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.send_gamestate_max_interval = datetime.timedelta(seconds=5)
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,
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)
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:
+ if self.changed or self.last_send_gamestate < \
+ datetime.datetime.now() - self.send_gamestate_max_interval:
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:
+ datetime.datetime.now() - self.send_gamestate_min_interval:
n_changes = 0
for type_ in self.changed_tiles:
n_changes += len(self.changed_tiles[type_])