class SourcedMap(Map):
- def __init__(self, block_chars, things, source_maps, source_center, radius,
- get_map):
+ def __init__(self, block_chars, obstacle_positions, source_maps,
+ source_center, radius, get_map):
self.block_chars = block_chars
self.radius = radius
example_map = get_map(YX(0, 0))
size, self.offset, self.center = \
self.source_geometry.define_segment(source_center, radius)
self.geometry = self.source_geometry.__class__(size)
- for yx in self:
- big_yx, _ = self.source_yxyx(yx)
- get_map(big_yx)
self.source_map_segment = ''
- obstacles = {}
- for yxyx in [t.position for t in things if t.blocking]:
- if yxyx == source_center:
- continue
- if yxyx[0] not in obstacles:
- obstacles[yxyx[0]] = []
- obstacles[yxyx[0]] += [yxyx[1]]
- for yx in self: # TODO: iter and source_yxyx expensive, cache earlier?
+ if source_center in obstacle_positions:
+ obstacle_positions.remove(source_center)
+ for yx in self:
big_yx, little_yx = self.source_yxyx(yx)
- if big_yx in obstacles and little_yx in obstacles[big_yx]:
+ get_map(big_yx)
+ if (big_yx, little_yx) in obstacle_positions:
self.source_map_segment += self.block_chars[0]
else:
self.source_map_segment += source_maps[big_yx][little_yx]
return lowered_msg
largest_audible_distance = 20
- # player's don't block sound (or should they?)
- things = [t for t in self.game.things if t.type_ != 'Player']
+ # player's don't block sound
+ obstacles = [t.position for t in self.game.things
+ if t.blocking and t.type_ != 'Player']
sound_blockers = self.game.get_sound_blockers()
- dijkstra_map = DijkstraMap(sound_blockers, things, self.game.maps, self.position,
- largest_audible_distance, self.game.get_map)
+ dijkstra_map = DijkstraMap(sound_blockers, obstacles, self.game.maps,
+ self.position, largest_audible_distance,
+ self.game.get_map)
url_limits = []
for m in re.finditer('https?://[^\s]+', msg):
url_limits += [m.start(), m.end()]
if t != self and t.position == self.position]:
return
self.game.add_thing(self.child_type, self.position)
- # self.game.changed = True handled by add_thing
fov_map_class = self.game.map_geometry.fov_map_class
fov_radius = 12
light_blockers = self.game.get_light_blockers()
- fov = fov_map_class(light_blockers, self.game.things, self.game.maps,
+ obstacles = [t.position for t in self.game.things if t.blocking]
+ fov = fov_map_class(light_blockers, obstacles, self.game.maps,
self.position, fov_radius, self.game.get_map)
fov.init_terrain()
visible_players = []
elif choice == 'Hat':
msg += 'pick it up and then use "(un-)wear" on it!'
self.sound('BOTTLE DEPOSITOR', msg)
- # self.game.changed = True done by game.add_thing
def accept(self):
self.bottle_counter += 1
fov_map_class = self.game.map_geometry.fov_map_class
fov_radius = 3 if self.drunk > 0 else 12
light_blockers = self.game.get_light_blockers()
- self._fov = fov_map_class(light_blockers, self.game.things, self.game.maps,
+ obstacles = [t.position for t in self.game.things if t.blocking]
+ self._fov = fov_map_class(light_blockers, obstacles, self.game.maps,
self.position, fov_radius, self.game.get_map)
def multiprocessible_fov_stencil(self):