if t != self and t.position == self.position]:
return
self.game.add_thing(self.child_type, self.position)
- self.game.changed = True
+ # self.game.changed = True handled by add_thing
hat.design = new_design
self.sound('HAT REMIXER', 'remixing a hat …')
self.game.changed = True
+ # FIXME: pseudo-FOV-change actually
+ self.game.record_fov_change(self.thing.position)
elif choice == 'Hat':
msg += 'pick it up and then use "(un-)wear" on it!'
self.sound('BOTTLE DEPOSITOR', msg)
- self.game.changed = True
+ # self.game.changed = True done by game.add_thing
def accept(self):
self.bottle_counter += 1
self._fov = None
self._visible_terrain = None
self._visible_control = None
+ self._seen_things = None
def set_next_task(self, task_name, args=()):
task_class = self.game.tasks[task_name]
# TODO: refactor with self.send_msg
self.game.io.send('DEFAULT_COLORS', c_id)
self.game.io.send('CHAT "You sober up."', c_id)
- self.invalidate_map_view()
+ #self.invalidate_map_view()
+ # FIXME: pseudo-FOV-change actually
+ self.game.record_fov_change(self.thing.position)
break
self.game.changed = True
if self.task is None:
self._visible_control = self.fov_stencil_map('control')
return self._visible_control
+ @property
+ def seen_things(self):
+ if self._seen_things is not None:
+ return self._seen_things
+ self._seen_things = [t for t in self.game.things
+ if self.fov_test(*t.position)]
+ return self._seen_things
class Thing_Player(ThingAnimate):