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Refactor parser code.
[plomrogue2] / plomrogue / game.py
index 8bc7f74b64a2890793352b7717a9c7222831fb38..cb749cffa939f38c3672945fb240ae3d6e3aef79 100755 (executable)
@@ -2,7 +2,7 @@ from plomrogue.errors import GameError, PlayError
 from plomrogue.io import GameIO
 from plomrogue.misc import quote
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
 from plomrogue.io import GameIO
 from plomrogue.misc import quote
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
-import string
+import datetime
 
 
 
 
 
 
@@ -11,7 +11,7 @@ class GameBase:
     def __init__(self):
         self.turn = 0
         self.things = []
     def __init__(self):
         self.turn = 0
         self.things = []
-        self.map_geometry = MapGeometrySquare(YX(24, 40))
+        self.map_geometry = MapGeometrySquare(YX(32, 32))
         self.commands = {}
 
     def get_thing(self, id_):
         self.commands = {}
 
     def get_thing(self, id_):
@@ -49,7 +49,14 @@ class SaveableMap(Map):
             return False
         return True
 
             return False
         return True
 
-    def draw_presets(self, alternate_hex=0):
+    def draw_presets(self, big_yx, type_):
+        if type_ == 1:
+            if big_yx.y < 0:
+                self.terrain = 'X' * self.size_i
+        elif type_ == 2:
+            self.draw_presets_grid(big_yx)
+
+    def draw_presets_grid(self, big_yx):
         old_modified = self.modified
         if type(self.geometry) == MapGeometrySquare:
             self.set_line(0, 'X' * self.geometry.size.x)
         old_modified = self.modified
         if type(self.geometry) == MapGeometrySquare:
             self.set_line(0, 'X' * self.geometry.size.x)
@@ -87,6 +94,7 @@ class SaveableMap(Map):
                                 if self.inside(yx):
                                     self[yx] = 'X'
 
                                 if self.inside(yx):
                                     self[yx] = 'X'
 
+                alternate_hex = big_yx.y % 2
                 if alternate_hex:
                     draw_snake(offset + YX(0, 0))
                 draw_snake(offset + YX((0 + alternate_hex) * distance,
                 if alternate_hex:
                     draw_snake(offset + YX(0, 0))
                 draw_snake(offset + YX((0 + alternate_hex) * distance,
@@ -114,38 +122,48 @@ import os
 class Game(GameBase):
 
     def __init__(self, save_file, *args, **kwargs):
 class Game(GameBase):
 
     def __init__(self, save_file, *args, **kwargs):
+        import string
+        from plomrogue.misc import Terrain
         super().__init__(*args, **kwargs)
         self.changed = True
         super().__init__(*args, **kwargs)
         self.changed = True
+        self.changed_tiles = {'fov': [], 'other': []}
         self.io = GameIO(self, save_file)
         self.io = GameIO(self, save_file)
+        self.login_requests = []
         self.tasks = {}
         self.thing_types = {}
         self.sessions = {}
         self.tasks = {}
         self.thing_types = {}
         self.sessions = {}
+        self.faces = {}
+        self.hats = {}
         self.maps = {}
         self.map_controls = {}
         self.map_control_passwords = {}
         self.annotations = {}
         self.maps = {}
         self.map_controls = {}
         self.map_control_passwords = {}
         self.annotations = {}
-        self.spawn_point = YX(0, 0), YX(0, 0)
+        self.spawn_points = []
         self.portals = {}
         self.portals = {}
+        self.intro_messages = []
         self.player_chars = string.digits + string.ascii_letters
         self.player_chars = string.digits + string.ascii_letters
+        self.players_hat_chars = {}
         self.player_char_i = -1
         self.admin_passwords = []
         self.player_char_i = -1
         self.admin_passwords = []
+        self.send_gamestate_min_interval = datetime.timedelta(seconds=0.04)
+        self.last_send_gamestate = datetime.datetime.now() -\
+            self.send_gamestate_min_interval
         self.terrains = {
         self.terrains = {
-            '.': 'floor',
-            'X': 'wall',
-            '=': 'window',
-            '#': 'bed',
-            'T': 'desk',
-            '8': 'cupboard',
-            '[': 'glass door',
-            'o': 'sink',
-            'O': 'toilet'
+            '.': Terrain('.', 'floor'),
+            'X': Terrain('X', 'wall', blocks_light=True, blocks_sound=True,
+                         blocks_movement=True),
+            '=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True),
+            'T': Terrain('T', 'table', blocks_movement=True),
         }
         }
+        self.draw_control_presets = 1
         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')
+        self.io.train_parser()
 
