from plomrogue.misc import Terrain
super().__init__(*args, **kwargs)
self.changed = True
- self.changed_tiles = []
+ self.changed_tiles = {'fov': [], 'other': []}
self.io = GameIO(self, save_file)
+ self.login_requests = []
self.tasks = {}
self.thing_types = {}
self.sessions = {}
self.spawn_point = YX(0, 0), YX(0, 0)
self.portals = {}
self.player_chars = string.digits + string.ascii_letters
+ self.players_hat_chars = {}
self.player_char_i = -1
self.admin_passwords = []
- self.send_gamestate_interval = datetime.timedelta(seconds=0.04)
+ self.send_gamestate_min_interval = datetime.timedelta(seconds=0.04)
self.last_send_gamestate = datetime.datetime.now() -\
- self.send_gamestate_interval
+ self.send_gamestate_min_interval
self.terrains = {
'.': Terrain('.', 'floor'),
'X': Terrain('X', 'wall', blocks_light=True, blocks_sound=True,
'=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True),
'T': Terrain('T', 'table', blocks_movement=True),
}
+ self.draw_control_presets = True
if os.path.exists(self.io.save_file):
if not os.path.isfile(self.io.save_file):
raise GameError('save file path refers to non-file')
if t.carrying:
t.uncarry()
self.things.remove(t)
- self.record_fov_change(t.position)
+ self.record_change(t.position, 'other')
+ if t.blocks_light:
+ self.record_change(t.position, 'fov')
def add_thing(self, type_, position, id_=0):
t_old = None
self.things[self.things.index(t_old)] = t
else:
self.things += [t]
- self.record_fov_change(t.position)
+ self.record_change(t.position, 'other')
+ if t.blocks_light:
+ self.record_change(t.position, 'fov')
return t
def send_gamestate(self, connection_id=None):
c_ids = [c_id for c_id in self.sessions]
# Only recalc FOVs for players with ._fov = None
player_fovs = []
- player_fov_ids = []
+ player_ids_send_fov = []
+ player_ids_send_other = []
for c_id in c_ids:
player = self.get_player(c_id)
- if player._fov:
- continue
- player.prepare_multiprocessible_fov_stencil()
- player_fovs += [player._fov]
- player_fov_ids += [player.id_]
+ if not player._fov:
+ player.prepare_multiprocessible_fov_stencil()
+ player_fovs += [player._fov]
+ player_ids_send_fov += [player.id_]
+ if None in (player._seen_things,
+ player._seen_annotation_positions,
+ player._seen_portal_positions):
+ player_ids_send_other += [player.id_]
new_fovs = []
single_core_until = 16 # since multiprocess has its own overhead
if len(player_fovs) > single_core_until:
elif len(player_fovs) <= single_core_until:
for fov in player_fovs:
new_fovs += [fov.init_terrain()]
- for i in range(len(player_fov_ids)):
- id_ = player_fov_ids[i]
+ for i in range(len(player_ids_send_fov)):
+ id_ = player_ids_send_fov[i]
player = self.get_thing(id_)
player._fov = new_fovs[i]
for c_id in c_ids:
self.io.send('TURN ' + str(self.turn), c_id)
player = self.get_player(c_id)
- if player.id_ in player_fov_ids:
+ self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
+ c_id)
+ self.io.send('STATS %s %s' % (player.need_for_toilet,
+ player.energy), c_id)
+ if player.id_ in player_ids_send_fov:
self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
player.fov_stencil.geometry.size,
quote(player.visible_terrain)), c_id)
self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
- if player.id_ in player_fov_ids:
- # FIXME: Many of the following updates are triggered by technically
- # inappropriate calls to game.record_fov_change, since they depict
- # states that might change independent of FOV changes. They are
- # collected here as a shortcut, but a cleaner way would be to
- # differentiate the changes somehow.
