class Thing(ThingBase):
- blocking = False
+ blocks_movement = False
+ blocks_sound = False
+ blocks_light = False
portable = False
protection = '.'
commandable = False
return lowered_msg
largest_audible_distance = 20
- # player's don't block sound (or should they?)
- things = [t for t in self.game.things if t.type_ != 'Player']
+ obstacles = [t.position for t in self.game.things if t.blocks_sound]
sound_blockers = self.game.get_sound_blockers()
- dijkstra_map = DijkstraMap(sound_blockers, things, self.game.maps, self.position,
- largest_audible_distance, self.game.get_map)
+ dijkstra_map = DijkstraMap(sound_blockers, obstacles, self.game.maps,
+ self.position, largest_audible_distance,
+ self.game.get_map)
url_limits = []
for m in re.finditer('https?://[^\s]+', msg):
url_limits += [m.start(), m.end()]
if t != self and t.position == self.position]:
return
self.game.add_thing(self.child_type, self.position)
- # self.game.changed = True handled by add_thing
class Thing_Door(Thing):
symbol_hint = 'D'
- blocking = False
+ blocks_movement = False
portable = True
installable = True
def open(self):
- self.blocking = False
+ self.blocks_movement = False
+ self.blocks_light = False
+ self.blocks_sound = False
del self.thing_char
def close(self):
- self.blocking = True
+ self.blocks_movement = True
+ self.blocks_light = True
+ self.blocks_sound = True
self.thing_char = '#'
def install(self):
fov_map_class = self.game.map_geometry.fov_map_class
fov_radius = 12
light_blockers = self.game.get_light_blockers()
- fov = fov_map_class(light_blockers, self.game.things, self.game.maps,
+ obstacles = [t.position for t in self.game.things if t.blocks_light]
+ fov = fov_map_class(light_blockers, obstacles, self.game.maps,
self.position, fov_radius, self.game.get_map)
fov.init_terrain()
visible_players = []
elif choice == 'Hat':
msg += 'pick it up and then use "(un-)wear" on it!'
self.sound('BOTTLE DEPOSITOR', msg)
- # self.game.changed = True done by game.add_thing
def accept(self):
self.bottle_counter += 1
class ThingAnimate(Thing):
- blocking = True
+ blocks_movement = True
drunk = 0
def __init__(self, *args, **kwargs):
fov_map_class = self.game.map_geometry.fov_map_class
fov_radius = 3 if self.drunk > 0 else 12
light_blockers = self.game.get_light_blockers()
- self._fov = fov_map_class(light_blockers, self.game.things, self.game.maps,
+ obstacles = [t.position for t in self.game.things if t.blocks_light]
+ self._fov = fov_map_class(light_blockers, obstacles, self.game.maps,
self.position, fov_radius, self.game.get_map)
def multiprocessible_fov_stencil(self):