Arcane eye showing more than actors
Posted: Sun Nov 28, 2010 6:57 pm
The first time I used arcane eye I thought it was broken since it did not show tiles in the lighter color that indicates it is in the current FOV. Only after looking at the code did I realize that it only shows actors, and then only if they are "seen" (or the invisibility/stealth is seen through). I think the handling of EFF_ARCANE_EYE should be changed in Player.lua to:
This will show the arcane eye's complete FOV as if it were in combination with the players. The handling of seeing through stealth etc. can be handled on a more global level.
EDIT: Oh, and Arcane Eye should pick up the require_target flag so that it can be targeted using the right mouse click.
EDIT2: On second thought, maybe instead of map.seens it should be map:apply? Currently the new terrain you see is not added to remembered terrain.
Code: Select all
core.fov.calc_circle(
eff.x, eff.y, eff.radius, function(_, x, y) if map:checkAllEntities(x, y, "block_sight", self) then return true end end,
function(_, x, y)
map.seens(x, y, 1)
end,
cache and map._fovcache["block_sight"]
)
EDIT: Oh, and Arcane Eye should pick up the require_target flag so that it can be targeted using the right mouse click.
EDIT2: On second thought, maybe instead of map.seens it should be map:apply? Currently the new terrain you see is not added to remembered terrain.