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[Digging] Final part: Implement digging layers and rank requirements
I affirm:
- [x] I understand that if I do not agree to the following points by completing the checkboxes my PR will be ignored.
- [x] I understand I should leave resolving conversations to the LandSandBoat team so that reviewers won't miss what was said.
- [x] I have read and understood the Contributing Guide and the Code of Conduct.
- [DRAFT] I have tested my code and the things my code has changed since the last commit in the PR and will test after any later commits.
What does this pull request do?
This is the final PR for digging.
- Implements digging layers. In retail, you can dig multiple items, depending on your chocobo skills.
- Removed Burrow and Bore requirements. Instead, they will be defined as different sub-tables inside zone.
- Removed elemental Ores, weather-based crystals and clusters and elemental geodes from tables.
- Implements rank requirements for available items.
- It has been long known that the higher your rank, the more items become available.
- This may also explain why the higher your rank, the higher your digging chances seem: More available items = more chances.
- Implement multiple item digging.
How accurate is this?
Tricky question. Logic wise? Very. Certanly much more than current, whic has trasures, burrow and bore items mixed. Data wise? Not much. There just isn't enough info on what the rank requirements are. Considering that, I have decided to weight it against players. It falls on server OPs to tune it to their liking and judgement.
Steps to test these changes
Dig.
Review by commit.
This is a draft though. I want to have CI tell me what I did wrong.