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Debug menu can look across z levels and reset ignored messages #2025

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merged 1 commit into from
Oct 20, 2022

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joveeater
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Summary

SUMMARY: Features "The debug menu can look across z levels and reset ignored messages"

Purpose of change

The various tile selection things in the debug menu no longer respect the 3d vision settings. They always let you select any z level. There's also an additional option under the info menu that clears the list of ignored debug messages.

Describe the solution

look_around has gained a bool to force the full 3d range and there's a new menu option that clears the ignored list.

Describe alternatives you've considered

None really.

Testing

I checked looking around with fov_3d and z levels on and off and resetting works on the message you can generate in the debug menu.

@Coolthulhu Coolthulhu self-assigned this Oct 15, 2022
@Coolthulhu Coolthulhu merged commit a6264ef into cataclysmbnteam:upload Oct 20, 2022
@@ -370,7 +372,7 @@ static int debug_menu_uilist( bool display_all_entries = true )

void teleport_short()
{
const cata::optional<tripoint> where = g->look_around();
const cata::optional<tripoint> where = g->look_around( true );
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This one is great, I wasted a ton of time "emulating" it by switching 3D fov on just for one teleport.

return result.position;
}

look_around_result game::look_around( bool show_window, tripoint &center,
const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking,
bool is_moving_zone, const tripoint &end_point )
bool is_moving_zone, const tripoint &end_point, bool force_3d )
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That signature got really ugly. 5 bool parameters mean it is trying to do many different things at once and isn't very general.
In the future, it will need a refactor.

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2 participants