- self.io.send('PSEUDO_FOV_WIPE', c_id)
+ if player.id_ in player_ids_send_other:
+ self.io.send('OTHER_WIPE', c_id)
for t in player.seen_things:
target_yx = player.fov_stencil.target_yx(*t.position)
self.io.send('THING %s %s %s %s %s %s'
quote(t.thing_char)), c_id)
if hasattr(t, 'installable') and not t.portable:
self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
- if hasattr(t, 'design'):
+ if t.type_ == 'Hat':
self.io.send('THING_HAT %s %s' % (t.id_,
quote(t.design)), c_id)
+ elif hasattr(t, 'design'):
+ self.io.send('THING_DESIGN %s %s %s'
+ % (t.id_, t.design_size, quote(t.design)),
+ c_id)
for t in [t for t in player.seen_things if t.carrying]:
# send this last so all carryable things are already created
self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
c_id)
- for big_yx in self.portals:
- for little_yx in [little_yx for little_yx in self.portals[big_yx]
- if player.fov_test(big_yx, little_yx)]:
- target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
- portal = self.portals[big_yx][little_yx]
- self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
- for big_yx in self.annotations:
- for little_yx in [little_yx for little_yx in self.annotations[big_yx]
- if player.fov_test(big_yx, little_yx)]:
- target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
- annotation = self.annotations[big_yx][little_yx]
- self.io.send('ANNOTATION %s %s' % (target_yx,
- quote(annotation)), c_id)
+ for position in player.seen_portal_positions:
+ target_yx = player.fov_stencil.target_yx(position[0],
+ position[1])
+ portal = self.portals[position[0]][position[1]]
+ self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
+ for position in player.seen_annotation_positions:
+ target_yx = player.fov_stencil.target_yx(position[0],
+ position[1])
+ annotation = self.annotations[position[0]][position[1]]
+ self.io.send('ANNOTATION %s %s' % (target_yx,
+ quote(annotation)), c_id)
self.io.send('GAME_STATE_COMPLETE', c_id)
- def record_fov_change(self, position):
+ def record_change(self, position, type_):
big_yx, little_yx = position
- self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
- little_yx)]
+ self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx,
+ little_yx)]
self.changed = True
+ def login(self, nick, connection_id):
+ for t in [t for t in self.things
+ if t.type_ == 'Player' and t.name == nick]:
+ self.io.send('GAME_ERROR ' + quote('name already in use'),
+ connection_id)
+ return
+ t = self.add_thing('Player', self.spawn_point)
+ t.name = nick
+ t.thing_char = self.get_next_player_char()
+ self.sessions[connection_id] = {
+ 'thing_id': t.id_,
+ 'status': 'player'
+ }
+ self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+ self.io.send('LOGIN_OK', connection_id)
+ self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
+ for s in [s for s in self.things
+ if s.type_ == 'SpawnPoint' and s.name == t.name]:
+ t.position = s.position
+ if s.temporary:
+ self.remove_thing(s)
+ break
+
def run_tick(self):
+
+ # update player sessions
to_delete = []
for connection_id in self.sessions:
connection_id_found = False
t = self.get_player(connection_id)
if hasattr(t, 'name'):
self.io.send('CHAT ' + quote(t.name + ' left the map.'))
+ spawn_point = self.add_thing('SpawnPoint', t.position)
+ spawn_point.temporary = True
+ spawn_point.name = t.name
self.remove_thing(t)
to_delete += [connection_id]
for connection_id in to_delete:
del self.sessions[connection_id]
- # self.changed = True already handled by remove_thing
+ while len(self.login_requests) > 0:
+ login_request = self.login_requests.pop()
+ self.login(login_request[0], login_request[1])
+
+ # update game state
for t in [t for t in self.things]:
if t in self.things:
try:
for connection_id in [c_id for c_id in self.sessions
if self.sessions[c_id]['thing_id'] == t.id_]:
self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
+
+ # send gamestate if it makes sense at this point
if self.changed:
self.turn += 1
# send_gamestate() can be rather expensive, due to among other reasons
# re-calculating players' FOVs, so don't send it out too often
if self.last_send_gamestate < \
- datetime.datetime.now() -self.send_gamestate_interval:
- if len(self.changed_tiles) > 0:
+ datetime.datetime.now() - self.send_gamestate_min_interval:
+ n_changes = 0
+ for type_ in self.changed_tiles:
+ n_changes += len(self.changed_tiles[type_])
+ if n_changes > 0:
for t in [t for t in self.things if t.type_ == 'Player']:
