- self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
- self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
- player.fov_stencil.geometry.size,
- quote(player.visible_terrain)), c_id)
- self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
- for t in [t for t in self.things if player.fov_test(*t.position)]:
- target_yx = player.fov_stencil.target_yx(*t.position)
- self.io.send('THING %s %s %s %s %s %s'
- % (target_yx, t.type_, quote(t.protection), t.id_,
- int(t.portable), int(t.commandable)),
- c_id)
- if hasattr(t, 'name'):
- self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
- if t.type_ == 'Player' and t.name in self.hats:
- hat = self.hats[t.name]
- self.io.send('THING_HAT %s %s' % (t.id_, quote(hat)), c_id)
- face = self.get_face(t)
- if face:
- self.io.send('THING_FACE %s %s' % (t.id_, quote(face)), c_id)
- if hasattr(t, 'thing_char'):
- self.io.send('THING_CHAR %s %s' % (t.id_,
- quote(t.thing_char)), c_id)
- if hasattr(t, 'carrying') and t.carrying:
+ if player.id_ in player_fov_ids:
+ self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
+ self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
+ player.fov_stencil.geometry.size,
+ quote(player.visible_terrain)), c_id)
+ self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
+ if player.id_ in player_fov_ids:
+ # FIXME: Many of the following updates are triggered by technically
+ # inappropriate calls to game.record_fov_change, since they depict
+ # states that might change independent of FOV changes. They are
+ # collected here as a shortcut, but a cleaner way would be to
+ # differentiate the changes somehow.
+ self.io.send('PSEUDO_FOV_WIPE', c_id)
+ for t in player.seen_things:
+ target_yx = player.fov_stencil.target_yx(*t.position)
+ self.io.send('THING %s %s %s %s %s %s'
+ % (target_yx, t.type_, quote(t.protection), t.id_,
+ int(t.portable), int(t.commandable)),
+ c_id)
+ if hasattr(t, 'name'):
+ self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
+ if t.type_ == 'Player' and t.name in self.hats:
+ hat = self.hats[t.name]
+ self.io.send('THING_HAT %s %s' % (t.id_, quote(hat)), c_id)
+ face = self.get_face(t)
+ if face:
+ self.io.send('THING_FACE %s %s' % (t.id_, quote(face)), c_id)
+ if hasattr(t, 'thing_char'):
+ self.io.send('THING_CHAR %s %s' % (t.id_,
+ quote(t.thing_char)), c_id)
+ if hasattr(t, 'installable') and not t.portable:
+ self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
+ if hasattr(t, 'design'):
+ self.io.send('THING_HAT %s %s' % (t.id_,
+ quote(t.design)), c_id)
+ for t in [t for t in player.seen_things if t.carrying]:
+ # send this last so all carryable things are already created