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Sane-ify in-vehicle movement size checks #74004
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fc043af
Common Creature::can_move_to_vehicle_tile definition
RenechCDDA c7f5a66
Fix most of the movement logic
RenechCDDA d80e015
Remove duplicate cramped space code in effects processing
RenechCDDA 3fe03b5
Use midpoints of size classes
RenechCDDA 4c338ae
Zombies try to bash through cargo
RenechCDDA d790b9b
Use an overload so we can stop passing dummy values
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Am I reading this right? If the creature's volume is less than a third over the free cargo space and isn't a monster, snake, blob or fish-type then it's cramped? Shouldn't the check be for if the creature's volume greater than a third over free cargo space?
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Reading it right, interpreting it wrong. If the critter is greater than the free cargo size, it can't move into this tile in the first place - we return false earlier in the function. https://github.com/CleverRaven/Cataclysm-DDA/pull/74004/files#diff-5a026da090b6664f91c5f3bc4a9d0844cff966ef6fa5785d258b3aa47b370a2cR253
But yeah this logic is confusing, and part of the reason why I wanted to get rid of the huge block of volume comparisons shown.
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Ah, yeah, point. I was so focused on chasing down what was setting cramped to true I failed to remember what the whole function was about.
That said, I'm reasonably sure this particular check is the culprit when it comes to #74068 since commenting out
cramped = true;
and recompiling prevents the behavior reported there from occurring.There was a problem hiding this comment.
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Yes, the equation should be
free_cargo * 0.75 < critter_volume
instead,thus we set cramped when
free_cargo * 0.75 < critter_volume && critter_volume <= free_cargo
I'm already working on it tonight, this whole thing is still a mess.
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Just tested
critter_volume * 0.75 < free_cargo && critter_volume <= free_cargo
and it's still setting cramped to true.