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Remove ghc/filesystem polyfill now that we are on C++17 #79092

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merged 4 commits into from
Jan 13, 2025

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moxian
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@moxian moxian commented Jan 12, 2025

Summary

Infrastructure "Remove ghc/filesystem polyfill"

Purpose of change

The ghc filesystem polyfill was introduced in #50624 back when we didn't have C++17.
Our min supported C++ version is C++17 now, so we can afford to remove it.

Fewer dependencies = good.

Describe the solution

Replace ghc/fs_std_fwd.hpp includes with includes of <filesystem>
Replace the fs::symbol occurences with std::filesystem::symbol
Remove the src/third-party/ghc dir
Check for ghc occurences in other places (LICENSE, clang-tidy) and remove those if applicable.

Describe alternatives you've considered

N/A

Testing

Game and tests compile and run.

CI should pass if I done everything right. (Hopefully android build isn't going to yell at me)

Additional context

@github-actions github-actions bot added Info / User Interface Game - player communication, menus, etc. Translation I18n Map / Mapgen Overmap, Mapgen, Map extras, Map display Code: Tests Measurement, self-control, statistics, balancing. [C++] Changes (can be) made in C++. Previously named `Code` Monsters Monsters both friendly and unfriendly. Character / World Generation Issues and enhancements concerning stages of creating a character or a world Items: Containers Things that hold other things Code: Tooling Tooling that is not part of the main game but is part of the repo. labels Jan 12, 2025
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Auto-requesting reviews from non-collaborators: @jbytheway

@github-actions github-actions bot added Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style json-styled JSON lint passed, label assigned by github actions labels Jan 12, 2025
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Remaining comments which cannot be posted as a review comment to avoid GitHub Rate Limit

[JSON & C++ formatters](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/DEVELOPER_TOOLING.md)

[JSON & C++ formatters] reported by reviewdog 🐶

explicit flexbuffer_cache( const std::filesystem::path &cache_directory, const std::filesystem::path &root_directory );


[JSON & C++ formatters] reported by reviewdog 🐶

static shared_flexbuffer parse( std::filesystem::path json_source_path, size_t offset = 0 ) noexcept( false );


[JSON & C++ formatters] reported by reviewdog 🐶

std::string tgz_archiver::_gen_tar_header( std::filesystem::path const &file_name, std::filesystem::path const &prefix,


[JSON & C++ formatters] reported by reviewdog 🐶

bool tgz_archiver::add_file( std::filesystem::path const &real_path, std::filesystem::path const &archived_path )


[JSON & C++ formatters] reported by reviewdog 🐶

std::string _gen_tar_header( std::filesystem::path const &file_name, std::filesystem::path const &prefix,


[JSON & C++ formatters] reported by reviewdog 🐶

data.open( std::filesystem::u8path( "slope_test_data_" + std::string( ( trigdist ? "trig_" : "square_" ) ) +
monster_type ) );


[JSON & C++ formatters] reported by reviewdog 🐶

static void call_fs_path_method( std::filesystem::path & ( std::filesystem::path::* method )( const char *const & ) )


[JSON & C++ formatters] reported by reviewdog 🐶

std::filesystem::path &( std::filesystem::path::* fn_op_assign_path )( const std::filesystem::path & ) = &std::filesystem::path::operator=;


[JSON & C++ formatters] reported by reviewdog 🐶

std::filesystem::path &( std::filesystem::path::* fn_op_assign_cstr )( const char *const & ) = &std::filesystem::path::operator=;


[JSON & C++ formatters] reported by reviewdog 🐶

std::filesystem::path &( std::filesystem::path::* fn_assign_cstr )( const char *const & ) = &std::filesystem::path::assign;


[JSON & C++ formatters] reported by reviewdog 🐶

static_cast<void>( static_cast<std::filesystem::path &( std::filesystem::path::* )( const char *const & )>
( &path_inherit::assign ) );


[JSON & C++ formatters] reported by reviewdog 🐶

static_cast<void>( static_cast<std::filesystem::path &( std::filesystem::path::* )( const char *const & )>
( &path_using::operator= ) );


