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ensure critters are loaded around explosion #79291

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Jan 23, 2025
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24 changes: 10 additions & 14 deletions src/explosion.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -309,8 +309,7 @@ static void do_blast( map *m, const Creature *source, const tripoint_bub_ms &p,
}

creature_tracker &creatures = get_creature_tracker();
// Must use the reality bubble pos, because that's what the creature tracker works with.
Creature *mutable_source = source == nullptr ? nullptr : creatures.creature_at( source->pos_bub() );
Creature *mutable_source = source == nullptr ? nullptr : creatures.creature_at( source->pos_abs() );
for( const tripoint_bub_ms &pt : closed ) {
const float force = power * std::pow( distance_factor, dist_map.at( pt ) );
if( force < 1.0f ) {
Expand All @@ -336,9 +335,8 @@ static void do_blast( map *m, const Creature *source, const tripoint_bub_ms &p,
fire ? damage_heat : damage_bash, false );
}

// Translate to reality bubble coordinates to work with the creature tracker.
const tripoint_bub_ms bubble_pos( bubble_map.get_bub( m->get_abs( pt ) ) );
Creature *critter = creatures.creature_at( bubble_pos, true );
const tripoint_abs_ms pt_abs = m->get_abs( pt );
Creature *critter = creatures.creature_at( pt_abs, true );
if( critter == nullptr ) {
continue;
}
Expand All @@ -359,7 +357,7 @@ static void do_blast( map *m, const Creature *source, const tripoint_bub_ms &p,
}

// Print messages for all NPCs
if( bubble_map.inbounds( bubble_pos ) ) {
if( bubble_map.inbounds( pt_abs ) ) {
pl->add_msg_player_or_npc( m_bad, _( "You're caught in the explosion!" ),
_( "<npcname> is caught in the explosion!" ) );
}
Expand Down Expand Up @@ -446,9 +444,7 @@ static std::vector<tripoint_bub_ms> shrapnel( map *m, const Creature *source,
( visited_cache, obstacle_cache, src.xy(), 0, initial_cloud );

creature_tracker &creatures = get_creature_tracker();
// Creature tracker works on reality bubble coordinates, so feeding it with those coordinates from the critter is correct.
Creature *mutable_source = source == nullptr ? nullptr : creatures.creature_at( source->pos_bub() );
map &bubble_map = get_map();
Creature *mutable_source = source == nullptr ? nullptr : creatures.creature_at( source->pos_abs() );
// Now visited_caches are populated with density and velocity of fragments.
for( const tripoint_bub_ms &target : area ) {
fragment_cloud &cloud = visited_cache[target.x()][target.y()];
Expand All @@ -458,9 +454,8 @@ static std::vector<tripoint_bub_ms> shrapnel( map *m, const Creature *source,
}
distrib.emplace_back( target );
int damage = ballistic_damage( cloud.velocity, fragment_mass );
// Translate to reality bubble coordinates to work with the creature tracker.
const tripoint_bub_ms bubble_pos( bubble_map.get_bub( m->get_abs( target ) ) );
Creature *critter = creatures.creature_at( bubble_pos );
const tripoint_abs_ms abs_target = m->get_abs( target );
Creature *critter = creatures.creature_at( abs_target );
if( damage > 0 && critter && !critter->is_dead_state() ) {
std::poisson_distribution<> d( cloud.density );
int hits = d( rng_get_engine() );
Expand All @@ -481,8 +476,8 @@ static std::vector<tripoint_bub_ms> shrapnel( map *m, const Creature *source,
}
}
auto it = frag.targets_hit[critter];
if( bubble_map.inbounds(
bubble_pos ) ) { // Only report on critters in the reality bubble. Should probably be only for visible critters...
if( get_map().inbounds(
abs_target ) ) { // Only report on critters in the reality bubble. Should probably be only for visible critters...
multi_projectile_hit_message( critter, it.first, it.second, n_gettext( "bomb fragment",
"bomb fragments", it.first ) );
}
Expand Down Expand Up @@ -956,6 +951,7 @@ void process_explosions()
// or have a vehicle run into a crater suddenly appearing just in front of it.
process_explosions_in_progress = true;
m.load( origo, false, false );
m.spawn_monsters( true, true );
process_explosions_in_progress = false;
_make_explosion( &m, ex.source, m.get_bub( ex.pos ), ex.data );
} else {
Expand Down
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