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Allow toggling of map control preset drawing.
[plomrogue2]
/
plomrogue
/
game.py
diff --git
a/plomrogue/game.py
b/plomrogue/game.py
index ec663b7b4b5bf362b9a4f801fd9d1c78dec421c6..4b5c3372eba5b2d96fccfb72ec0d7e8250645b37 100755
(executable)
--- a/
plomrogue/game.py
+++ b/
plomrogue/game.py
@@
-136,9
+136,9
@@
class Game(GameBase):
self.players_hat_chars = {}
self.player_char_i = -1
self.admin_passwords = []
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.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,
self.terrains = {
'.': Terrain('.', 'floor'),
'X': Terrain('X', 'wall', blocks_light=True, blocks_sound=True,
@@
-146,6
+146,7
@@
class Game(GameBase):
'=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True),
'T': Terrain('T', 'table', blocks_movement=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 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')
@@
-276,6
+277,8
@@
class Game(GameBase):
player = self.get_player(c_id)
self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
c_id)
player = self.get_player(c_id)
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(),
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(),
@@
-392,7
+395,7
@@
class Game(GameBase):
# 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 < \
# 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_])
n_changes = 0
for type_ in self.changed_tiles:
n_changes += len(self.changed_tiles[type_])
@@
-496,6
+499,9
@@
class Game(GameBase):
with open(self.io.save_file, 'w') as f:
write(f, 'TURN %s' % self.turn)
map_geometry_shape = self.get_map_geometry_shape()
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),
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),
@@
-545,7
+551,7
@@
class Game(GameBase):
if hasattr(t, 'installable') and (not t.portable):
write(f, 'THING_INSTALLED %s' % t.id_)
if t.type_ == 'Door' and t.blocks_movement:
if hasattr(t, 'installable') and (not t.portable):
write(f, 'THING_INSTALLED %s' % t.id_)
if t.type_ == 'Door' and t.blocks_movement:
- write(f, 'THING_DOOR_CLOSED %s
' % t.id_
)
+ 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 t.type_ == 'Hat':
write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,
quote(t.design)))
@@
-557,9
+563,16
@@
class Game(GameBase):
(t.id_, quote(item[0]), item[1]))
elif t.type_ == 'Bottle' and not t.full:
write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
(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_))
write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
self.spawn_point[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
def get_map(self, big_yx, type_='normal'):
if type_ == 'normal':
maps = self.maps
@@
-567,7
+580,7
@@
class Game(GameBase):
maps = self.map_controls
if big_yx not in maps:
maps[big_yx] = SaveableMap(self.map_geometry)
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]
maps[big_yx].draw_presets(big_yx.y % 2)
return maps[big_yx]