def update_fov(self) -> None: if self.effect: if self.effect.type == "blindness": self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=1, ) #do not add visible tiles to explored elif self.effect.type == "clarity": self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=1000, ) else: self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) else: self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) self.game_map.explored |= self.game_map.visible #visible tiles get added to explore
def update_fov(self) -> None: """ Recompute the visible area based on the player's point of view. """ self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8) # If a tile is 'visible' it should be added to 'explored' self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """Recompute the visible area based on the player POV""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=PLAYER_FOV_RADIUS, ) self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """Recompute the visible area based on the player's field of view.""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """Recompute the visible area based on the players point of view.""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, algorithm=FOV_BASIC) # If a tile is "visible" it should be added to "explored". self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: # Recomputer visible area based on player's point of view self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) # If a tile is visible, it should be considered explored self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """ Recompute visible area based on player's point of view. """ self.game_map.visible[:] = compute_fov( transparency=self.game_map.tiles["transparent"], pov=(self.player.x, self.player.y), radius=8, ) # If a tile is visible, it should be marked as explored. self.game_map.explored |= self.game_map.visible
def recompute_fov(fov_map, player, temporary_vision, light_walls=True, algorithm=0): x, y = player.position.x, player.position.y radius = player.fighter.fov_range # TODO: Enable FOV for an open or closed door for _x, _y in temporary_vision: fov_map.transparent[_y][_x] = True return compute_fov(fov_map.transparent.T, (x, y), radius, light_walls, algorithm)
def update_fov(self) -> None: """Recompute the visible area based on where the player is""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) # if a tile is visible it should be added to the explored array self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """ Recompute visible area based on player FOV """ self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) # if a tile is "visible", add to "explored" self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """recompute the visible area based on player pov""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) """if a tile is visible it should be added to explored""" self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: # renders visible area self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8 ) # If a tile is "visible" it should be added to "explored". self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: # Recompute the visible area based on the players POV self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) # If a tile is "visible" it should be added to "explored" self.game_map.explored |= self.game_map.visible
def update_fov(self): """ Opdater `game_map` baseret på spillerens FOV""" self.game_map.visible[:] = compute_fov( self.game_map.tiles['transparent'], (self.player.x, self.player.y), radius=8, ) # Hvis en `tile` er synlig, sæt den til `explored` self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: '''Recmompute the visible area based on the players point of view.''' self.game_map.visible[:] = compute_fov( self.game_map.tiles['transparent'], (self.player.x, self.player.y), radius=8, ) # If a tile is "visible" it should be added to "explored". self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """Recompute the visible area based on the player's point of view.""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, # how far the FOV extends ) # If a tile is "visible", it should be added to "explored". self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """Recompute the visible area based on the players point of view.""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) #if a tile is "visible" it should be added to "explored" by setting anything in the explored array to include everything #in the "visible" array self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: """Пересчитывает видимую область на основе местонахождения героя.""" self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius= 8, # радиус отвечает за то, насколько обширным будет поле зрения ) # Если плитка - "visible", она должны быть добавлена к "explored". self.game_map.explored |= self.game_map.visible # добавляет увиденные плитки к исследованным
def update_fov(self) -> None: """Recompute the visible area based on the player's point of view.""" # TODO: Magic numbers! self.GAMEMAP.visible[:] = compute_fov( self.GAMEMAP.tiles["transparent"], self.PLAYER.position, radius=CONFIG.Game.get("fov_radius")) # if a tile is visible it should be added to explored self.GAMEMAP.explored |= self.GAMEMAP.visible
def update_fov(self) -> None: """ Recompute the visible area based on the players point of view """ self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8, ) #if a tile is "visible it shoudl be added to the "explored" self.game_map.explored |= self.game_map.visible
def update_fov(self) -> None: ''' * Sets visibility of a tile based on tcod library's 'map.compute_fov()' method - "transparency"- uses a 2D numpy array where any non-zero values are considered transparent. - "player.x, player.y" - the player's x/y point (character's POV) - "radius" - how far the FOV extends (in tiled spaces) > (https://python-tcod.readthedocs.io/en/latest/tcod/map.html#tcod.map.compute_fov) ''' self.game_map.visible[:] = compute_fov( self.game_map.tiles["transparent"], (self.player.x, self.player.y), radius=8) # If a tile is "visible", it must have been "explored" (so add the 'visible' array to the 'explored' array) self.game_map.explored |= self.game_map.visible
def ai(self): if not self.dead: super().ai() fov = compute_fov(self.map.transparent, (self.x, self.y), self.fov, True, tcod.constants.FOV_BASIC) player = self.level.get_visible_player(fov) if player: path = tcod.path_new_using_map(self.map, 0) tcod.path_compute(path, self.x, self.y, player.x, player.y) if tcod.path_size(path) == 1: self.attack(player) elif not tcod.path_is_empty(path): px, py = tcod.path_walk(path, True) self.move(px - self.x, py - self.y)
def calculate_fov(self, entity): """Returns the visible area for a particular entity""" # Get a map the size of the level visible = np.full((self.width, self.height), fill_value=False, order="F") # Compute field of view from the entity's location visible[:] = compute_fov(self.tiles["transparent"], (entity.x, entity.y), radius=entity.body.view_radius, algorithm=tcod.FOV_SHADOW) # Return the visible map return visible
def update_fov(self) -> None: """Recompute the visible area based on the players point of view.""" temp_vision = copy.copy(self.game_map.tiles["transparent"]) for entity in self.game_map.entities: if entity.blocks_sight: temp_vision[entity.x, entity.y] = False self.game_map.visible[:] = compute_fov( temp_vision, (self.player.x, self.player.y), radius=self.player.status.changed_status["eyesight"], ) # If a tile is "visible" it should be added to "explored". self.game_map.explored |= self.game_map.visible
def enemy_recompute_fov(transparency_map, pov, radius, light_walls=True, algorithm=tcod.FOV_BASIC): return compute_fov(transparency_map, pov, radius, light_walls, algorithm)