Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Reading maps will reveal previously partially revealed tiles #75641

Merged
merged 1 commit into from
Aug 13, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion src/iuse_actor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1222,7 +1222,7 @@ void reveal_map_actor::reveal_targets( const tripoint_abs_omt &center,
const auto places = overmap_buffer.find_all( center, target.first, radius, false,
target.second );
for( const tripoint_abs_omt &place : places ) {
if( overmap_buffer.seen( place ) == om_vision_level::unseen ) {
if( overmap_buffer.seen( place ) != om_vision_level::full ) {
// Should be replaced with the character using the item passed as an argument if NPCs ever learn to use maps
get_avatar().map_revealed_omts.emplace( place );
}
Expand Down
2 changes: 1 addition & 1 deletion src/overmapbuffer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -845,7 +845,7 @@ bool overmapbuffer::reveal( const tripoint_abs_omt &center, int radius,
for( int i = -radius; i <= radius; i++ ) {
for( int j = -radius; j <= radius; j++ ) {
const tripoint_abs_omt p = center + point( i, j );
if( seen( p ) != om_vision_level::unseen ) {
if( seen( p ) == om_vision_level::full ) {
continue;
}
if( trigdist && i * i + j * j > radius_squared ) {
Expand Down
Loading