Skip to content

Conversation

@Consoleable
Copy link
Contributor

@Consoleable Consoleable commented Nov 9, 2025

Summary

Content "Skylights break when stepped on"

Purpose of change

I saw that the skylight JSON had a todo about this

Describe the solution

added function in creature.cpp and creature.h, as well as a terrain tag to mapdata, and the associated tag in skylight.
Now anyone can make breakable terrain by adding the fragile tag to terrain json and using the appropriate bash values.

Describe alternatives you've considered

TBD

Testing

TODO

  • monsters of human weight break skylights when stepping on them
  • players of average weight break skylights when stepping on them
  • npcs break skylights when stepping on them
  • players who are prone do less damage to fragile terrain
  • intelligent monsters have a chance to avoid obvious fragile terrain
  • npcs avoid obviously fragile terrain unless they have no option
  • npcs forced to walk on fragile terrain do so prone Not planned
  • add thin ice that can collapse, to be added in mapgen in later PR
  • make vehicles damage fragile terrain based on vehicle weight and number of wheels
  • add pit traps
  • make friendly npcs avoid walking on player placed pit traps
  • player warnings for fragile tiles that are transparent or player made
  • fix smashing terrain objects results in incorrect terrain underneath #83653 otherwise it won't work
  • fix Digging out pits no longer makes a dirt terrain at the bottom #83781 because reasons
image image image

Additional context

``

added fragile flag to skylight
added code in monmove.cpp to make weight/10 in kg apply bash to skylights when moving on them
changed the check falling to be a creature function and added defs
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON [C++] Changes (can be) made in C++. Previously named `Code` Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. labels Nov 9, 2025
-made movement modes of characters from json affect bash -damage dealt to fragile terrain
-relinted jsons
-ran astyle
@github-actions github-actions bot added Monsters Monsters both friendly and unfriendly. astyled astyled PR, label is assigned by github actions labels Nov 10, 2025
@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Nov 10, 2025
Copy link
Contributor

@ehughsbaird ehughsbaird left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I know this is a draft, but you can delete commented out code. It remains in the git history if you need it.

change move mode modifier to a multiplier
delete commented code
@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Nov 11, 2025
prone is less generous
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Nov 11, 2025
@github-actions github-actions bot removed astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Nov 11, 2025
added vehicle icebreaking
added ice terrain(doesnt spawn anywhere yet, debug only for now)
prevent creatures from breaking fragile tiles when on vehicle
@github-actions github-actions bot added Vehicles Vehicles, parts, mechanics & interactions astyled astyled PR, label is assigned by github actions and removed json-styled JSON lint passed, label assigned by github actions labels Nov 12, 2025
relint terrain-roofs
add avoidance of fragile ice and glass floors to npcs and smart monsters
@github-actions github-actions bot added NPC / Factions NPCs, AI, Speech, Factions, Ownership json-styled JSON lint passed, label assigned by github actions labels Nov 14, 2025
added flags for pit traps and covered traps
added ally npc and monster ai for fragile terrain
updated covered pits to use physics for boards, works with creature ai
add numeric_bound_reader to prevent negative
fix ice description and relint
add helper functio/json construction precondition that requires orthogonal terrain or furniture
add helper functio/json construction precondition that requires opposing supports below, for bridging gaps
made lakes and ocean water channelable
added ability to place planks across opposing floors
@github-actions github-actions bot added Crafting / Construction / Recipes Includes: Uncrafting / Disassembling BasicBuildPassed This PR builds correctly, label assigned by github actions labels Nov 14, 2025
new covers json for related pit/gap covers
new construction group for pit traps
add logic lists for orth_requirement
add grass gap cover
@github-actions github-actions bot added the <Bugfix> This is a fix for a bug (or closes open issue) label Nov 15, 2025
@Blueflowerss
Copy link
Contributor

Blueflowerss commented Nov 15, 2025

If moving onto the fragile terrain would cause it to collapse, the player should get a query about wanting to proceed.

@Consoleable
Copy link
Contributor Author

If moving onto the fragile terrain would cause it to collapse, the player should get a query about wanting to proceed.

yeah it's on my list, thought it was on the list here, i'll add it

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Monsters Monsters both friendly and unfriendly. NPC / Factions NPCs, AI, Speech, Factions, Ownership Vehicles Vehicles, parts, mechanics & interactions

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Digging out pits no longer makes a dirt terrain at the bottom smashing terrain objects results in incorrect terrain underneath

3 participants