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[plomrogue2] / plomrogue / game.py
index 9ba180f4465c07ed1bc587761637b6f31fea793f..ba982dd5fcdf7853dfc98947b2427bb04cf20a59 100755 (executable)
@@ -1,10 +1,9 @@
-from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_WRITE,
-                             Task_FLATTEN_SURROUNDINGS)
 from plomrogue.errors import GameError, PlayError
 from plomrogue.io import GameIO
 from plomrogue.misc import quote
-from plomrogue.things import Thing, ThingPlayer
-from plomrogue.mapping import YX, MapGeometrySquare, Map
+from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
+import string
+import datetime
 
 
 
@@ -13,27 +12,110 @@ 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_, create_unfound):
-        # No default for create_unfound because every call to get_thing
-        # should be accompanied by serious consideration whether to use it.
+    def get_thing(self, id_):
         for thing in self.things:
             if id_ == thing.id_:
                 return thing
-        if create_unfound:
-            t = self.thing_type(self, id_)
-            self.things += [t]
-            return t
         return None
 
+    def _register_object(self, obj, obj_type_desc, prefix):
+        if not obj.__name__.startswith(prefix):
+            raise GameError('illegal %s object name: %s' % (obj_type_desc, obj.__name__))
+        obj_name = obj.__name__[len(prefix):]
+        d = getattr(self, obj_type_desc + 's')
+        d[obj_name] = obj
+
     def register_command(self, command):
-        prefix = 'cmd_'
-        if not command.__name__.startswith(prefix):
-           raise GameError('illegal command object name: %s' % command.__name__)
-        command_name = command.__name__[len(prefix):]
-        self.commands[command_name] = command
+        self._register_object(command, 'command', 'cmd_')
+
+
+
+class SaveableMap(Map):
+    modified = False
+
+    def __setitem__(self, *args, **kwargs):
+        super().__setitem__(*args, **kwargs)
+        self.modified = True
+
+    def set_line(self, *args, **kwargs):
+        super().set_line(*args, **kwargs)
+        self.modified = True
+
+    def inside(self, yx):
+        if yx.y < 0 or yx.x < 0 or \
+           yx.y >= self.geometry.size.y or yx.x >= self.geometry.size.x:
+            return False
+        return True
+
+    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)
+            self.set_line(1, 'X' * self.geometry.size.x)
+            self.set_line(2, 'X' * self.geometry.size.x)
+            self.set_line(3, 'X' * self.geometry.size.x)
+            self.set_line(4, 'X' * self.geometry.size.x)
+            for y in range(self.geometry.size.y):
+                self[YX(y, 0)] = 'X'
+                self[YX(y, 1)] = 'X'
+                self[YX(y, 2)] = 'X'
+                self[YX(y, 3)] = 'X'
+                self[YX(y, 4)] = 'X'
+        elif type(self.geometry) == MapGeometryHex:
+            # TODO: for this to work we need a map side length divisible by 6.
+
+            def draw_grid(offset=YX(0, 0)):
+                dirs = ('DOWNRIGHT', 'RIGHT', 'UPRIGHT', 'RIGHT')
+
+                def draw_snake(start):
+                    keep_running = True
+                    yx = start
+                    if self.inside(yx):
+                        self[yx] = 'X'
+                    while keep_running:
+                        for direction in dirs:
+                            if not keep_running:
+                                break
+                            for dir_progress in range(distance):
+                                mover = getattr(self.geometry, 'move__' + direction)
+                                yx = mover(yx)
+                                if yx.x >= self.geometry.size.x:
+                                    keep_running = False
+                                    break
+                                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,
+                           -int(1.5 * distance)))
+                draw_snake(offset + YX((1 + alternate_hex) * distance,
+                           0))
+                draw_snake(offset + YX((2 + alternate_hex) * distance,
+                           -int(1.5 * distance)))
+
+            distance = self.geometry.size.y // 3
+            draw_grid()
+            draw_grid(YX(2, 0))
+            draw_grid(YX(0, 2))
+            draw_grid(YX(1, 0))
+            draw_grid(YX(0, 1))
+            draw_grid(YX(-1, 0))
+            draw_grid(YX(0, -1))
+            draw_grid(YX(-2, 0))
+            draw_grid(YX(0, -2))
+        self.modified = old_modified
 
 
 