     def register_thing_type(self, thing_type):
         self._register_object(thing_type, 'thing_type', 'Thing_')
 
     def register_thing_type(self, thing_type):
         self._register_object(thing_type, 'thing_type', 'Thing_')
+        self.io.train_parser()
 
     def register_task(self, task):
         self._register_object(task, 'task', 'Task_')
 
     def register_task(self, task):
         self._register_object(task, 'task', 'Task_')
@@ -174,17 +192,11 @@ class Game(GameBase):
                 return False
         return True
 
                 return False
         return True
 
-    def get_string_options(self, string_option_type):
-        if string_option_type == 'direction':
-            return self.map_geometry.get_directions()
-        elif string_option_type == 'char':
-            return [c for c in
-                    string.digits + string.ascii_letters + string.punctuation + ' ']
-        elif string_option_type == 'map_geometry':
-            return ['Hex', 'Square']
-        elif string_option_type == 'thing_type':
-            return self.thing_types.keys()
-        return None
+    def get_default_spawn_point(self):
+        import random
+        if len(self.spawn_points) == 0:
+            return (YX(0, 0), YX(0, 0))
+        return random.choice(self.spawn_points)
 
     def get_map_geometry_shape(self):
         return self.map_geometry.__class__.__name__[len('MapGeometry'):]
 
     def get_map_geometry_shape(self):
         return self.map_geometry.__class__.__name__[len('MapGeometry'):]
@@ -195,42 +207,176 @@ class Game(GameBase):
         player = self.get_thing(self.sessions[connection_id]['thing_id'])
         return player
 
