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refactor: further remove reference to faction camp (cataclysmbnteam#5147
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* refactor: further erase reference to faction camp

* docs: remove obsolete flags

* refactor: remove unused script
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scarf005 authored Aug 4, 2024
1 parent 071a8f9 commit 83efd76
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Showing 5 changed files with 1 addition and 149 deletions.
1 change: 0 additions & 1 deletion doc/src/content/docs/en/mod/json/guides/map/mapgen.md
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Expand Up @@ -750,5 +750,4 @@ Not covered in this document:
- Advanced terrain tricks for complex floor options.
- traps, terrain and you.
- update_mapgen (NPC and player triggered map updates).
- faction camp expansion maps.
- field emitting furniture.
3 changes: 0 additions & 3 deletions doc/src/content/docs/en/mod/json/reference/creatures/npcs.md
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Expand Up @@ -600,9 +600,6 @@ effects should be arranged in a list and are processed in the order listed.
| -------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `assign_guard` | Makes the NPC into a guard. If allied and at a camp, they will be assigned to that camp. |
| `stop_guard` | Releases the NPC from their guard duty (also see `assign_guard`). Friendly NPCs will return to following. |
| `start_camp` | The NPC will start a faction camp with the player. |
| `recover_camp` | Makes the NPC the overseer of an existing camp that doesn't have an overseer. |
| `remove_overseer` | Makes the NPC stop being an overseer, abandoning the faction camp. |
| `wake_up` | Wakes up sleeping, but not sedated, NPCs. |
| `reveal_stats` | Reveals the NPC's stats, based on the player's skill at assessing them. |
| `end_conversation` | Ends the conversation and makes the NPC ignore you from now on. |
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1 change: 0 additions & 1 deletion doc/src/content/docs/en/mod/json/reference/json_flags.md
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Expand Up @@ -641,7 +641,6 @@ List of known flags, used in both `terrain.json` and `furniture.json`.
- `autoclave_full` Check on the progress of the cycle, and collect sterile CBM once cycle is
completed.
- `bars` Take advantage of AMORPHOUS and slip through the bars.
- `bulletin_board` Use this to arrange tasks for your faction camp.
- `cardreader` Use the cardreader with a valid card, or attempt to hack.
- `chainfence` Hop over the chain fence.
- `controls_gate` Controls the attached gate.
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11 changes: 1 addition & 10 deletions src/faction.cpp
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Expand Up @@ -619,8 +619,7 @@ void faction_manager::display() const
ui.mark_resize();

enum class tab_mode : int {
TAB_MYFACTION = 0,
TAB_FOLLOWERS,
TAB_FOLLOWERS = 0,
TAB_OTHERFACTIONS,
NUM_TABS,
FIRST_TAB = 0,
Expand Down Expand Up @@ -655,7 +654,6 @@ void faction_manager::display() const
}

const std::vector<std::pair<tab_mode, std::string>> tabs = {
{ tab_mode::TAB_MYFACTION, _( "YOUR FACTION" ) },
{ tab_mode::TAB_FOLLOWERS, _( "YOUR FOLLOWERS" ) },
{ tab_mode::TAB_OTHERFACTIONS, _( "OTHER FACTIONS" ) },
};
Expand All @@ -671,11 +669,6 @@ void faction_manager::display() const
const size_t top_of_page = entries_per_page * ( selection / entries_per_page );

switch( tab ) {
case tab_mode::TAB_MYFACTION: {
const std::string no_camp = _( "You have no camps" );
mvwprintz( w_missions, point( 31, 4 ), c_light_red, no_camp );
}
break;
case tab_mode::TAB_FOLLOWERS: {
const std::string no_ally = _( "You have no followers" );
if( !followers.empty() ) {
Expand Down Expand Up @@ -760,8 +753,6 @@ void faction_manager::display() const
guy = followers[selection];
}
active_vec_size = followers.size();
} else if( tab == tab_mode::TAB_MYFACTION ) {
active_vec_size = 0;
} else if( tab == tab_mode::TAB_OTHERFACTIONS ) {
if( selection < valfac.size() ) {
cur_fac = valfac[selection];
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134 changes: 0 additions & 134 deletions tools/update_blueprint_needs.py

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