player_fovs += [player._fov]
player_fov_ids += [player.id_]
new_fovs = []
- single_core_until = 8 # since multiprocess has its own overhead
+ single_core_until = 16 # since multiprocess has its own overhead
if len(player_fovs) > single_core_until:
pool = multiprocessing.Pool()
new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
player.fov_stencil.geometry.size,
quote(player.visible_terrain)), c_id)
self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
- for t in [t for t in self.things if player.fov_test(*t.position)]:
+ seen_things = [t for t in self.things
+ if player.fov_test(*t.position)]
+ for t in seen_things:
target_yx = player.fov_stencil.target_yx(*t.position)
self.io.send('THING %s %s %s %s %s %s'
% (target_yx, t.type_, quote(t.protection), t.id_,
if hasattr(t, 'thing_char'):
self.io.send('THING_CHAR %s %s' % (t.id_,
quote(t.thing_char)), c_id)
- if hasattr(t, 'carrying') and t.carrying:
- self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
- c_id)
if hasattr(t, 'installable') and not t.portable:
self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
+ if hasattr(t, 'design'):
+ self.io.send('THING_HAT %s %s' % (t.id_,
+ quote(t.design)), c_id)
+ for t in [t for t in seen_things if t.carrying]:
+ # send this last so all carryable things are already created
+ self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
+ c_id)
for big_yx in self.portals:
for little_yx in [little_yx for little_yx in self.portals[big_yx]
if player.fov_test(big_yx, little_yx)]:
y_range_end = absolute_position.y + fov_radius
x_range_start = absolute_position.x - fov_radius
x_range_end = absolute_position.x + fov_radius
+ # TODO: refactor with SourcedMap.inside?
for position in self.changed_tiles:
if position.y < y_range_start\
or position.y > y_range_end: