feat(balance): allow pulping zombify_into
corpses
#4228
Merged
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Purpose of change
This change aims to make it so you can pulp dead feral humans to keep them from reviving like you would with regular zombies, instead of the only option being to butcher them (or wait for them to revive, kill their zombie form, them pulp that).
WIP because I'm out and about on laptop currently, will test then mark as ready when I get home.
Describe the solution
activity_handlers::pulp_do_turn
treats coprses withzombify_into
as valid to pulp.cata_tiles::draw_zombie_revival_indicators
to also check for unpulped monsters withzombify_into
set for the sake of displaying the "stuff that should be pulped" indicator. Nested in a check for is_corpse to avoid potential access violation shenanigans I encountered during initial testing.smash
considers corpses that havezombify_into
valid to pulp.item::color_in_inventory
so that corpses withzombify_into
show as yellow, just as ones withREVIVES
do, and set it so the corpse being pulped reliably invalidates this.item::process_corpse
so the part that handleszombify_into
also checks that the corpse isn't pulped before changing monster type.map::smash_items
can correctly spot corpses withzombify_into
for smashing.Describe alternatives you've considered
screm
Testing
Started with a benchmark test in my playthrough build by debug-killing a bunch of feral humans, changing time forward 5 days, then waiting 5 minutes. As expected, they soon all converted into un-revived zombie corpses and started to get back up.
Screenshots:
Additional context
I'm 90% certain DDA does this too but dunno what PR it is nor if there's any difference in how they do it.
Checklist