void overmapbuffer::move_hordes() { // arbitrary radius to include nearby overmaps (aside from the current one) const auto radius = MAPSIZE * 2; const auto center = g->u.global_sm_location(); for( auto &om : get_overmaps_near( center, radius ) ) { om->move_hordes(); } }
void overmapbuffer::signal_hordes( const tripoint ¢er, const int sig_power ) { const auto radius = sig_power; for( auto &om : get_overmaps_near( center, radius ) ) { const point abs_pos_om = om_to_sm_copy( om->pos() ); const tripoint rel_pos( center.x - abs_pos_om.x, center.y - abs_pos_om.y, center.z ); // overmap::signal_hordes expects a coordinate relative to the overmap, this is easier // for processing as the monster group stores is location as relative coordinates, too. om->signal_hordes( rel_pos, sig_power ); } }
radio_tower_reference overmapbuffer::find_radio_station( const int frequency ) { const auto center = g->u.global_sm_location(); for( auto &om : get_overmaps_near( center, RADIO_MAX_STRENGTH ) ) { for( auto &tower : om->radios ) { const auto rref = create_radio_tower_reference( *om, tower, center ); if( rref.signal_strength > 0 && tower.frequency == frequency ) { return rref; } } } return radio_tower_reference{ nullptr, nullptr, point( 0, 0 ), 0 }; }
std::vector<radio_tower_reference> overmapbuffer::find_all_radio_stations() { std::vector<radio_tower_reference> result; const auto center = g->u.global_sm_location(); // perceived signal strength is distance (in submaps) - signal strength, so towers // further than RADIO_MAX_STRENGTH submaps away can never be received at all. const int radius = RADIO_MAX_STRENGTH; for( auto &om : get_overmaps_near( center, radius ) ) { for( auto &tower : om->radios ) { const auto rref = create_radio_tower_reference( *om, tower, center ); if( rref.signal_strength > 0 ) { result.push_back( rref ); } } } return result; }
// If z == INT_MIN, allow all z-levels std::vector<std::shared_ptr<npc>> overmapbuffer::get_npcs_near_omt( int x, int y, int z, int radius ) { std::vector<std::shared_ptr<npc>> result; for( auto &it : get_overmaps_near( omt_to_sm_copy( x, y ), radius ) ) { auto temp = it->get_npcs( [&]( const npc & guy ) { // Global position of NPC, in submap coordinates tripoint pos = guy.global_omt_location(); if( z != INT_MIN && pos.z != z ) { return false; } return square_dist( x, y, pos.x, pos.y ) <= radius; } ); result.insert( result.end(), temp.begin(), temp.end() ); } return result; }
// If z == INT_MIN, allow all z-levels std::vector<npc*> overmapbuffer::get_npcs_near_omt(int x, int y, int z, int radius) { std::vector<npc*> result; for( auto &it : get_overmaps_near( omt_to_sm_copy( x, y ), radius ) ) { for( auto &np : it->npcs ) { // Global position of NPC, in submap coordiantes tripoint pos = np->global_omt_location(); if( z != INT_MIN && pos.z != z) { continue; } const int npc_offset = square_dist( x, y, pos.x, pos.y ); if (npc_offset <= radius) { result.push_back(np); } } } return result; }
std::vector<npc*> overmapbuffer::get_npcs_near(int x, int y, int z, int radius) { std::vector<npc*> result; for( auto &it : get_overmaps_near( point( x, y ), radius ) ) { for( auto &elem : it->npcs ) { npc *p = elem; // Global position of NPC, in submap coordiantes const tripoint pos = p->global_sm_location(); if (pos.z != z) { continue; } const int npc_offset = square_dist(x, y, pos.x, pos.y); if (npc_offset <= radius) { result.push_back(p); } } } return result; }
city_reference overmapbuffer::closest_city( const tripoint ¢er ) { // a whole overmap (because it's in submap coordinates, OMAPX is overmap terrain coordinates) auto const radius = OMAPX * 2; // Starting with distance = INT_MAX, so the first city is already closer city_reference result{ nullptr, nullptr, tripoint( 0, 0, 0 ), INT_MAX }; for( auto &om : get_overmaps_near( center, radius ) ) { const auto abs_pos_om = om_to_sm_copy( om->pos() ); for( auto &city : om->cities ) { const auto rel_pos_city = omt_to_sm_copy( point( city.x, city.y ) ); // TODO: Z-level cities. This 0 has to be here until mapgen understands non-0 zlev cities const auto abs_pos_city = tripoint( abs_pos_om + rel_pos_city, 0 ); const auto distance = rl_dist( abs_pos_city, center ); const city_reference cr{ om, &city, abs_pos_city, distance }; if( distance < result.distance ) { result = cr; } else if( distance == result.distance && result.city->s < city.s ) { result = cr; } } } return result; }
std::vector<city_reference> overmapbuffer::get_cities_near( const tripoint &location, int radius ) { std::vector<city_reference> result; for( const auto om : get_overmaps_near( location, radius ) ) { const auto abs_pos_om = om_to_sm_copy( om->pos() ); result.reserve( result.size() + om->cities.size() ); std::transform( om->cities.begin(), om->cities.end(), std::back_inserter( result ), [&]( city & element ) { const auto rel_pos_city = omt_to_sm_copy( element.pos ); const auto abs_pos_city = tripoint( rel_pos_city + abs_pos_om, 0 ); const auto distance = rl_dist( abs_pos_city, location ); return city_reference{ &element, abs_pos_city, distance }; } ); } std::sort( result.begin(), result.end(), []( const city_reference & lhs, const city_reference & rhs ) { return lhs.get_distance_from_bounds() < rhs.get_distance_from_bounds(); } ); return result; }
std::vector<overmap *> overmapbuffer::get_overmaps_near( const point &p, const int radius ) { return get_overmaps_near( tripoint( p.x, p.y, 0 ), radius ); }