFA" ],
Expand Down Expand Up @@ -7497,7 +7501,7 @@
"ugliness": 5,
"description": "You have developed several vines sprouting from your shoulder area. They're bulky, and get in the way.",
"types": [ "WINGS" ],
"prereqs": [ "PLANTSKIN", "BARK" ],
"prereqs": [ "PLANTSKIN", "BARK", "BARK2_a", "BARK2_b", "BARK2_c" ],
"changes_to": [ "VINES2" ],
"category": [ "PLANT" ],
"encumbrance_always": [ [ "torso", 10 ] ]
Expand All @@ -7511,7 +7515,7 @@
"ugliness": 5,
"description": "You've developed the ability to control your vines; they make good lashes. You can even rappel down sheer drops using them, but disconnecting HURTS.",
"types": [ "WINGS" ],
"prereqs": [ "PLANTSKIN", "BARK" ],
"prereqs": [ "PLANTSKIN", "BARK", "BARK2_a", "BARK2_b", "BARK2_c" ],
"prereqs2": [ "VINES1" ],
"changes_to": [ "VINES3" ],
"category": [ "PLANT" ],
Expand All @@ -7534,7 +7538,7 @@
"ugliness": 6,
"description": "You have full control of your vines, and can grow new ones and detach old ones more or less at will.",
"types": [ "WINGS" ],
"prereqs": [ "PLANTSKIN", "BARK" ],
"prereqs": [ "PLANTSKIN", "BARK", "BARK2_a", "BARK2_b", "BARK2_c" ],
"prereqs2": [ "VINES2" ],
"threshreq": [ "THRESH_PLANT" ],
"category": [ "PLANT" ],
Expand Down
1 change: 1 addition & 0 deletions doc/JSON_FLAGS.md
Original file line number Diff line number Diff line change
Expand Up @@ -334,6 +334,7 @@ Character flags can be `trait_id`, `json_flag_id` or `flag_id`. Some of these a
- ```ACID_IMMUNE``` You are immune to acid damage.
- ```ALARMCLOCK``` You always can set alarms.
- ```ALBINO``` Cause you to have painful sunburns.
- ```BARKY``` Makes you considered to be made of bark for the purposes of making blistering harder.
- ```BASH_IMMUNE``` You are immune to bashing damage.
- ```BG_OTHER_SURVIVORS_STORY``` Given to NPC when it has other survival story.
- ```BG_SURVIVAL_STORY``` Given to NPC when it has a survival story.
Expand Down
4 changes: 2 additions & 2 deletions src/character_body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -90,6 +90,7 @@ static const efftype_id effect_wet( "wet" );

static const itype_id itype_rm13_armor_on( "rm13_armor_on" );

static const json_character_flag json_flag_BARKY( "BARKY" );
static const json_character_flag json_flag_COLDBLOOD( "COLDBLOOD" );
static const json_character_flag json_flag_COLDBLOOD2( "COLDBLOOD2" );
static const json_character_flag json_flag_COLDBLOOD3( "COLDBLOOD3" );
Expand All @@ -101,7 +102,6 @@ static const json_character_flag json_flag_LIMB_LOWER( "LIMB_LOWER" );
static const json_character_flag json_flag_NO_THIRST( "NO_THIRST" );
static const json_character_flag json_flag_PAIN_IMMUNE( "PAIN_IMMUNE" );

static const trait_id trait_BARK( "BARK" );
static const trait_id trait_CHITIN_FUR( "CHITIN_FUR" );
static const trait_id trait_CHITIN_FUR2( "CHITIN_FUR2" );
static const trait_id trait_CHITIN_FUR3( "CHITIN_FUR3" );
Expand Down Expand Up @@ -458,7 +458,7 @@ void Character::update_bodytemp()
int bp_windpower = get_local_windpower( weather_man.windspeed + vehwindspeed, cur_om_ter,
get_location(), weather_man.winddirection, sheltered );
// Let's cache this not to check it for every bodyparts
const bool has_bark = has_trait( trait_BARK );
const bool has_bark = has_flag( json_flag_BARKY );
const bool has_sleep = has_effect( effect_sleep );
const bool has_sleep_state = has_sleep || in_sleep_state();
const bool heat_immune = has_flag( json_flag_HEAT_IMMUNE );
Expand Down
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