def __init__(self, save_file, *args, **kwargs):
super().__init__(*args, **kwargs)
self.changed = True
+ self.changed_tiles = []
self.io = GameIO(self, save_file)
self.tasks = {}
self.thing_types = {}
self.sessions = {}
+ self.faces = {}
+ self.hats = {}
self.maps = {}
self.map_controls = {}
self.map_control_passwords = {}
player = self.get_thing(self.sessions[connection_id]['thing_id'])
return player
+ def get_face(self, t):
+ if t.type_ == 'Player':
+ if t.name in self.faces:
+ return self.faces[t.name]
+ else:
+ 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."""
# TODO: limit to connection_id if provided
+ print('DEBUG send_gamestate')
self.io.send('TURN ' + str(self.turn))
from plomrogue.mapping import FovMap
import multiprocessing
- pool = multiprocessing.Pool()
- players = []
c_ids = [c_id for c_id in self.sessions]
- for c_id in c_ids:
- players += [self.get_player(c_id)]
+ # Only recalc FOVs for players with ._fov = None
player_fovs = []
- for player in players:
- player.prepare_multiprocessible_fov_stencil()
+ player_fov_ids = []
+ 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]
- new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
- for i in range(len(players)):
- players[i]._fov = new_fovs[i]
- pool.close()
- pool.join()
+ player_fov_ids += [player.id_]
+ print('DEBUG regen FOV for', player.id_)
+ if len(player_fovs) > 0:
+ pool = multiprocessing.Pool()
+ new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs]) #!
+ pool.close()
+ pool.join()
+ for i in range(len(player_fov_ids)):
+ id_ = player_fov_ids[i]
+ player = self.get_thing(id_)
+ player._fov = new_fovs[i]
for c_id in c_ids:
player = self.get_player(c_id)
- visible_terrain = player.fov_stencil_map()
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(visible_terrain)), c_id)
- visible_control = player.fov_stencil_map('control')
- self.io.send('MAP_CONTROL %s' % quote(visible_control), c_id)
+ quote(player.visible_terrain)), c_id)
+ self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
for t in [t for t in self.things if player.fov_test(*t.position)]:
target_yx = player.fov_stencil.target_yx(*t.position)
self.io.send('THING %s %s %s %s %s' % (target_yx, t.type_,
c_id)
if hasattr(t, 'name'):
self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
+ if t.type_ == 'Player' and t.name in self.hats:
+ hat = self.hats[t.name]
+ self.io.send('THING_HAT %s %s' % (t.id_, quote(hat)), c_id)
+ face = self.get_face(t)
+ if face:
+ self.io.send('THING_FACE %s %s' % (t.id_, quote(face)), c_id)
if hasattr(t, 'thing_char'):
self.io.send('THING_CHAR %s %s' % (t.id_,
quote(t.thing_char)), c_id)
if hasattr(t, 'carrying') and t.carrying:
self.io.send('THING_CARRYING %s' % (t.id_), c_id)
+ if hasattr(t, 'installable') and not t.portable:
+ self.io.send('THING_INSTALLED %s' % (t.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)]:
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.remove_thing(t)
to_delete += [connection_id]
for connection_id in to_delete:
del self.sessions[connection_id]
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_tiles = []
self.save()
self.last_send_gamestate = datetime.datetime.now()
self.map_control_passwords[tile_class]))
for pw in self.admin_passwords:
write(f, 'ADMIN_PASSWORD %s' % pw)
+ for name in self.faces:
+ write(f, 'GOD_PLAYER_FACE %s %s' % (quote(name),
+ quote(self.faces[name])))
+ for name in self.hats:
+ write(f, 'GOD_PLAYER_HAT %s %s' % (quote(name),
+ quote(self.hats[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_PROTECTION %s %s' % (t.id_, quote(t.protection)))
if hasattr(t, 'name'):
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_)
+ elif t.type_ == 'Hat':
+ write(f, 'THING_HAT_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)))