[JSON & C++ formatters] reported by reviewdog 🐶

static_cast<void>( static_cast<std::filesystem::path &( std::filesystem::path::* )( const char *const & )>
( &path_using::assign ) );

@github-actions github-actions bot added the astyled astyled PR, label is assigned by github actions label Jan 12, 2025
@moxian
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moxian commented Jan 12, 2025

The clang-tidy error is real. I'll take a look in a bit...
The macos error is also real, but it might be better to fix in a separate PR.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jan 12, 2025
@moxian moxian marked this pull request as draft January 12, 2025 03:56
@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jan 12, 2025
@moxian moxian marked this pull request as ready for review January 12, 2025 21:02
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jan 13, 2025
@GuardianDll GuardianDll merged commit 077af7f into CleverRaven:master Jan 13, 2025
35 of 44 checks passed
@akrieger
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I kinda liked having ghc filesystem because I could trivially see the implementation of the various functions, but w/e.

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akrieger commented Jan 16, 2025

It would've been much cleaner to just do using fs = std::filesystem; everywhere which would preserve blame (and, selfishly, avoid rebase conflicts) better.

@moxian
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moxian commented Jan 16, 2025

I don't think carrying around using fs = std::filesystem; forever just to preserve blame is a good idea. That's just legacy cruft that would need to go away away one day anyway.
I do sympathize with rebase woes though, sorry about that!

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We do go out of our way to reduce line thrash. This is a bit pedantic of a situation but no one would've objected to keeping it around. Especially because std::filesystem:: is quite mouthy.

b3brodie added a commit to b3brodie/Cataclysm-DDA that referenced this pull request Jan 18, 2025
* Make storage unit pallete and array of objects

All of the other JSON in data/json is.

* Gun variants: Better common token & dupe checking

Require at least 3 letters for common tokens, with some explicit
exceptions. It might be worth going to 4 letters, but going to 3 cleaned
up some issues.

Also make the dupe check an actual error (resulting in test failure)
than just a silent one.

The guns caught by the dupe check are allowed as separate by the variant
criteria, but it may be being too lenient there and they should instead
be combined.

Fix the errors that surfaced.
- two guns had 16" and 20" barrels, name the longer one long-barreled
- Two revolvers (chiappa_rhino and colt_python) were named the same,
  name the python to indicate it looks like a old west revolver
- Name the BLR magazine with a common identifier to the the gun
- Give the FN57 an identifier (FN)
- Add pistol to BAD_IDENTIFIERS, so the USP identifier is detected

Both the FN57 and USP pistol were using "pistol" as the identifier.
The BLR was using "ing".

* Sort gun variant script valid identifier list

So it's stable and looks nicer.

* Remove some unused CBM snippets

* Reuse built clang-tidy plugin across the shards

* makes lit candle more distinct

* Update NPC.md

* Initial commit

* Fire action accounts for all kinds of shoulder straps

I've noticed only "adjustable strap" works with the fire action to drawn
weapon, and only with default format (hanging like backpack). Happens
that code checks for that specific item. Solution is to check for a flag
instead, and so works with all kinds of attachments

* initial commit

* A couple small C++20 fixes

* Add versioning to vcpkg setup

* make xedra translocators examinable in faction territory

* Set SDL_HINT_APP_NAME for tiles

See https://wiki.libsdl.org/SDL2/SDL_HINT_APP_NAME

* [Xedra Evolved] Add `fey_magick` magic type (CleverRaven#79113)

* Initial commit

* Add NO_SPELLCASTING to flags too

* Focus the default selection in popups

* [Magiclysm] Biomancy is disturbing (CleverRaven#79117)

* Initial commit

* Add pain effects to some spells

* Reduce amount of pain caused

* Fix scroll name

* Fix ClangBuildAnalyzer workflow

* [MoM] Fix Mind-sight goggles special vision sprite (CleverRaven#79119)

* Extended description window shows potential deconstruction and bash yields (CleverRaven#79107)

