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Due to less frequent bladder pressure updates, don't update without changes anymore.
[plomrogue2] / plomrogue / game.py
index 9a9b235cd454a13187a6058b88cdc7fe513238ec..0c84e044d5b087baf52bdcde18b0c7b8f7e40267 100755 (executable)
@@ -120,6 +120,7 @@ class Game(GameBase):
         self.changed = True
         self.changed_tiles = {'fov': [], 'other': []}
         self.io = GameIO(self, save_file)
+        self.login_requests = []
         self.tasks = {}
         self.thing_types = {}
         self.sessions = {}
@@ -135,9 +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,
@@ -275,6 +276,8 @@ 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.weariness), 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(),
@@ -328,7 +331,30 @@ class Game(GameBase):
                                                                       little_yx)]
         self.changed = True
 
+    def login(self, nick, connection_id):
+        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.spawn_point)
+        t.name = nick
+        t.thing_char = self.get_next_player_char()
+        self.sessions[connection_id] = {
+            'thing_id': t.id_,
+            'status': 'player'
+        }
+        self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+        self.io.send('LOGIN_OK', 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
+            break
+
     def run_tick(self):
+
+        # update player sessions
         to_delete = []
         for connection_id in self.sessions:
             connection_id_found = False
@@ -344,7 +370,11 @@ class Game(GameBase):
                 to_delete += [connection_id]
         for connection_id in to_delete:
             del self.sessions[connection_id]
-            # self.changed = True  already handled by remove_thing
+        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:
@@ -357,12 +387,14 @@ 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)
+
+        # send gamestate if it makes sense at this point
         if self.changed:
             self.turn += 1
             # 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_])
@@ -473,6 +505,10 @@ class Game(GameBase):
                                                      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)))
@@ -511,7 +547,7 @@ 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)))
@@ -523,6 +559,8 @@ 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_))
             write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
                                             self.spawn_point[1]))