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Use temporary SpawnPoints to store logged-out players' positions for up to ten minutes.
[plomrogue2] / plomrogue / game.py
index ec663b7b4b5bf362b9a4f801fd9d1c78dec421c6..088db9d739a0eb7854608613758c28ff76cc2f0e 100755 (executable)
@@ -136,9 +136,9 @@ class Game(GameBase):
         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.send_gamestate_interval
+            self.send_gamestate_min_interval
         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),
         }
+        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')
@@ -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)
+            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(),
@@ -348,7 +351,9 @@ class Game(GameBase):
         for s in [s for s in self.things
                   if s.type_ == 'SpawnPoint' and s.name == t.name]:
             t.position = s.position
-            break
+            if s.temporary:
+                self.remove_thing(s)
+                break
 
     def run_tick(self):
 
@@ -364,6 +369,9 @@ class Game(GameBase):
                 t = self.get_player(connection_id)
                 if hasattr(t, 'name'):
                     self.io.send('CHAT ' + quote(t.name + ' left the map.'))
+                spawn_point = self.add_thing('SpawnPoint', t.position)
+                spawn_point.temporary = True
+                spawn_point.name = t.name
                 self.remove_thing(t)
                 to_delete += [connection_id]
         for connection_id in to_delete:
@@ -392,7 +400,7 @@ 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 < \
-               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_])
@@ -496,6 +504,9 @@ 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()
+            # 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),
@@ -545,7 +556,7 @@ 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:
-                    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)))
@@ -557,9 +568,30 @@ 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_)
+                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
             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
@@ -567,7 +599,7 @@ class Game(GameBase):
             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]