CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Light sources inside pockets should not work #49188

Closed Igryn closed 3 years ago

Igryn commented 3 years ago

Is your feature request related to a problem? Please describe.

Currently light sources like flashlights can shine through your pockets, providing 100% of intended light.

Describe the solution you'd like

Pockets/bags containing working light source should block passing of light, unless translucent.

Describe alternatives you've considered

Make light sources prive light only when held or piece of clothing you are wearing. Making lamps and flashlights into pieces of clothing which restrict using both hands similarly to a swag bag, to simulate holding it in your other hand.

Additional context

This should provide more realism and make equipment like headlamps and light amp goggles more viable.

anothersimulacrum commented 3 years ago

The problem with this is that your character can only hold one thing at a time, and I think this is a better state than it would be otherwise until a character can hold multiple things.

Igryn commented 3 years ago

The problem with this is that your character can only hold one thing at a time, and I think this is a better state than it would be otherwise until a character can hold multiple things.

I might be wrong, but i think that holding multiple things is not intended according to project leaders. Simplest and best solution, i think, is to make them emit light only when dropped on a tile, held and/or worn in your palm like said swag bag, so they occupy your second grasping limb in that way.

Theawesomeboophis commented 3 years ago

Nevermind, just tested IRL, it shouldn't show any light at all in a pocket.

Maleclypse commented 3 years ago

The problem with this is that your character can only hold one thing at a time, and I think this is a better state than it would be otherwise until a character can hold multiple things.

I might be wrong, but i think that holding multiple things is not intended according to project leaders. Simplest and best solution, i think, is to make them emit light only when dropped on a tile, held and/or worn in your palm like said swag bag, so they occupy your second grasping limb in that way.

anothersimulacrum is on the dev team and I've seen several conversations where this state has been agreed to be acceptable until two independent hands exist and we can differentiate between two handed weapons and a one handed weapon with a flashlight in the other hand.

eltank commented 3 years ago

Given that wearable lights (headlamps / mining helmets) are extremely easy to craft or loot and don't impact the character's fighting ability at all, I don't see why we would need to break realism in order to allow flashlights stored in a backpack or jacket pocket to shine through. Not to mention the fact that taking 3 turns to activate a flashlight from inventory in the middle of combat could result in injury/death (e.g. due to a shady brute). I don't think I've played a single run of CDDA in which I didn't have a headlamp (normal / survivor / atomic / CBM variants) permanently equipped. Even if dual-wielding a weapon and a flashlight were possible, I would choose not to do that if it impairs combat ability (which it should).

Edit: The exception to this is low-level light sources such as phones and reading lamps used to enable crafting or vehicle work at night. Those are not worn items. If we make inventory items not light up map tiles, then we'd need to change the crafting / vehicle code to also check for active light sources in inventory. That might be seen as an exploit since you could work on your car without any zombies seeing you, but AFAICT the LED Tattoo CBM already lets you do that, as does crouching inside the vehicle. Alternatively, without changing the crafting/vehicle code players could just drop the active weak light source on the ground before starting work.

Edit2: Having said all that, I'm also fine with leaving things as they are. It doesn't really bother me since my characters don't carry active flashlights, so I'm not likely to be motivated enough to create a PR to fix this issue. I see it as a low-priority bug, a minor nuisance.

KittyTac commented 3 years ago

I think it represents carrying the flashlight in your off-hand. I'm fine with this until an off-hand is implemented.

stale[bot] commented 3 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

anothersimulacrum commented 3 years ago

Duplicate of #16461