* Basic addition of deconstruction yields to extended description

* Deduplicate and add skill info

* Add bash yields replacing the Smashable tag

* Add the extended description keybind text to the look around window

* Less lazy formatting

* [Xedra Evolved] Increase mana cost on Arvore mana-using traits (CleverRaven#79096)

* Remove ghc/filesystem polyfill now that we are on C++17 (CleverRaven#79092)

* Remove ghc/filesystem shim now that we are on C++17

* fixies

* astyle

* teach clang-tidy about <filesystem>

* Battery compartment mod can use medium storage batteries (CleverRaven#79091)

* Update toolmod.json

* Lint

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* [MoM] Fix Leukocyte Accumulation class (CleverRaven#79123)

* Initial commit

* Add magic class

* remove const from distance_limit

* [Xedra Evolved] Fix treesung baselard recipe (CleverRaven#79131)

* Extract special vision descriptions for translation (CleverRaven#79108)

* Extract special vision descriptions for translation

* Add includes

* Add origin arguments

* Attempt to appease flake8

* Missed iterating an array

* Fix typo

* Our flake8 makes me want to commit war crimes

* Fix various flake8 errors

* Weekly Changelog 2025-01-06 to 2025-01-13 (CleverRaven#79127)

* Weekly Changelog 2025-01-06 to 2025-01-13

* Apply suggestions from code review

---------

Co-authored-by: David Seguin <davidseguin@live.ca>
Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com>

* {CR} Adds three new lore log snippets! (CleverRaven#79058)

* new lore log snippets (draft)

the lore log snippets are one of my favorite things to be featured in cataclysm, and I wanted to write some of my own!

* Update e_logs.json

* Add three new lore log snippets

* Update data/json/snippets/e_logs.json

Co-authored-by: Procyonae <45432782+Procyonae@users.noreply.github.com>

* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

Co-authored-by: Procyonae <45432782+Procyonae@users.noreply.github.com>

* lint changes

* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

* replace 3 spaces with 2 spaces

---------

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Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>
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* Weekly Changelog 2024-12-30 to 2025-01-06 (CleverRaven#78977)

* Weekly Changelog 2024-12-30 to 2025-01-06

* Apply suggestions from code review

---------

Co-authored-by: David Seguin <davidseguin@live.ca>
Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com>
Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* Fix Irradiant weapon attack

* Move refugee center start from isolationist to its own scenario (CleverRaven#79140)

* Change to start outside refugee center entrance

* Move refugee center start to its own option

* Starting on path by entrance

* use test monsters in shotgun tests (CleverRaven#79141)

* use test monsters

* Apply suggestions from code review

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* Don't try to GENERATE typed coordinates (CleverRaven#79137)

* Don't try to GENERATE typed coordinates

* Adjusted according to comments

* [MoM] Add null grenades (CleverRaven#79147)

* Initial commit

* Add expended grenades

* Add snippet

* Change id to avoid confusion with _null terrain etc

* Create user mods dir automatically. (CleverRaven#79057)

* mod manager

* Update src/mod_manager.cpp

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

---------

Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* [Magiclysm] Fix werewolf aura (CleverRaven#79151)

* Initial commit

* Fixes

* typified a-f

* [Magiclysm] Rename 'Introduction to the Divine' to 'The Limits of Magical Recovery' (CleverRaven#79153)

* Initial commit

* Itemgroup changes

* Update data/mods/Magiclysm/items/spellbooks.json

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* Aftershock: Genetech Mutation system or Genetically engineered Catgirls. (CleverRaven#79128)

* Aftershock Genetech

* Apply suggestions from code review

Co-authored-by: Marc <altairre.atsu@gmail.com>

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>
Co-authored-by: Marc <altairre.atsu@gmail.com>

* [Aftershock] Add human++ genemods (CleverRaven#79149)

* Add genemods

* Add hobbies

* Add Genemod: Beauty

* Fix errors

* Spelling

* [Aftershock] UICA Shuttle Bases (CleverRaven#79144)

* Add UICA Shuttlebases to the Exo-Planet

* Lint

* Add a Quartermaster NPC. They can be bribed to sell you UICA gear and supplies.

