def get_string_options(self, string_option_type):
if string_option_type == 'direction':
- return self.map_geometry.get_directions()
+ return self.map_geometry.directions
elif string_option_type == 'char':
return [c for c in
string.digits + string.ascii_letters + string.punctuation + ' ']
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
+ # TODO: limit to connection_id if provided
self.io.send('TURN ' + str(self.turn))
- for c_id in self.sessions:
+ 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)]
+ player_fovs = []
+ for player in players:
+ 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()
+ 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)
for little_yx in [little_yx for little_yx in self.annotations[big_yx]
if player.fov_test(big_yx, little_yx)]:
target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
- self.io.send('ANNOTATION_HINT %s' % (target_yx,), c_id)
+ annotation = self.annotations[big_yx][little_yx]
+ self.io.send('ANNOTATION %s %s' % (target_yx,
+ quote(annotation)), c_id)
self.io.send('GAME_STATE_COMPLETE')
def run_tick(self):