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Capping shakes effect #51250
Capping shakes effect #51250
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merge from origin fork
…point multiple times. Adjust wall support value to be more supportive for higher up floors. Make stairs up support roofs because the connected downstairs is the roof being supported.
Co-authored-by: Anton Burmistrov <Night_Pryanik@mail.ru>
…thdrawal has gone away.
Ping: @Venera3 - any comment? I can see capping it to no more than the withdrawal period - provided the withdrawal period is a realistic length for the addiction in question; uncertain if it is. |
Yeah, I agree with that. This change is just to resolve a confusion point that is brought up in many tickets - a player's withdrawal tag is gone but their shakes effect persists for a over a month afterward. The default heroin addict start puts you at 40 intensity addiction, with 6 hours per addiction point decrement - so less than 2 weeks to be cured of the addiction, but the shakes for that will last a month, with RNG's blessing/curse. |
It should (at least now) be possible to have the shakes automatically terminate once the character has finished withdrawing. @Ramza13? NOTE: This will require having a different shakes effect (even if named the same, with a different id) so that the shakes can be induced from something else. |
Addictions could use a realism pass in general (not it.), but this closes a weird random fail state that's not intuitive for the player. |
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If I understand correctly this will limit shakes to lasting 2 hours past when the withdrawal effect is gone from the character? If so I think this makes sense at least until if/when withdrawals are moved to the eoc system. I think most of the hardcoded_effects.cpp could be moved to EOC but I'm probably not the brave soul to undertake that.
@I-am-Erk @Maleclypse Is there something else that I need to do for this PR to be committed, or should it be closed/cancelled? |
Sorry there are very few people with merge rights on the team and currently even easy changes are often taking weeks to get merged. Mostly due to random failures in our test suite that they are trying to track down. We appreciate if you are able to be patient with them. A note, we have roughly a hundred people or more a month who are contributing PRs and three active mergers. They have been merging fifty of more PRs each week and we can’t get below 150 active PRs for a full day. |
Ah ok. Yeah I noticed that the PR count goes back up pretty quickly after it dips a bit. I get how time consuming it is to do PR reviews with any thoroughness, I was just wondering if there was something else that I needed to do. Thanks for the update! |
…es after withdrawal is gone
…es after withdrawal is gone
Summary
Bugfixes "Capping shakes duration to prevent month-long shakes after withdrawal is gone"
Purpose of change
Currently the shakes effect is uncapped and leads to people starting with addictions having the shakes effect last for a month if not longer - after their withdrawal is done with. This change caps the shakes effect to 2 hours so that it goes away pretty quickly after the withdrawal effect is gone.
I picked 2 hours because 1 hour, while good, cuts close to the max initial duration of speed with high intensity (in * 2_minutes).
Describe the solution
Set a max_duration of 7200 for the shakes effect. Also set a dur_add_perc of 30%, so that it takes more than one or two triggers to hit max duration.
Describe alternatives you've considered
Add coding to the addictions.cpp to put the cap there. The JSON change is simpler and doesn't seem to have a noticeable effect on other conditions that trigger the shakes effect. The closest problem I saw is for Jittery + stim, but that has a max duration of 30_minutes + 1_turns * stim, so a 2 hour limit should allow for really high stim + jittery shakes.
Testing
Created a new character and verified that the shakes duration for the character does not go over 7200.
Additional context
Issue reported in:
#50554
#48520
#51063
#48171