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@ -195,7 +195,9 @@ func (ps *precomputedShade) PrecomputeFovMap() {
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}
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func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords, radius int) {
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for i, _ := range ps.CellList {
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ps.CellList[i].lit = 0
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}
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ps.originCoords = initCoords
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if radius > ps.MaxTorchRadius {
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@ -250,6 +252,7 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
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func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Coords, radius int) {
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level.SetAllInvisible()
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ps.recalc(level, initCoords, radius)
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for _, cell := range ps.CellList {
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@ -260,6 +263,7 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
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continue
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}
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level.GetTile(cs).Visible = true
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level.GetTile(cs).Explored = true
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}
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//light walls, crutch
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@ -270,9 +274,10 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
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for _, maybeNb := range ps.CellList {
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if //int(maybeNb.distance) == int(cell.distance-1) &&
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maybeNb.IsAdjacentTo(&cell.Coords) &&
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(maybeNb.X == cell.X || maybeNb.Y == cell.Y) &&
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//(maybeNb.X == cell.X || maybeNb.Y == cell.Y) &&
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maybeNb.lit > 0 { //magic constant!
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level.GetTile(cs).Visible = true
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level.GetTile(cs).Explored = true
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}
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}
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}
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@ -67,7 +67,7 @@ func TestPrecompShade(t *testing.T) {
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if playerCoords.X == x && playerCoords.Y == y {
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return "@"
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}
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result := level.GetTileByXY(x, y).Char
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result := level.GetTileByXY(x, y).Glyph.GetGlyph()
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if !level.GetTileByXY(x, y).Visible {
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result = "?"
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}
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