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Shrink sound Dijkstra map, reach; refactor lots of mapping code.
[plomrogue2] / plomrogue / game.py
index 38a607e69c01279b9e4e81be247e91d0dd28b71a..0a33a56ef2e5bbd1426084fec67d4cb38351c9ff 100755 (executable)
@@ -118,17 +118,15 @@ class Game(GameBase):
             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_test(t.position)]:
-                corrected_yx = t.position - player.fov_stencil.offset
-                self.io.send('THING %s %s %s' % (corrected_yx, t.type_, t.id_),
-                             c_id)
+                target_yx = player.fov_stencil.target_yx(t.position)
+                self.io.send('THING %s %s %s' % (target_yx, t.type_, t.id_), c_id)
                 if hasattr(t, 'name'):
                     self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
                 if hasattr(t, 'player_char'):
                     self.io.send('THING_CHAR %s %s' % (t.id_,
                                                        quote(t.player_char)), c_id)
             for yx in [yx for yx in self.portals if player.fov_test(yx)]:
-                corrected_yx = yx - player.fov_stencil.offset
-                self.io.send('PORTAL %s %s' % (corrected_yx,
+                self.io.send('PORTAL %s %s' % (player.fov_stencil.target_yx(yx),
                                                quote(self.portals[yx])), c_id)
         self.io.send('GAME_STATE_COMPLETE')