self.player_chars = string.digits + string.ascii_letters
self.player_char_i = -1
self.terrains = {
+ '.': 'floor',
'X': 'wall',
+ '=': 'window',
+ '#': 'bed',
+ 'T': 'desk',
+ '8': 'cupboard',
+ '[': 'glass door',
+ 'o': 'sink',
'O': 'toilet'
}
if os.path.exists(self.io.save_file):
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):