self.player_char_i = -1
self.admin_passwords = []
self.send_gamestate_min_interval = datetime.timedelta(seconds=0.04)
- self.send_gamestate_max_interval = datetime.timedelta(seconds=5)
self.last_send_gamestate = datetime.datetime.now() -\
self.send_gamestate_min_interval
self.terrains = {
player = self.get_player(c_id)
self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
c_id)
- self.io.send('BLADDER_PRESSURE %s' % player.need_for_toilet)
+ 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(),
self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
# send gamestate if it makes sense at this point
- if self.changed or self.last_send_gamestate < \
- datetime.datetime.now() - self.send_gamestate_max_interval:
+ 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
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_))
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