Comments (10)
I have to get working on a project right now, but if no one is working on this currently I just read over the thread and would be interested in implementing it. (I'll submit the pull request when I'm done with my OS threading assignment)
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You have been assigned :) btw you don't >need< to submit a pull request before you have some code to show, do it whenever
EDIT:
I don't think i have the necessary permissions to add you as a contributor on github (can't find it atleast) so i can't click you as assigned, but no matter, just go for it!
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So... I finished rewriting the Storage Organelle class to be generalized and robust, as well as implementing bandwidth and variant compound sizes (everything is set to size 1 for now), and was about to edit the Microbe class to handle these changes when I noticed that the fundamental way that microbes absorbed compounds was defined in the engine... so since I'm going to be modifying agent.cpp ANYWAYS, should I merge this issue with the "rename agents to compounds" issue and just do that while I'm at it? It is making this in to quite a bit more refactoring than I originally anticipated but I'm already halfway there...
Edit: That is to say, the microbe used to call "setCanAbsorbAgent" when a vacuole was added, but since things are now 'generalized storage' that variable is deprecated and 'agent' absorption needs to be changed to reflect that.
ugh, scratch that. I'll split it into two things. I'll just make the microbe call setCanAbsorb for all 3 compound types manually when initialized and let someone else refactor and/or refactor it myself later.
from thrive.
You shouldn't worry about other issues being worked on, unless you would be doing huge restructuring. Just update the cpp/h files to match your new structure.
defined in the engine
We don't actually define everything in C++ to be the 'engine' part, but rather just implement things in the language where it makes more sense, a lot of the lua code should eventually be migrated to C++, but while it's new and experimental there's an advantage to keeping it in lua.
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This will be finally fixed in #91
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Everything has been fixed except for the empty hex storage, since we currently don't have empty hexes. This should follow from #115.
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Technically this doesn't require 115 in any way -- we just make a new "cytoplasm" organelle, and modify the organelle-placement-checks in microbe_editor.lua to remove cytoplasm before placing the new organelle.
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True, however I'm not a fan of throwing work at it for an organelle type that will be removed in the not-too-distant future
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Thinking on this again it hits me that an empty cytoplasm organelle would probably be the cleanest way to handle this internally, regardless what it looks like to the player. Since I forgot to ask before, why would an invisible-to-player cytoplasm organelle be removed in the not-too-distant future?
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replaced by the more relevant #291
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Related Issues (20)
- Check that used engulfing capacity works correctly (in colonies)
- Easter Egg spawning causes warning (investigate, maybe only engulf now causes warnings)
- ATP bar no longer stays properly full instead it flickers near the top
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- Add check for native library initialization about required CPU features like AVX
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- Reimplement custom drag system for microbes if desired
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- Fix the root cause behind "Entity is stuck inside a dead engulfer"
- Auto-evo exploring tool worlds after the first now don't display the map
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