def __init__(self, save_file, *args, **kwargs):
super().__init__(*args, **kwargs)
self.changed = True
- self.changed_fovs = True
+ self.changed_tiles = []
self.io = GameIO(self, save_file)
self.tasks = {}
self.thing_types = {}
return '/O O\\' + '| oo |' + '\\>--</'
return None
+ def remove_thing(self, t):
+ self.things.remove(t)
+ self.record_fov_change(t.position)
+
+ def add_thing(self, type_, position, id_=0):
+ t_old = None
+ if id_ > 0:
+ t_old = self.get_thing(id_)
+ t = self.thing_types[type_](self, id_=id_, position=position)
+ if t_old:
+ self.things[self.things.index(t_old)] = t
+ else:
+ self.things += [t]
+ self.record_fov_change(t.position)
+ return t
+
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
player.prepare_multiprocessible_fov_stencil() #!
player_fovs += [player._fov]
player_fov_ids += [player.id_]
+ print('DEBUG regen FOV for', player.id_)
if len(player_fovs) > 0:
- print('DEBUG regenerating FOVs')
pool = multiprocessing.Pool()
new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs]) #!
pool.close()
quote(annotation)), c_id)
self.io.send('GAME_STATE_COMPLETE')
+ def record_fov_change(self, position):
+ big_yx, little_yx = position
+ self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
+ little_yx)]
+
def run_tick(self):
to_delete = []
for connection_id in self.sessions:
t = self.get_player(connection_id)
if hasattr(t, 'name'):
self.io.send('CHAT ' + quote(t.name + ' left the map.'))
- self.things.remove(t)
- self.changed_fovs = True
+ self.remove_thing(t)
to_delete += [connection_id]
for connection_id in to_delete:
del self.sessions[connection_id]
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)
- if self.changed_fovs:
- for t in [t for t in self.things]:
- t.invalidate_map_view()
if self.changed:
self.turn += 1
# send_gamestate() can be rather expensive, due to among other reasons
- # re-calculating each player's FOV, so don't send it out too often
+ # 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:
+ for t in [t for t in self.things if t.type_ == 'Player']:
+ fov_radius = 12 # TODO: un-hardcode
+ absolute_position =\
+ self.map_geometry.undouble_yxyx(t.position[0],
+ t.position[1])
+ y_range_start = absolute_position.y - fov_radius
+ y_range_end = absolute_position.y + fov_radius
+ x_range_start = absolute_position.x - fov_radius
+ x_range_end = absolute_position.x + fov_radius
+ 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
self.send_gamestate()
self.changed = False
- self.changed_fovs = False
+ self.changed_tiles = []
self.save()
self.last_send_gamestate = datetime.datetime.now()