fov
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@@ -424,7 +424,14 @@ fn draw_board_area(frame: &mut Frame, inner: Rect, game: &GameState, ui: &mut Ui
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);
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} else {
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let board = &game.board();
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frame.render_widget(BoardWidget::new(board), inner);
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frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner);
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// On a dark board this is the player's field of view; on a lit board it's
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// None (draw everything). Computed once and shared by both widgets so the
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// board and its speech bubbles agree on what's visible.
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let fov = board.player_fov();
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frame.render_widget(BoardWidget::new(board).fov(fov.as_ref()), inner);
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frame.render_widget(
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SpeechBubblesWidget::new(board, &game.speech_bubbles).fov(fov.as_ref()),
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inner,
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);
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}
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}
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