* Lint

* Add Lynx Explorer Vehicle, Quartermaster has less stuff to sell, Shuttlebase spawns ground vehicles

* Add Vehicle Repair group stub

* Bump up Bribe to $3000

* Rewrite some Quartermaster dialog

* Please test gods

* Test gods please, I beg

* Correct Shuttlebase to Shuttle Base

* [ Xedrea Evolved ] Gracken Legs first tier (CleverRaven#79122)

* Legs first tier

Update harvest_monster_hunter_gracken.json

* Apply suggestions from code review

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* Update data/mods/Xedra_Evolved/items/gracken_trait_improvements.json

---------

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Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* Sort docs into subfolders

* update paths to moved docs

* better name for LORE_FAQ doc, as suggested by Kevin (thanks!)

* [MoM] Concentrating on powers at higher Nether Attunement has a chance of backlash (CleverRaven#79163)

* Initial commit

* Check for backlash on concentration breaking too.

* Change backlash messages to not reference unleashing powers

* Nether Attunement vitamin at 15 or higher, not powers maintained at 15 or higher

* Spelling

* Temporary script to automate this

* Remove meaningless weight fields

* Fix compile error, remove unneeded string initialisation, correct translation, don't write required mutation string if we're about to overwrite it with incompatible bionics

* Update skyscraper_lab_modular.json

* monstergroups "name" -> "id" in /data/json

* Commit the script so out of repo + personal mods can use it

* monstergroups "name" -> "id" in /data/mods

* Update deserialisation

* Get annoyed at flake8

* Put the script in the wrong folder like a numpty

* Fix MSVC build with lld linker

* Add an ignorable error and legacy load

* flake8 is rood

* Change C++ ids called "name" to something better too

* Rename doc/COMPILING/ -> doc/c++/

* Remove string spawn item overloads (CleverRaven#79173)

* Remove evil overloads

* Deal with fallout

* Rename map:: get_global->get_abs, bub_from_abs->get_bub, omt_from_abs->get_omt (CleverRaven#79167)

* Renamed map:: getglobal->get_abs, bub_from_abs->get_bub, omt_from_abs->get_omt

* astyle

* [Magiclysm] Remove duplicate religious professions (CleverRaven#79162)

* Update professions.json

* Redirect Lost Faith to vanilla professions, add books

* Reformat item field?

* Update data/mods/Magiclysm/scenarios.json

* Add scenario EoC

* Remove debug message

* Kick tests

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* [ Xedra Evolved ] Fix Renfield Drops (CleverRaven#79166)

* typify game.h/cpp

* use typed point in android code

* Use sub_bodypart_str_id::NULL_ID() where appropriate

* Add attack_vector_id::NULL_ID()

* typify g - lightmap

* [MoM] Update and simplify Nether Attunement backlash EoC (CleverRaven#79175)

* More updates

* More edits

* Updating remaining effects

* Initial commit

* Initial commit

* Expand bodypart_str_id::NULL_ID() usage where appropriate

* Deal with /tests fallout

* Initial commit

* please clang

* Add CMake function do debug targets

* Add targets with dynamic linking

* Use VCPKG dynamic linking triplet

* Obey linter

* Apply review suggestions

* Fix Debug configuration linking with MSVS + LLD

* Fix zlib linking

* Prevent initialising an activity actor's type every turn it's active

* [MoM] Fix Research Facility having an oldlab underneath (CleverRaven#79191)

* Initial commit

* Implement suggestions from code review

* fix not being able to move items with charges with AIM (CleverRaven#79183)

* fix can move items with charges

* astyle

---------

Co-authored-by: marilynias <marilynias57+github@gmail.com>

* [Aftershock] Gene Clinics (CleverRaven#79197)

* Implement Gene Clinic variant 1

* Renovate Clinic to Add service room. Add Murder Bots and Moxies. Implement powered down gene editor

* Add most of the item spawn groups

* Add item groups, Monster Spawns, and Mapgen Nests

* Add trash to the ground in looted variant. Adjust spawn rates of looted vrs unlooted to 60-40 in the players favor

* Geneclinics also spawn without the Exo-Planet

* Remove redudant spawn of the larger genetech disposable group, low tier already spawns worker and combat rarely

* Mapgen now correctly murders plants when power is out

* String fixes for test gods

* Slime body can't hold cbms (CleverRaven#79086)

* [MoM] Switch mi-go psions to copy-from, giver the mindrender a power-based telepathic attack (CleverRaven#79199)

* Initial commit

* Kick tests

* [Aftershock] Ensure Outfitter always has at least one full EVA suit (CleverRaven#79218)

* Outfitter always has at least one full suit.

