loading static zombies into hordes when they go off map would have the effect rivet is asking for.
[quote=“Fniff, post:77, topic:5388”]I think green Z on black background would make sense.
Thinking about it, some of this code could be used for NPCs. So you have people who go from place to place but stop and investigate noise/smoke/light.[/quote]
Re NPCs, yeah.
I’m pretty partial to using a background so whatever glyph we end up using is clearly NOT a note. With the new colored-map-notes code (just went in maybe a week ago?) any color and any letter on a black background could be a comparatively harmless map note.
loading static zombies into hordes when they go off map would have the effect rivet is asking for.I't not easy. First i do good, that began.
About zombies on overmap. I need something like this:
vector<mongroup> overmap::mongroup_at(int x, int y, int z)
I think i seen it yesterday, but can’t find it today…
…and this:
bool overmap::los(int x,int y, int xt, int yt)
If it already coded - it’s good. Else i may code it. I don’t want code duplication.
…and…
static point omt_to_om_copy(const point& p) { return omt_to_om_copy(p.x, p.y); }
static tripoint omt_to_om_copy(const tripoint& p);
static void omt_to_om(int &x, int &y);
static void omt_to_om(point& p) { omt_to_om(p.x, p.y); }
static void omt_to_om(tripoint& p) { omt_to_om(p.x, p.y); }
static point omt_to_om_remain(int &x, int &y);
static point omt_to_om_remain(point& p) { return omt_to_om_remain(p.x, p.y); }
// submap to overmap terrain
static point sm_to_omt_copy(int x, int y);
static point sm_to_omt_copy(const point& p) { return sm_to_omt_copy(p.x, p.y); }
static tripoint sm_to_omt_copy(const tripoint& p);
static void sm_to_omt(int &x, int &y);
static void sm_to_omt(point& p) { sm_to_omt(p.x, p.y); }
static void sm_to_omt(tripoint& p) { sm_to_omt(p.x, p.y); }
...
Someone may explain me cataclysm coordinate system? Any codedoc?
I think i seen it yesterday, but can't find it today..Ok, i found it: [code]std::vector overmap::monsters_at(int x, int y, int z)[/code]
Thread in lab:
http://smf.cataclysmdda.com/index.php?topic=5735.0
[quote=“Fniff, post:77, topic:5388”]I think green Z on black background would make sense.
Thinking about it, some of this code could be used for NPCs. So you have people who go from place to place but stop and investigate noise/smoke/light.[/quote]
That’s a good idea.
Included.
Nice. You are getting shit done, and done good. I like that.
With the code in game right now, is there any way to effectively “win” against the horde mechanic? As in, survive it and wipe the horde out so they stop spawning for a while and the area you are in is “safe” again?
I swear I’ve killed dozens and dozens of spawned zombies and they just never end. I’ve had to ditch 3 bases now and all their contents because I’d awake in the morning to what was basically pages and pages of things spawned around me.
theoretically yes, practically no.
the horde implementation basically takes a town-sized spawn group from dynamic spawn and makes it wander around the map.
I’m working on a more reasonable implementation, but it’s a lot more work than the quick hack we have now.
[quote=“Kevin Granade, post:90, topic:5388”]theoretically yes, practically no.
the horde implementation basically takes a town-sized spawn group from dynamic spawn and makes it wander around the map.
I’m working on a more reasonable implementation, but it’s a lot more work than the quick hack we have now.[/quote]
Aaah, gotcha’. That explains a lot, I forgot it was dynamic spawn. I think the horde is basically self-propagating itself over and over. Zombie runs into parked car, bangs on it, dynamics take over? Bleh. Guess I’ll have to keep playing “on the run” in this save.