X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=ba982dd5fcdf7853dfc98947b2427bb04cf20a59;hb=acbbf266ec7288bf7a22b7131f085a7e118b41d4;hp=1658808eda6d1ae108045961e83a75a2bf25b996;hpb=a2ae7f2fa2c5188c91c093800404779895c35891;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 1658808..ba982dd 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -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, @@ -130,14 +138,14 @@ 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_min_interval = datetime.timedelta(seconds=0.04) - self.send_gamestate_max_interval = datetime.timedelta(seconds=5) self.last_send_gamestate = datetime.datetime.now() -\ self.send_gamestate_min_interval self.terrains = { @@ -147,6 +155,7 @@ class Game(GameBase): '=': 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') @@ -195,6 +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'):] @@ -277,7 +292,8 @@ 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('BLADDER_PRESSURE %s' % player.need_for_toilet, 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(), @@ -306,8 +322,9 @@ class Game(GameBase): 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_HAT %s %s' % (t.id_, - quote(t.design)), c_id) + 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_), @@ -332,25 +349,36 @@ class Game(GameBase): 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.spawn_point) + 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 - break + if s.temporary: + self.remove_thing(s) + break + t.try_to_sit() def run_tick(self): @@ -366,6 +394,10 @@ 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: @@ -389,8 +421,7 @@ class Game(GameBase): self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id) # send gamestate if it makes sense at this point - if self.changed or self.last_send_gamestate < \ - datetime.datetime.now() - self.send_gamestate_max_interval: + 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 @@ -499,6 +530,9 @@ 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' % 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), @@ -547,11 +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 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_ == 'Hat': - write(f, 'THING_HAT_DESIGN %s %s' % (t.id_, - quote(t.design))) elif t.type_ == 'MusicPlayer': write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' % (t.id_, int(t.playing), t.playlist_index, int(t.repeat))) @@ -562,8 +598,29 @@ class Game(GameBase): 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])) + 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': @@ -573,7 +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): @@ -582,7 +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))