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)]:
+ seen_things = [t for t in self.things
+ if player.fov_test(*t.position)]
+ for t in 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_,
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:
- self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
- 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 seen_things if t.carrying]:
+ # send this last so all carryable things are already created
+ self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
+ c_id)
for big_yx in self.portals:
for little_yx in [little_yx for little_yx in self.portals[big_yx]
if player.fov_test(big_yx, little_yx)]: