X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=ba982dd5fcdf7853dfc98947b2427bb04cf20a59;hb=acbbf266ec7288bf7a22b7131f085a7e118b41d4;hp=10fcb12b19f3c7f644d11eb8376368d99c15028c;hpb=856b68988876a63409737dac77b4d4921b9a466b;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 10fcb12..ba982dd 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -12,7 +12,7 @@ class GameBase: 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_): @@ -50,7 +50,14 @@ class SaveableMap(Map): 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) @@ -88,6 +95,7 @@ class SaveableMap(Map): 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, @@ -115,10 +123,12 @@ import os class Game(GameBase): def __init__(self, save_file, *args, **kwargs): + from plomrogue.misc import Terrain super().__init__(*args, **kwargs) self.changed = True - self.changed_fovs = True + self.changed_tiles = {'fov': [], 'other': []} self.io = GameIO(self, save_file) + self.login_requests = [] self.tasks = {} self.thing_types = {} self.sessions = {} @@ -128,25 +138,24 @@ class Game(GameBase): self.map_controls = {} self.map_control_passwords = {} self.annotations = {} - self.spawn_point = YX(0, 0), YX(0, 0) + self.spawn_points = [] self.portals = {} + self.intro_messages = [] self.player_chars = string.digits + string.ascii_letters + 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 = { - '.': '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') @@ -184,6 +193,8 @@ class Game(GameBase): def get_string_options(self, string_option_type): if string_option_type == 'direction': return self.map_geometry.directions + elif string_option_type == 'direction+here': + return ['HERE'] + self.map_geometry.directions elif string_option_type == 'char': return [c for c in string.digits + string.ascii_letters + string.punctuation + ' '] @@ -193,6 +204,12 @@ class Game(GameBase): 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'):] @@ -211,8 +228,12 @@ class Game(GameBase): return None def remove_thing(self, t): + if t.carrying: + t.uncarry() self.things.remove(t) - self.changed_fovs = True + 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 @@ -223,82 +244,145 @@ class Game(GameBase): self.things[self.things.index(t_old)] = t else: self.things += [t] - self.changed_fovs = True + 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.""" # TODO: limit to connection_id if provided - print('DEBUG send_gamestate') - self.io.send('TURN ' + str(self.turn)) from plomrogue.mapping import FovMap import multiprocessing - c_ids = [c_id for c_id in self.sessions] + 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_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 len(player_fovs) > 0: - print('DEBUG regenerating FOVs') + 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]) #! + new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs]) pool.close() pool.join() - for i in range(len(player_fov_ids)): - id_ = player_fov_ids[i] + 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('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) - 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 %s' % (target_yx, t.type_, - quote(t.protection), - t.id_, int(t.portable)), - 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, 'carrying') and t.carrying: - self.io.send('THING_CARRYING %s' % (t.id_), c_id) - if hasattr(t, 'installable') and not t.portable: - self.io.send('THING_INSTALLED %s' % (t.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('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) - 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] + 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') + 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): + if len(self.sessions) > 200: + print('DEBUG LOGIN TOO MANY FOR', connection_id) + self.io.send('CHAT "sorry, too many users currenty ' + 'logged in, try again later"') + 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): + + # update player sessions to_delete = [] for connection_id in self.sessions: connection_id_found = False @@ -310,11 +394,19 @@ 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 + 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] - 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: @@ -327,18 +419,41 @@ 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) - if self.changed_fovs: - for t in [t for t in self.things]: - t.invalidate_map_view() + + # 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 each player's FOV, so don't send it out too often + # 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_]) + 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_fovs = False + self.changed_tiles = {'fov': [], 'other': []} self.save() self.last_send_gamestate = datetime.datetime.now() @@ -385,6 +500,28 @@ class Game(GameBase): 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): @@ -393,7 +530,20 @@ 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() + # 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,)) + 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))) @@ -420,6 +570,9 @@ class Game(GameBase): 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_)) @@ -428,11 +581,13 @@ 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_) - elif t.type_ == 'Hat': - write(f, 'THING_HAT_DESIGN %s %s' % (t.id_, - quote(t.design))) + 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))) @@ -441,8 +596,31 @@ 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_) - write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0], - self.spawn_point[1])) + 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': @@ -452,7 +630,7 @@ class Game(GameBase): 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): @@ -461,7 +639,6 @@ class Game(GameBase): self.annotations = {} self.portals = {} self.admin_passwords = [] - self.spawn_point = YX(0, 0), YX(0, 0) self.map_geometry = map_geometry self.map_control_passwords = {'X': 'secret'} self.get_map(YX(0, 0))