Police patrol improvement#5809
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If we aim to do one last "bug fix release" then this would be merged after that. So far, there's just been one bug fix merged since the 3.14 release. |
sturnclaw
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Thank you for tackling this issue! I have a few concerns / changes regarding the comms messages presented to the player, but overall I think this is a very useful change.
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| if ship:DistanceTo(patrol[i]) <= 4000000 then | ||
| Comms.ImportantMessage(string.interp(l_ui_core.X_CANNOT_BE_TOLERATED_HERE, { crime = l_ui_core.PIRACY }, patrol[i].label)) | ||
| if ship:DistanceTo(patrol[i]) <= lawEnforcedRange then | ||
| Comms.ImportantMessage(string.interp(l_ui_core.X_CANNOT_BE_TOLERATED_HERE, { crime = l_ui_core.UNLAWFUL_WEAPONS_DISCHARGE }, patrol[i].label)) |
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Note for future reference that string.interp(l.SOME_STRING, { crime = ... }) is also available via a custom operator as l.SOME_STRING % { crime = ... }. You don't need to amend this PR to prefer the use of either one however.
sturnclaw
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The updated code looks good to me! Provisionally approved pending playtesting from myself or another contributor.
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Not entirely perfect. But an improvement.
Fixes #5603
It does not solve the police apathy problem described in #5202