fov_radius = 12 # TODO: un-hardcode
absolute_position =\
x_range_start = absolute_position.x - fov_radius
x_range_end = absolute_position.x + fov_radius
# TODO: refactor with SourcedMap.inside?
- for position in self.changed_tiles:
- if position.y < y_range_start\
- or position.y > y_range_end:
- continue
- if position.x < x_range_start\
- or position.x > x_range_end:
- continue
- t.invalidate_map_view()
- break
+ for type_ in self.changed_tiles:
+ for position in self.changed_tiles[type_]:
+ if position.y < y_range_start\
+ or position.y > y_range_end:
+ continue
+ if position.x < x_range_start\
+ or position.x > x_range_end:
+ continue
+ t.invalidate(type_)
+ break
self.send_gamestate()
self.changed = False
- self.changed_tiles = []
+ self.changed_tiles = {'fov': [], 'other': []}
self.save()
self.last_send_gamestate = datetime.datetime.now()
with open(self.io.save_file, 'w') as f:
write(f, 'TURN %s' % self.turn)
map_geometry_shape = self.get_map_geometry_shape()
+ # must come before MAP, otherwise first get_map uses the default
+ # TODO: refactor into MAP
+ write(f, 'MAP_CONTROL_PRESETS %s' % int(self.draw_control_presets))
write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
for terrain in self.terrains.values():
write(f, 'TERRAIN %s %s %s %s %s' % (quote(terrain.character),
int(terrain.blocks_light),
int(terrain.blocks_sound),
int(terrain.blocks_movement)))
+ if len(terrain.tags) > 0:
+ for tag in terrain.tags:
+ write(f, 'TERRAIN_TAG %s %s' % (quote(terrain.character),
+ quote(tag)))
for big_yx in [yx for yx in self.maps if self.maps[yx].modified]:
for y, line in self.maps[big_yx].lines():
write(f, 'MAP_LINE %s %5s %s' % (big_yx, y, quote(line)))
for name in self.hats:
write(f, 'GOD_PLAYER_HAT %s %s' % (quote(name),
quote(self.hats[name])))
+ for name in self.players_hat_chars:
+ write(f, 'GOD_PLAYERS_HAT_CHARS %s %s' %
+ (quote(name), quote(self.players_hat_chars[name])))
for t in [t for t in self.things if not t.type_ == 'Player']:
write(f, 'THING %s %s %s %s' % (t.position[0],
t.position[1], t.type_, t.id_))
write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
if hasattr(t, 'installable') and (not t.portable):
write(f, 'THING_INSTALLED %s' % t.id_)
- if t.type_ == 'Door' and t.blocking:
- write(f, 'THING_DOOR_CLOSED %s' % t.id_)
+ if t.type_ == 'Door' and t.blocks_movement:
+ write(f, 'THING_DOOR_CLOSED %s %s' % (t.id_, int(t.locked)))
elif t.type_ == 'Hat':
write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,
quote(t.design)))
+ elif hasattr(t, 'design'):
+ write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
elif t.type_ == 'MusicPlayer':
write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
(t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
(t.id_, quote(item[0]), item[1]))
elif t.type_ == 'Bottle' and not t.full:
write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
+ elif t.type_ == 'DoorKey':
+ write(f, 'THING_DOOR_KEY %s %s' % (t.id_, t.door.id_))
+ elif t.type_ == 'Crate':
+ for item in t.content:
+ write(f, 'THING_CRATE_ITEM %s %s' % (t.id_, item.id_))
+ elif t.type_ == 'SpawnPoint':
+ timestamp = 0
+ if t.temporary:
+ timestamp = int(t.created_at.timestamp())
+ write(f, 'THING_SPAWNPOINT_CREATED %s %s' % (t.id_,
+ timestamp))
+ next_thing_id = self.new_thing_id()
+ for t in [t for t in self.things if t.type_ == 'Player']:
+ write(f, 'THING %s %s SpawnPoint %s'
+ % (t.position[0], t.position[1], next_thing_id))
+ write(f, 'GOD_THING_NAME %s %s' % (next_thing_id, t.name))
+ write(f, 'THING_SPAWNPOINT_CREATED %s %s'
+ % (next_thing_id, int(datetime.datetime.now().timestamp())))
+ next_thing_id += 1
write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
self.spawn_point[1]))
+
+
def get_map(self, big_yx, type_='normal'):
if type_ == 'normal':
maps = self.maps
maps = self.map_controls
if big_yx not in maps:
maps[big_yx] = SaveableMap(self.map_geometry)
- if type_ == 'control':
+ if self.draw_control_presets and type_ == 'control':
maps[big_yx].draw_presets(big_yx.y % 2)
return maps[big_yx]