* Lint

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---------

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* Update fema_evacuee_1.json (CleverRaven#79203)

---------

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Maleclypse added a commit that referenced this pull request Jan 18, 2025
* adjust dreaming spell xp requirements

* remove old xp eoc

* Add max book learn value and use for dream magic type

* method definition fix

* add casting_xp_formula_id which calculates how much xp is gained per cast and add a simple use for dream magic

* add failure cost percent field

* dream spells use 10% mana on failure

* add failure_eocs field to magic_type

* add failure_exp_percent and make dream magic give full xp on failure

* astyle

* documentation

* Fix Conflict (#2)

* Make storage unit pallete and array of objects

All of the other JSON in data/json is.

* Gun variants: Better common token & dupe checking

Require at least 3 letters for common tokens, with some explicit
exceptions. It might be worth going to 4 letters, but going to 3 cleaned
up some issues.

Also make the dupe check an actual error (resulting in test failure)
than just a silent one.

The guns caught by the dupe check are allowed as separate by the variant
criteria, but it may be being too lenient there and they should instead
be combined.

Fix the errors that surfaced.
- two guns had 16" and 20" barrels, name the longer one long-barreled
- Two revolvers (chiappa_rhino and colt_python) were named the same,
  name the python to indicate it looks like a old west revolver
- Name the BLR magazine with a common identifier to the the gun
- Give the FN57 an identifier (FN)
- Add pistol to BAD_IDENTIFIERS, so the USP identifier is detected

Both the FN57 and USP pistol were using "pistol" as the identifier.
The BLR was using "ing".

* Sort gun variant script valid identifier list

So it's stable and looks nicer.

* Remove some unused CBM snippets

* Reuse built clang-tidy plugin across the shards

* makes lit candle more distinct

* Update NPC.md

* Initial commit

* Fire action accounts for all kinds of shoulder straps

I've noticed only "adjustable strap" works with the fire action to drawn
weapon, and only with default format (hanging like backpack). Happens
that code checks for that specific item. Solution is to check for a flag
instead, and so works with all kinds of attachments

* initial commit

* A couple small C++20 fixes

* Add versioning to vcpkg setup

* make xedra translocators examinable in faction territory

* Set SDL_HINT_APP_NAME for tiles

See https://wiki.libsdl.org/SDL2/SDL_HINT_APP_NAME

* [Xedra Evolved] Add `fey_magick` magic type (#79113)

* Initial commit

* Add NO_SPELLCASTING to flags too

* Focus the default selection in popups

* [Magiclysm] Biomancy is disturbing (#79117)

* Initial commit

* Add pain effects to some spells

* Reduce amount of pain caused

* Fix scroll name

* Fix ClangBuildAnalyzer workflow

* [MoM] Fix Mind-sight goggles special vision sprite (#79119)

* Extended description window shows potential deconstruction and bash yields (#79107)

* Basic addition of deconstruction yields to extended description

* Deduplicate and add skill info

* Add bash yields replacing the Smashable tag

* Add the extended description keybind text to the look around window

* Less lazy formatting

* [Xedra Evolved] Increase mana cost on Arvore mana-using traits (#79096)

* Remove ghc/filesystem polyfill now that we are on C++17 (#79092)

* Remove ghc/filesystem shim now that we are on C++17

* fixies

* astyle

* teach clang-tidy about <filesystem>

* Battery compartment mod can use medium storage batteries (#79091)

* Update toolmod.json

* Lint

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* [MoM] Fix Leukocyte Accumulation class (#79123)

