def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
- def send_thing(thing):
- self.io.send('THING_POS %s %s' % (thing.id_, t.position))
- if hasattr(thing, 'nickname'):
- self.io.send('THING_NAME %s %s' % (thing.id_, quote(t.nickname)))
-
self.io.send('TURN ' + str(self.turn))
- for t in self.things:
- send_thing(t)
- self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
- self.map_geometry.size, quote(self.map.terrain)))
- self.io.send('MAP_CONTROL %s' % quote(self.map_control.terrain))
- for yx in self.portals:
- self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])))
+ for c_id in self.sessions:
+ player = self.get_thing(self.sessions[c_id], create_unfound = False)
+ visible_terrain = player.fov_stencil_map(self.map)
+ self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
+ self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
+ self.map_geometry.size,
+ quote(visible_terrain)), c_id)
+ 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_stencil[t.position] == '.']:
+ self.io.send('THING_POS %s %s' % (t.id_, t.position), c_id)
+ if hasattr(t, 'nickname'):
+ self.io.send('THING_NAME %s %s' % (t.id_,
+ quote(t.nickname)), c_id)
+ for yx in [yx for yx in self.portals
+ if player.fov_stencil[yx] == '.']:
+ self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])), c_id)
self.io.send('GAME_STATE_COMPLETE')
def run_tick(self):