visible_control = player.fov_stencil_map(self.map_control)
self.io.send('MAP_CONTROL %s' % quote(visible_control), c_id)
for t in [t for t in self.things if player.fov_test(t.position)]:
- corrected_yx = t.position - player.fov_stencil.offset
- self.io.send('THING %s %s %s' % (corrected_yx, t.type_, t.id_),
- c_id)
+ target_yx = player.fov_stencil.target_yx(t.position)
+ self.io.send('THING %s %s %s' % (target_yx, t.type_, t.id_), c_id)
if hasattr(t, 'name'):
self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
if hasattr(t, 'player_char'):
self.io.send('THING_CHAR %s %s' % (t.id_,
quote(t.player_char)), c_id)
for yx in [yx for yx in self.portals if player.fov_test(yx)]:
- corrected_yx = yx - player.fov_stencil.offset
- self.io.send('PORTAL %s %s' % (corrected_yx,
+ self.io.send('PORTAL %s %s' % (player.fov_stencil.target_yx(yx),
quote(self.portals[yx])), c_id)
self.io.send('GAME_STATE_COMPLETE')