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
- obstacles = [t.position for t in self.game.things
- if t.blocking and 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, obstacles, self.game.maps,
self.position, largest_audible_distance,
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()
- obstacles = [t.position for t in self.game.things if t.blocking]
+ 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()
class ThingAnimate(Thing):
- blocking = True
+ blocks_movement = True
+ blocks_light = 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()
- obstacles = [t.position for t in self.game.things if t.blocking]
+ 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)