Closed sethsimon closed 2 weeks ago
I haven't seen this exact issue personally, as I always look at them immediately. However, I've seen what is most likely the same thing with notes hidden away in wallets, where the note claims to show info about secret facilities, and that gets somewhat silly when I finally get to examine the wallet contents and find notes about facilities under cities that don't have anything underground.
They also reveal the map around wherever you happen to be, rather than where you initially picked them up.
This gets particularly silly with the Visitor's Pass for the TCL. I have them on autopickup so I don't have to manually dig through wallets, and this results in me always having a big stack of maps I can use to reveal all the nearby roads and TCLs whenever I want.
They also reveal the map around wherever you happen to be, rather than where you initially picked them up.
This gets particularly silly with the Visitor's Pass for the TCL. I have them on autopickup so I don't have to manually dig through wallets, and this results in me always having a big stack of maps I can use to reveal all the nearby roads and TCLs whenever I want.
No, it does not work that way. Maps store center of reveal location when generated and map details are revealed in a radius from that center point - https://github.com/CleverRaven/Cataclysm-DDA/pull/27012
debug yourself a trail guide.
Do not do that - debug-spawned items are not originating from a specific city, so they do not have center point added to them.
Here is the save with road map that was spawned in the city (it would behave properly) and debug spawned tourist guide (that would reveal map around your current location and change its name to reflect current nearest city).
No, it does not work that way. Maps store center of reveal location when generated and map details are revealed in a radius from that center point - #27012
I can tell you with certainty that's how visitor's passes work: After teleporting off into the fog on a pre-existing character and using one of my 14 visitor's passes.
It also seems to also be the case for the handwritten note: Although I did spawn the map extra via debug to find this one, so I'm not sure this behavior is 100% organic.
I'm guessing this has something to do with these maps being generated as part of a map extra rather than standard mapgen.
If these handwritten notes and visitor passes are not inherited from abstractmap
, they won't have valid category maps
and might work improperly, unless maps
category is added for them.
The handwritten note does, and is "maps" category. But the visitor's pass doesn't. It's a "keys" category item, since it also acts as a key for the TCL.
Then it should be an easy fix - e.g item::is_map()
should be updated to include all items with reveal_map
iuse action in addition to maps
category.
Then it should be an easy fix - e.g
item::is_map()
should be updated to include all items withreveal_map
iuse action in addition tomaps
category.
If this issue is still open, I can go ahead and try this.
@Harrison-Salzverg you are welcome to try.
Notes for my own reference - Put a breakpoint in overmapbuffer::closest_city
as I know that's being called when it shouldn't be.
Describe the bug
The name (ie what you see in your inventory) of trail guides and other maps is dynamically generated based on your position and the nearest city. Thus, if you drive (or long-range teleport) to another city, your
Corinna trail guide
would now be called aLemington trail guide
.Steps to reproduce
i
to see that you have aCorinna trail guide
.i
to see that you have aLemington trail guide
.Expected behavior
Dynamically generating the map name is fine, but the city/area that's revealed should be stored in the item instead of being based on the player's position. This would also allow behavior such as spawning maps of various nearby cities at bus stations and airports.
Screenshots
No response
Versions and configuration
Linux, last commit is 25fd53ce63259b4c232782b1bcd15e86e7d7585c
Additional context
No response