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Shrink FOV map to radius.
[plomrogue2] / plomrogue / game.py
index 7eaa28bb2e5339015de1ac4ce6d049756a1f26a1..38a607e69c01279b9e4e81be247e91d0dd28b71a 100755 (executable)
@@ -113,21 +113,23 @@ class Game(GameBase):
             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,
+                                           player.fov_stencil.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 %s %s %s' % (t.position, t.type_, t.id_), 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)
                 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_stencil[yx] == '.']:
-                self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])), 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,
+                                               quote(self.portals[yx])), c_id)
         self.io.send('GAME_STATE_COMPLETE')
 
     def run_tick(self):