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Fix bug of server not sending map data to player due to sound processing.
authorChristian Heller <c.heller@plomlompom.de>
Wed, 16 Dec 2020 16:17:38 +0000 (17:17 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Wed, 16 Dec 2020 16:17:38 +0000 (17:17 +0100)
plomrogue/things.py

index ef50a63be2617bcd9e57e80faf1ca889ca6f9a3a..a3d622a0d1f73a99be1ea29dbb95370ac1c6fe4a 100644 (file)
@@ -92,7 +92,17 @@ class Thing(ThingBase):
             lowered_nick = lower_msg_by_volume(name, volume,
                                                largest_audible_distance)
             symbol = ''
-            if listener.fov_test(self.position[0], self.position[1]):
+            # if listener.fov_test(self.position[0], self.position[1]):
+            # TODO: We might want to only show chat faces of players that are
+            # in the listener's FOV.  However, if we do a fov_test here,
+            # this might set up a listener._fov where previously there was None,
+            # with ._fov = None serving to Game.send_gamestate() as an indicator
+            # that map view data for listener might be subject to change and
+            # therefore needs to be re-sent.  If we generate an un-set ._fov
+            # here, this inhibits send_gamestate() from sending new map view
+            # data to listener.  We need to re-structure this whole process
+            # if we want to use a FOV test on listener here.
+            if listener_distance < largest_audible_distance / 2:
                 self.game.io.send('CHATFACE %s' % self.id_, c_id)
                 if self.type_ == 'Player' and hasattr(self, 'thing_char'):
                     symbol = '/@' + self.thing_char
@@ -490,9 +500,6 @@ class ThingAnimate(Thing):
         self.multiprocessible_fov_stencil()
         return self._fov
 
-    def fov_stencil_make(self):
-        self._fov.make()
-
     def fov_test(self, big_yx, little_yx):
         test_position = self.fov_stencil.target_yx(big_yx, little_yx)
         if self.fov_stencil.inside(test_position):