* Initial commit

* Add magic class

* remove const from distance_limit

* [Xedra Evolved] Fix treesung baselard recipe (#79131)

* Extract special vision descriptions for translation (#79108)

* Extract special vision descriptions for translation

* Add includes

* Add origin arguments

* Attempt to appease flake8

* Missed iterating an array

* Fix typo

* Our flake8 makes me want to commit war crimes

* Fix various flake8 errors

* Weekly Changelog 2025-01-06 to 2025-01-13 (#79127)

* Weekly Changelog 2025-01-06 to 2025-01-13

* Apply suggestions from code review

---------

Co-authored-by: David Seguin <davidseguin@live.ca>
Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com>

* {CR} Adds three new lore log snippets! (#79058)

* new lore log snippets (draft)

the lore log snippets are one of my favorite things to be featured in cataclysm, and I wanted to write some of my own!

* Update e_logs.json

* Add three new lore log snippets

* Update data/json/snippets/e_logs.json

Co-authored-by: Procyonae <45432782+Procyonae@users.noreply.github.com>

* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* lint changes

* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

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* Update data/json/snippets/e_logs.json

* replace 3 spaces with 2 spaces

---------

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* Weekly Changelog 2024-12-30 to 2025-01-06 (#78977)

* Weekly Changelog 2024-12-30 to 2025-01-06

* Apply suggestions from code review

---------

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* Fix Irradiant weapon attack

* Move refugee center start from isolationist to its own scenario (#79140)

* Change to start outside refugee center entrance

* Move refugee center start to its own option

* Starting on path by entrance

* use test monsters in shotgun tests (#79141)

* use test monsters

* Apply suggestions from code review

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---------

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* Don't try to GENERATE typed coordinates (#79137)

* Don't try to GENERATE typed coordinates

* Adjusted according to comments

* [MoM] Add null grenades (#79147)

* Initial commit

* Add expended grenades

* Add snippet

* Change id to avoid confusion with _null terrain etc

* Create user mods dir automatically. (#79057)

* mod manager

* Update src/mod_manager.cpp

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---------

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* [Magiclysm] Fix werewolf aura (#79151)

* Initial commit

* Fixes

* typified a-f

* [Magiclysm] Rename 'Introduction to the Divine' to 'The Limits of Magical Recovery' (#79153)

* Initial commit

* Itemgroup changes

* Update data/mods/Magiclysm/items/spellbooks.json

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* Aftershock: Genetech Mutation system or Genetically engineered Catgirls. (#79128)

* Aftershock Genetech

* Apply suggestions from code review

Co-authored-by: Marc <altairre.atsu@gmail.com>

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>
Co-authored-by: Marc <altairre.atsu@gmail.com>

* [Aftershock] Add human++ genemods (#79149)

* Add genemods

* Add hobbies

* Add Genemod: Beauty

* Fix errors

* Spelling

* [Aftershock] UICA Shuttle Bases (#79144)

* Add UICA Shuttlebases to the Exo-Planet

* Lint

* Add a Quartermaster NPC. They can be bribed to sell you UICA gear and supplies.

* Lint

* Add Lynx Explorer Vehicle, Quartermaster has less stuff to sell, Shuttlebase spawns ground vehicles

* Add Vehicle Repair group stub

* Bump up Bribe to $3000

* Rewrite some Quartermaster dialog

* Please test gods

* Test gods please, I beg

* Correct Shuttlebase to Shuttle Base

* [ Xedrea Evolved ] Gracken Legs first tier (#79122)

* Legs first tier

Update harvest_monster_hunter_gracken.json

* Apply suggestions from code review

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* Update data/mods/Xedra_Evolved/items/gracken_trait_improvements.json

---------

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* Sort docs into subfolders

* update paths to moved docs

* better name for LORE_FAQ doc, as suggested by Kevin (thanks!)

* [MoM] Concentrating on powers at higher Nether Attunement has a chance of backlash (#79163)

* Initial commit

* Check for backlash on concentration breaking too.

