X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=4b5c3372eba5b2d96fccfb72ec0d7e8250645b37;hb=52a97e1d01fd8541ec8993f1d680aeb56243df9d;hp=a3a636def40ba816c7dd658465f47bb2a59d4a54;hpb=aab94ffb12aa0dedc240d7b29001699b95c49249;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index a3a636d..4b5c337 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -118,8 +118,9 @@ class Game(GameBase): from plomrogue.misc import Terrain super().__init__(*args, **kwargs) self.changed = True - self.changed_tiles = [] + 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, @@ -145,6 +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') @@ -214,7 +216,9 @@ class Game(GameBase): if t.carrying: t.uncarry() self.things.remove(t) - self.record_fov_change(t.position) + 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 @@ -225,7 +229,9 @@ class Game(GameBase): self.things[self.things.index(t_old)] = t else: self.things += [t] - self.record_fov_change(t.position) + 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): @@ -240,14 +246,18 @@ class Game(GameBase): c_ids = [c_id for c_id in self.sessions] # Only recalc FOVs for players with ._fov = None player_fovs = [] - player_fov_ids = [] + player_ids_send_fov = [] + player_ids_send_other = [] for c_id in c_ids: player = self.get_player(c_id) - if player._fov: - continue - player.prepare_multiprocessible_fov_stencil() - player_fovs += [player._fov] - player_fov_ids += [player.id_] + 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: @@ -258,28 +268,25 @@ class Game(GameBase): elif len(player_fovs) <= single_core_until: for fov in player_fovs: new_fovs += [fov.init_terrain()] - for i in range(len(player_fov_ids)): - id_ = player_fov_ids[i] + 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) - if player.id_ in player_fov_ids: + 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_fov_ids: - # FIXME: Many of the following updates are triggered by technically - # inappropriate calls to game.record_fov_change, since they depict - # states that might change independent of FOV changes. They are - # collected here as a shortcut, but a cleaner way would be to - # differentiate the changes somehow. - self.io.send('PSEUDO_FOV_WIPE', c_id) - self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()), - 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' @@ -306,28 +313,49 @@ class Game(GameBase): # 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 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] - 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) - annotation = self.annotations[big_yx][little_yx] - self.io.send('ANNOTATION %s %s' % (target_yx, - quote(annotation)), 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) + 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_fov_change(self, position): + def record_change(self, position, type_): big_yx, little_yx = position - self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx, - little_yx)] + self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx, + 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 @@ -343,7 +371,11 @@ 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: @@ -356,13 +388,18 @@ 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: - if len(self.changed_tiles) > 0: + 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 =\ @@ -373,18 +410,19 @@ class Game(GameBase): x_range_start = absolute_position.x - fov_radius x_range_end = absolute_position.x + fov_radius # TODO: refactor with SourcedMap.inside? - for position in self.changed_tiles: - 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_map_view() - break + 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 = [] + self.changed_tiles = {'fov': [], 'other': []} self.save() self.last_send_gamestate = datetime.datetime.now() @@ -461,6 +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() + # 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), @@ -468,6 +509,10 @@ 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))) @@ -505,8 +550,8 @@ class Game(GameBase): write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name))) if hasattr(t, 'installable') and (not t.portable): write(f, 'THING_INSTALLED %s' % t.id_) - if t.type_ == 'Door' and t.blocking: - write(f, 'THING_DOOR_CLOSED %s' % t.id_) + if t.type_ == 'Door' and t.blocks_movement: + 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))) @@ -518,9 +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_) + 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])) + + def get_map(self, big_yx, type_='normal'): if type_ == 'normal': maps = self.maps @@ -528,7 +580,7 @@ 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]