         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):
+        if t.carrying:
+            t.uncarry()
+        self.things.remove(t)
+        self.record_change(t.position, 'other')
+        if t.blocks_light:
+            self.record_change(t.position, 'fov')
+
+    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_change(t.position, 'other')
+        if t.blocks_light:
+            self.record_change(t.position, 'fov')
+        return t
+
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
-        self.io.send('TURN ' + str(self.turn))
-        for c_id in self.sessions:
+        # TODO: limit to connection_id if provided
+        from plomrogue.mapping import FovMap
+        import multiprocessing
+        if connection_id:
+            c_ids = [connection_id]
+        else:
+            c_ids = [c_id for c_id in self.sessions]
+        # Only recalc FOVs for players with ._fov = None
+        player_fovs = []
+        player_ids_send_fov = []
+        player_ids_send_other = []
+        for c_id in c_ids:
             player = self.get_player(c_id)
             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)
-            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' % (target_yx, t.type_,
-                                                    quote(t.protection), t.id_), c_id)
-                if hasattr(t, 'name'):
-                    self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
-                if hasattr(t, 'thing_char'):
-                    self.io.send('THING_CHAR %s %s' % (t.id_,
-                                                       quote(t.thing_char)), 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)]:
-                    target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
-                    portal = self.portals[big_yx][little_yx]
+            if not player._fov:
+                player.prepare_multiprocessible_fov_stencil()
+                player_fovs += [player._fov]
+                player_ids_send_fov += [player.id_]
+            if None in (player._seen_things,
+                        player._seen_annotation_positions,
+                        player._seen_portal_positions):
+                player_ids_send_other += [player.id_]
+        new_fovs = []
+        single_core_until = 16  # since multiprocess has its own overhead
+        if len(player_fovs) > single_core_until:
+            pool = multiprocessing.Pool()
+            new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
+            pool.close()
+            pool.join()
+        elif len(player_fovs) <= single_core_until:
+            for fov in player_fovs:
+                new_fovs += [fov.init_terrain()]
+        for i in range(len(player_ids_send_fov)):
+            id_ = player_ids_send_fov[i]
+            player = self.get_thing(id_)
+            player._fov = new_fovs[i]
+        for c_id in c_ids:
+            self.io.send('TURN ' + str(self.turn), 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(),
+                                               player.fov_stencil.geometry.size,
+                                               quote(player.visible_terrain)), c_id)
+                self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
+            if player.id_ in player_ids_send_other:
+                self.io.send('OTHER_WIPE', c_id)
+                for t in player.seen_things:
+                    target_yx = player.fov_stencil.target_yx(*t.position)
+                    self.io.send('THING %s %s %s %s %s %s'
+                                 % (target_yx, t.type_, quote(t.protection), t.id_,
+                                    int(t.portable), int(t.commandable)),
+                                 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, 'installable') and not t.portable:
+                        self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
+                    if hasattr(t, 'design'):
+                        self.io.send('THING_DESIGN %s %s %s'
+                                     % (t.id_, t.design_size, quote(t.design)),
+                                     c_id)
+                for t in [t for t in player.seen_things if t.carrying]:
+                    # send this last so all carryable things are already created
+                    self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
+                                 c_id)
+                for position in player.seen_portal_positions:
+                    target_yx = player.fov_stencil.target_yx(position[0],
+                                                             position[1])
+                    portal = self.portals[position[0]][position[1]]
                     self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
                     self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
-            for big_yx in self.annotations:
-                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)
-        self.io.send('GAME_STATE_COMPLETE')
+                for position in player.seen_annotation_positions:
+                    target_yx = player.fov_stencil.target_yx(position[0],
+                                                             position[1])
+                    annotation = self.annotations[position[0]][position[1]]
+                    self.io.send('ANNOTATION %s %s' % (target_yx,
+                                                       quote(annotation)), c_id)
+            self.io.send('GAME_STATE_COMPLETE', c_id)
+
+    def record_change(self, position, type_):
+        big_yx, little_yx = position
+        self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx,
+                                                                      little_yx)]
+        self.changed = True
+
+    def login(self, nick, connection_id):
+        login_limit_filename = 'login_limit'
+        if os.path.exists(login_limit_filename):
+            with open(login_limit_filename, 'r') as f:
+                lines = f.readlines()
+                login_limit = int(lines[0])
+                if len(self.sessions) > login_limit - 1:
+                    print('DEBUG LOGIN TOO MANY FOR', nick, connection_id)
+                    self.io.send('CHAT "sorry, too many users currently '
+                                 'logged in, try again later '
+                                 'by re-entering your name"', connection_id)
+                    return
+        for t in [t for t in self.things
+                  if t.type_ == 'Player' and t.name == nick]:
+            self.io.send('GAME_ERROR ' + quote('name already in use'),
+                         connection_id)
+            return
+        t = self.add_thing('Player', self.get_default_spawn_point())
+        t.name = nick
+        t.thing_char = self.get_next_player_char()
+        self.sessions[connection_id] = {
+            'thing_id': t.id_,
+            'status': 'player'
+        }
+        print('DEBUG LOGIN', t.name, len(self.sessions))
+        self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+        self.io.send('LOGIN_OK', connection_id)
+        for msg in self.intro_messages:
+            self.io.send('CHAT ' + quote(msg), connection_id)
+        self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
+        for s in [s for s in self.things
+                  if s.type_ == 'SpawnPoint' and s.name == t.name]:
+            t.position = s.position
+            if s.temporary:
+                self.remove_thing(s)
+                break
+        t.try_to_sit()
 
     def run_tick(self):
 