* Change backlash messages to not reference unleashing powers

* Nether Attunement vitamin at 15 or higher, not powers maintained at 15 or higher

* Spelling

* Temporary script to automate this

* Remove meaningless weight fields

* Fix compile error, remove unneeded string initialisation, correct translation, don't write required mutation string if we're about to overwrite it with incompatible bionics

* Update skyscraper_lab_modular.json

* monstergroups "name" -> "id" in /data/json

* Commit the script so out of repo + personal mods can use it

* monstergroups "name" -> "id" in /data/mods

* Update deserialisation

* Get annoyed at flake8

* Put the script in the wrong folder like a numpty

* Fix MSVC build with lld linker

* Add an ignorable error and legacy load

* flake8 is rood

* Change C++ ids called "name" to something better too

* Rename doc/COMPILING/ -> doc/c++/

* Remove string spawn item overloads (#79173)

* Remove evil overloads

* Deal with fallout

* Rename map:: get_global->get_abs, bub_from_abs->get_bub, omt_from_abs->get_omt (#79167)

* Renamed map:: getglobal->get_abs, bub_from_abs->get_bub, omt_from_abs->get_omt

* astyle

* [Magiclysm] Remove duplicate religious professions (#79162)

* Update professions.json

* Redirect Lost Faith to vanilla professions, add books

* Reformat item field?

* Update data/mods/Magiclysm/scenarios.json

* Add scenario EoC

* Remove debug message

* Kick tests

---------

Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>

* [ Xedra Evolved ] Fix Renfield Drops (#79166)

* typify game.h/cpp

* use typed point in android code

* Use sub_bodypart_str_id::NULL_ID() where appropriate

* Add attack_vector_id::NULL_ID()

* typify g - lightmap

* [MoM] Update and simplify Nether Attunement backlash EoC (#79175)

* More updates

* More edits

* Updating remaining effects

* Initial commit

* Initial commit

* Expand bodypart_str_id::NULL_ID() usage where appropriate

* Deal with /tests fallout

* Initial commit

* please clang

* Add CMake function do debug targets

* Add targets with dynamic linking

* Use VCPKG dynamic linking triplet

* Obey linter

* Apply review suggestions

* Fix Debug configuration linking with MSVS + LLD

* Fix zlib linking

* Prevent initialising an activity actor's type every turn it's active

* [MoM] Fix Research Facility having an oldlab underneath (#79191)

* Initial commit

* Implement suggestions from code review

* fix not being able to move items with charges with AIM (#79183)

* fix can move items with charges

* astyle

---------

Co-authored-by: marilynias <marilynias57+github@gmail.com>

* [Aftershock] Gene Clinics (#79197)

* Implement Gene Clinic variant 1

* Renovate Clinic to Add service room. Add Murder Bots and Moxies. Implement powered down gene editor

* Add most of the item spawn groups

* Add item groups, Monster Spawns, and Mapgen Nests

* Add trash to the ground in looted variant. Adjust spawn rates of looted vrs unlooted to 60-40 in the players favor

* Geneclinics also spawn without the Exo-Planet

* Remove redudant spawn of the larger genetech disposable group, low tier already spawns worker and combat rarely

* Mapgen now correctly murders plants when power is out

* String fixes for test gods

* Slime body can't hold cbms (#79086)

* [MoM] Switch mi-go psions to copy-from, giver the mindrender a power-based telepathic attack (#79199)

* Initial commit

* Kick tests

* [Aftershock] Ensure Outfitter always has at least one full EVA suit (#79218)

* Outfitter always has at least one full suit.

* Lint

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---------

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* Update fema_evacuee_1.json (#79203)

---------

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* clang stuff

---------

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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions [C++] Changes (can be) made in C++. Previously named `Code` Character / World Generation Issues and enhancements concerning stages of creating a character or a world Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style Code: Tests Measurement, self-control, statistics, balancing. Code: Tooling Tooling that is not part of the main game but is part of the repo. Info / User Interface Game - player communication, menus, etc. Items: Containers Things that hold other things json-styled JSON lint passed, label assigned by github actions Map / Mapgen Overmap, Mapgen, Map extras, Map display Monsters Monsters both friendly and unfriendly. Translation I18n
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