engine/calculators/source/BaseDangerLevelCalculator.cpp
// The base danger for e.g. an overworld map is calculated by getting the current
// danger for the given map.  This calculator is likely to be infrequently
// used - most cases will involve the WorldMap generator (generating the
// danger for a new Overworld or Underworld map, given the current World
// map), or the Underworld generator (generating the danger for the next/
// previous dungeon or cavern level).
//
// The new map doesn't get used at all for the overworld calculations.
The base danger for e.g. an overworld map is calculated by getting the current
danger for the given map.  This calculator is likely to be infrequently
used - most cases will involve the WorldMap generator (generating the
danger for a new Overworld or Underworld map, given the current World
map), or the Underworld generator (generating the danger for the next
previous dungeon or cavern level).

The new map doesn't get used at all for the overworld calculations.
The base danger for e . g . an overworld map is calculated by getting the current danger for the given map . This calculator is likely to be infrequently used - most cases will involve the WorldMap generator ( generating the danger for a new Overworld or Underworld map given the current World map ) or the Underworld generator ( generating the danger for the next previous dungeon or cavern level ) . The new map doesn ' t get used at all for the overworld calculations .
int BaseDangerLevelCalculator::calculate(MapPtr map, MapPtr new_map) const
{
  int danger_level = 0;
  if (map)
  {
    danger_level = map->get_danger();
  }
  return danger_level;
}
int BaseDangerLevelCalculator :: calculate ( MapPtr map , MapPtr new_map ) const { int danger_level = 0 ; if ( map ) { danger_level = map -> get_danger ( ) ; } return danger_level ; }
The base danger for e.g.
The base danger for e . g .