     def run_tick(self):
+
+        # update player sessions
         to_delete = []
         for connection_id in self.sessions:
             connection_id_found = False
         to_delete = []
         for connection_id in self.sessions:
             connection_id_found = False
@@ -242,11 +388,19 @@ class Game(GameBase):
                 t = self.get_player(connection_id)
                 if hasattr(t, 'name'):
                     self.io.send('CHAT ' + quote(t.name + ' left the map.'))
                 t = self.get_player(connection_id)
                 if hasattr(t, 'name'):
                     self.io.send('CHAT ' + quote(t.name + ' left the map.'))
-                self.things.remove(t)
+                spawn_point = self.add_thing('SpawnPoint', t.position)
+                spawn_point.temporary = True
+                spawn_point.name = t.name
+                print('DEBUG LEFT MAP', t.name)
+                self.remove_thing(t)
                 to_delete += [connection_id]
         for connection_id in to_delete:
             del self.sessions[connection_id]
                 to_delete += [connection_id]
         for connection_id in to_delete:
             del self.sessions[connection_id]
-            self.changed = True
+        while len(self.login_requests) > 0:
+            login_request = self.login_requests.pop()
+            self.login(login_request[0], login_request[1])
+
+        # update game state
         for t in [t for t in self.things]:
             if t in self.things:
                 try:
         for t in [t for t in self.things]:
             if t in self.things:
                 try:
@@ -259,11 +413,43 @@ class Game(GameBase):
                     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)
                     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)
+
+        # send gamestate if it makes sense at this point
         if self.changed:
             self.turn += 1
         if self.changed:
             self.turn += 1
-            self.send_gamestate()
-            self.changed = False
-            self.save()
+            # 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_min_interval:
+                n_changes = 0
+                for type_ in self.changed_tiles:
+                    n_changes += len(self.changed_tiles[type_])
+                if n_changes > 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
+                        # TODO: refactor with SourcedMap.inside?
+                        for type_ in self.changed_tiles:
+                            for position in self.changed_tiles[type_]:
+                                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(type_)
+                                break
+                self.send_gamestate()
+                self.changed = False
+                self.changed_tiles = {'fov': [], 'other': []}
+                self.save()
+                self.last_send_gamestate = datetime.datetime.now()
 
     def get_command(self, command_name):
 
 
     def get_command(self, command_name):
 
@@ -308,6 +494,28 @@ class Game(GameBase):
             self.player_char_i = 0
         return self.player_chars[self.player_char_i]
 
             self.player_char_i = 0
         return self.player_chars[self.player_char_i]
 
+    def get_foo_blockers(self, foo):
+        foo_blockers = ''
+        for t in self.terrains.values():
+            block_attr = getattr(t, 'blocks_' + foo)
+            if block_attr:
+                foo_blockers += t.character
+        return foo_blockers
+
+    def get_sound_blockers(self):
+        return self.get_foo_blockers('sound')
+
+    def get_light_blockers(self):
+        return self.get_foo_blockers('light')
+
+    def get_movement_blockers(self):
+        return self.get_foo_blockers('movement')
+
+    def get_flatland(self):
+        for t in self.terrains.values():
+            if not t.blocks_movement:
+                return t.character
+
     def save(self):
 
         def write(f, msg):
     def save(self):
 
