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Fix visibility tests on annotation, volume algorithm.
[plomrogue2] / plomrogue / game.py
index a6bc2a3fe6f5956769718623f4b651520260eaf7..0c17977f2d6e2014570332db5e7ffd202e361edc 100755 (executable)
@@ -98,19 +98,25 @@ class Game(GameBase):
     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):
@@ -204,9 +210,9 @@ class Game(GameBase):
           for y, line in self.map.lines():
               write(f, 'MAP_LINE %5s %s' % (y, quote(line)))
           for yx in self.annotations:
-              write(f, 'ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
+              write(f, 'GOD_ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
           for yx in self.portals:
-              write(f, 'PORTAL %s %s' % (yx, quote(self.portals[yx])))
+              write(f, 'GOD_PORTAL %s %s' % (yx, quote(self.portals[yx])))
           for y, line in self.map_control.lines():
               write(f, 'MAP_CONTROL_LINE %5s %s' % (y, quote(line)))
           for tile_class in self.map_control_passwords: