def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
- def send_thing(offset, thing):
- offset_pos = self.map_geometry.pos_in_projection(thing.position,
- offset,
- self.map_size)
+ def send_thing(thing):
+ view_pos = self.map_geometry.pos_in_view(thing.position,
+ self.player.view_offset,
+ self.map_size)
self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- self.io.send('THING_POS %s %s' % (thing.id_, offset_pos))
+ self.io.send('THING_POS %s %s' % (thing.id_, view_pos))
self.io.send('TURN ' + str(self.turn))
visible_map = self.player.get_visible_map()
- offset = self.player.get_surroundings_offset()
- self.io.send('VISIBLE_MAP %s %s' % (offset, visible_map.size))
+ self.io.send('VISIBLE_MAP %s %s' % (self.player.view_offset,
+ visible_map.size))
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
visible_things = self.player.get_visible_things()
for thing in visible_things:
- send_thing(offset, thing)
+ send_thing(thing)
if hasattr(thing, 'health'):
self.io.send('THING_HEALTH %s %s' % (thing.id_,
thing.health))
self.io.send('PLAYER_INVENTORY ,')
for id_ in self.player.inventory:
thing = self.get_thing(id_)
- send_thing(offset, thing)
+ send_thing(thing)
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):
self.neighbors_to[map_size][pos] = neighbors
return neighbors
- def pos_in_projection(self, pos, offset, maps_size):
- pos_y = pos[1].y + (maps_size.y * pos[0].y) - offset.y
- pos_x = pos[1].x + (maps_size.x * pos[0].x) - offset.x
- return YX(pos_y, pos_x)
+ def undouble_coordinate(self, maps_size, coordinate):
+ y = maps_size.y * coordinate[0].y + coordinate[1].y
+ x = maps_size.x * coordinate[0].x + coordinate[1].x
+ return YX(y, x)
+
+ def get_view_offset(self, maps_size, center, radius):
+ yx_to_origin = self.undouble_coordinate(maps_size, center)
+ return yx_to_origin - YX(radius, radius)
+
+ def pos_in_view(self, pos, offset, maps_size):
+ return self.undouble_coordinate(maps_size, pos) - offset
def correct_double_coordinate(self, map_size, big_yx, little_yx):
def hunt_player(self):
visible_things = self.get_visible_things()
- offset = self.get_surroundings_offset()
target = None
for t in visible_things:
if t.type_ == 'human':
- target = t.position[1] - offset
+ target = t.position[1] - self.view_offset
break
if target is not None:
try:
- offset_self_pos = self.position[1] - offset
+ offset_self_pos = self.position[1] - self.view_offset
target_dir = self.move_on_dijkstra_map(offset_self_pos,
[target])
if target_dir is not None:
self.set_task('PICKUP', (id_,))
return True
visible_things = self.get_visible_things()
- offset = self.get_surroundings_offset()
food_targets = []
for t in visible_things:
if t.type_ == 'food':
- food_targets += [t.position[1] - offset]
- offset_self_pos = self.position[1] - offset
+ food_targets += [t.position[1] - self.view_offset]
+ offset_self_pos = self.position[1] - self.view_offset
target_dir = self.move_on_dijkstra_map(offset_self_pos,
food_targets)
if target_dir:
def unset_surroundings(self):
self._stencil = None
self._surrounding_map = None
- self._surroundings_offset = None
- def get_surroundings_offset(self):
- if self._surroundings_offset is not None:
- return self._surroundings_offset
- y_long = self.position[0].y * self.game.map_size.y + self.position[1].y
- x_long = self.position[0].x * self.game.map_size.x + self.position[1].x
- yx_to_origin = YX(y_long, x_long)
- self._surroundings_offset = yx_to_origin - YX(self._radius, self._radius)
- return self._surroundings_offset
+ @property
+ def view_offset(self):
+ return self.game.map_geometry.get_view_offset(self.game.map_size,
+ self.position,
+ self._radius)
def get_surrounding_map(self):
if self._surrounding_map is not None:
return self._surrounding_map
self._surrounding_map = Map(size=YX(self._radius*2+1, self._radius*2+1))
- offset = self.get_surroundings_offset()
for pos in self._surrounding_map:
correct = self.game.map_geometry.correct_double_coordinate
- big_yx, small_yx = correct(self.game.map_size, (0,0), pos + offset)
+ big_yx, small_yx = correct(self.game.map_size, (0,0),
+ pos + self.view_offset)
map_ = self.game.get_map(big_yx, False)
if map_ is None:
map_ = Map(size=self.game.map_size)
def get_visible_things(self):
stencil = self.get_stencil()
- offset = self.get_surroundings_offset()
visible_things = []
for thing in self.game.things:
- pos = self.game.map_geometry.pos_in_projection(thing.position,
- offset,
- self.game.map_size)
+ pos = self.game.map_geometry.pos_in_view(thing.position,
+ self.view_offset,
+ self.game.map_size)
if pos.y < 0 or pos.x < 0 or\
pos.y >= stencil.size.y or pos.x >= stencil.size.x:
continue