         def write(f, msg):
@@ -316,7 +524,20 @@ 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' % self.draw_control_presets)
             write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
             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),
+                                                     quote(terrain.description),
+                                                     int(terrain.blocks_light),
+                                                     int(terrain.blocks_sound),
+                                                     int(terrain.blocks_movement)))
+                if len(terrain.tags) > 0:
+                    for tag in terrain.tags:
+                        write(f, 'TERRAIN_TAG %s %s' % (quote(terrain.character),
+                                                        quote(tag)))
             for big_yx in [yx for yx in self.maps if self.maps[yx].modified]:
                 for y, line in self.maps[big_yx].lines():
                     write(f, 'MAP_LINE %s %5s %s' % (big_yx, y, quote(line)))
             for big_yx in [yx for yx in self.maps if self.maps[yx].modified]:
                 for y, line in self.maps[big_yx].lines():
                     write(f, 'MAP_LINE %s %5s %s' % (big_yx, y, quote(line)))
@@ -337,14 +558,63 @@ class Game(GameBase):
                                                    self.map_control_passwords[tile_class]))
             for pw in self.admin_passwords:
                 write(f, 'ADMIN_PASSWORD %s' % pw)
                                                    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 name in self.players_hat_chars:
+                write(f, 'GOD_PLAYERS_HAT_CHARS %s %s' %
+                      (quote(name), quote(self.players_hat_chars[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)))
             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)))
-            write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
-                                            self.spawn_point[1]))
+                if hasattr(t, 'installable') and (not t.portable):
+                    write(f, 'THING_INSTALLED %s' % t.id_)
+                if hasattr(t, 'design'):
+                    if t.type_ != 'Hat':
+                        write(f, 'GOD_THING_DESIGN_SIZE %s %s' % (t.id_,
+                                                                  t.design_size))
+                    write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
+                if t.type_ == 'Door' and t.blocks_movement:
+                    write(f, 'THING_DOOR_CLOSED %s %s' % (t.id_, int(t.locked)))
+                elif t.type_ == 'MusicPlayer':
+                    write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
+                          (t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
+                    for item in t.playlist:
+                        write(f, 'THING_MUSICPLAYER_PLAYLIST_ITEM %s %s %s' %
+                              (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_))
+                elif t.type_ == 'SpawnPoint':
+                    timestamp = 0
+                    if t.temporary:
+                        timestamp = int(t.created_at.timestamp())
+                    write(f, 'THING_SPAWNPOINT_CREATED %s %s' % (t.id_,
+                                                                 timestamp))
+            next_thing_id = self.new_thing_id()
+            for t in [t for t in self.things if t.type_ == 'Player']:
+                write(f, 'THING %s %s SpawnPoint %s'
+                      % (t.position[0], t.position[1], next_thing_id))
+                write(f, 'GOD_THING_NAME %s %s' % (next_thing_id, t.name))
+                write(f, 'THING_SPAWNPOINT_CREATED %s %s'
+                      % (next_thing_id, int(datetime.datetime.now().timestamp())))
+                next_thing_id += 1
+            for s in self.spawn_points:
+                write(f, 'SPAWN_POINT %s %s' % (s[0], s[1]))
+            for msg in self.intro_messages:
+                write(f, 'INTRO_MSG %s' % quote(msg))
+
+
 
     def get_map(self, big_yx, type_='normal'):
         if type_ == 'normal':
 
     def get_map(self, big_yx, type_='normal'):
         if type_ == 'normal':
@@ -354,7 +624,7 @@ class Game(GameBase):
         if big_yx not in maps:
             maps[big_yx] = SaveableMap(self.map_geometry)
             if type_ == 'control':
         if big_yx not in maps:
             maps[big_yx] = SaveableMap(self.map_geometry)
             if type_ == 'control':
-                maps[big_yx].draw_presets(big_yx.y % 2)
+                maps[big_yx].draw_presets(big_yx, self.draw_control_presets)
         return maps[big_yx]
 
     def new_world(self, map_geometry):
         return maps[big_yx]
 
     def new_world(self, map_geometry):
@@ -363,8 +633,8 @@ class Game(GameBase):
         self.annotations = {}
         self.portals = {}
         self.admin_passwords = []
         self.annotations = {}
         self.portals = {}
         self.admin_passwords = []
-        self.spawn_point = YX(0, 0), YX(0, 0)
         self.map_geometry = map_geometry
         self.map_geometry = map_geometry
+        self.io.train_parser()
         self.map_control_passwords = {'X': 'secret'}
         self.get_map(YX(0, 0))
         self.get_map(YX(0, 0), 'control')
         self.map_control_passwords = {'X': 'secret'}
         self.get_map(YX(0, 0))
         self.get_map(YX(0, 0), 'control')