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Full Butchery using a Steel Boom #40386

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JovialEvil opened this issue May 9, 2020 · 3 comments
Closed

Full Butchery using a Steel Boom #40386

JovialEvil opened this issue May 9, 2020 · 3 comments

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@JovialEvil
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Trying to use a Vehicle Mounted Steel Boom as a part for the action of Full Butchery.

  1. Set up Leather Tarp and Table, and have Long Rope in your inventory with Butchery Tool.
  2. Have a Carcass that requires an object to suspend or hoist it from with the Long Rope to perform the Full Butchery Action.
  3. Try to use a Vehicle Mounted Steel Boom as the object to suspend or Hoist the Carcass.
  4. Game responds with, "You need to suspend this corpse to butcher it. while you have a rope to lift the corpse, there is no tree to hang it from."

Expected behavior

I expected the Vehicle Mounted Steel Boom to be able to suspend or Hoist a Carcass into the air with the Long Rope for Full Butchery.

Screenshots

unknown

Versions and configuration

May 5th Experimental on Windows 8

@ZhilkinSerg
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Was it working in any of previous versions?

@cirops
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cirops commented May 9, 2020

I believe he wants this as a feature, which doesn't currently exist in the game, basically making a crane work like current hanging meathook, but for vehicles.

As food for thought, if this were to be added, considering hanging meathooks hang from the roof, which in the game kind of assume a lot of load capacity, a vehicle crane would need to make the same calculations it does for "lifting qualities", but for the corpse. (e.g, butchering a shoggoth (bad example, shoggoths don't leave corpses, so say a cow) with a bicycle-mounted crane sounds fun but implausible). Which means the lifting calculations would have to be done on an item basis, as opposed to vehicle basis (though I have no idea how it currently works and if it is straightforward to port).

Just as an exercise in code-diving, I believe in activity_handlers.cpp:591

    bool b_rack_present = false;
    for( const tripoint &pt : g->m.points_in_radius( u.pos(), 2 ) ) {
        if( g->m.has_flag_furn( flag_BUTCHER_EQ, pt ) ) {
            b_rack_present = true;
        }
    }

this would have to consider the vehicle-mounted crane as having flag_BUTCHER_EQ, which would mean any crane would do, no matter the load capacity of the source vehicle. To allow for this load capacity consideration, it would have to be something like:

    bool b_rack_present = false;
    for( const tripoint &pt : g->m.points_in_radius( u.pos(), 2 ) ) {
        if( g->m.has_flag_furn( flag_BUTCHER_EQ, pt ) || crane_is_around_which_supports_corpse(pt)) {
            b_rack_present = true;
        }
    }

... and crane_is_around_which_supports_corpse(pt) is what cool devs would have to implement.

Hope I helped.

@wapcaplet
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This appears to be addressed by #40400

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