@@ -41,28 +123,48 @@ 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_tiles = {'fov': [], 'other': []}
         self.io = GameIO(self, save_file)
+        self.login_requests = []
         self.tasks = {}
-        self.thing_type = Thing
-        self.thing_types = {'player': ThingPlayer}
+        self.thing_types = {}
         self.sessions = {}
-        self.map = Map(self.map_geometry.size)
-        self.map_control = Map(self.map_geometry.size)
+        self.faces = {}
+        self.hats = {}
+        self.maps = {}
+        self.map_controls = {}
         self.map_control_passwords = {}
         self.annotations = {}
+        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.last_send_gamestate = datetime.datetime.now() -\
+            self.send_gamestate_min_interval
+        self.terrains = {
+            '.': 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')
 
+    def register_thing_type(self, thing_type):
+        self._register_object(thing_type, 'thing_type', 'Thing_')
+
     def register_task(self, task):
-        prefix = 'Task_'
-        if not task.__name__.startswith(prefix):
-           raise GameError('illegal task object name: %s' % task.__name__)
-        task_name = task.__name__[len(prefix):]
-        self.tasks[task_name] = task
+        self._register_object(task, 'task', 'Task_')
 
     def read_savefile(self):
         if os.path.exists(self.io.save_file):
@@ -73,47 +175,214 @@ class Game(GameBase):
                 print("FILE INPUT LINE %5s: %s" % (i, line), end='')
                 self.io.handle_input(line, god_mode=True)
 
-    def can_do_tile_with_pw(self, yx, pw):
-        tile_class = self.map_control[yx]
-        if tile_class in self.map_control_passwords:
+    def can_do_thing_with_pw(self, thing, pw):
+        if thing.protection in self.map_control_passwords.keys():
+            if pw != self.map_control_passwords[thing.protection]:
+                return False
+        return True
+
+    def can_do_tile_with_pw(self, big_yx, little_yx, pw):
+        map_control = self.get_map(big_yx, 'control')
+        tile_class = map_control[little_yx]
+        if tile_class in self.map_control_passwords.keys():
             tile_pw = self.map_control_passwords[tile_class]
             if pw != tile_pw:
                 return False
         return True
 
     def get_string_options(self, string_option_type):
-        import string
         if string_option_type == 'direction':
-            return self.map_geometry.get_directions()
+            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 + ' ']
         elif string_option_type == 'map_geometry':
             return ['Hex', 'Square']
+        elif string_option_type == 'thing_type':
+            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'):]
 
+    def get_player(self, connection_id):
+        if connection_id not in self.sessions:
+            return None
+        player = self.get_thing(self.sessions[connection_id]['thing_id'])
+        return player
+
+    def get_face(self, t):
+        if t.type_ == 'Player':
+            if t.name in self.faces:
+                return self.faces[t.name]
+            else:
+                return '/O  O\\' + '| oo |' + '\\>--</'
+        return None
+
+    def remove_thing(self, t):
+        if t.carrying:
+            t.uncarry()
+        self.things.remove(t)
+        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
+        if id_ > 0:
+            t_old = self.get_thing(id_)
+        t = self.thing_types[type_](self, id_=id_, position=position)
+        if t_old:
+            self.things[self.things.index(t_old)] = t
+        else:
+            self.things += [t]
+        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."""
 
-        def send_thing(thing):
-            self.io.send('THING_POS %s %s' % (thing.id_, t.position))
-            if hasattr(thing, 'nickname'):
-                self.io.send('THING_NAME %s %s' % (thing.id_, quote(t.nickname)))
-
-        self.io.send('TURN ' + str(self.turn))
-        for t in self.things:
-            send_thing(t)
-        self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
-                                       self.map_geometry.size, quote(self.map.terrain)))
-        self.io.send('MAP_CONTROL %s' % quote(self.map_control.terrain))
-        for yx in self.portals:
-            self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])))
-        self.io.send('GAME_STATE_COMPLETE')
+        # TODO: limit to connection_id if provided
+        from plomrogue.mapping import FovMap
+        import multiprocessing
+        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_ids_send_fov = []
+        player_ids_send_other = []
+        for c_id in c_ids:
+            player = self.get_player(c_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:
+            pool = multiprocessing.Pool()
+            new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
+            pool.close()
+            pool.join()
+        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('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 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_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
@@ -122,31 +391,71 @@ class Game(GameBase):
                     connection_id_found = True
                     break
             if not connection_id_found:
-                t = self.get_thing(self.sessions[connection_id], create_unfound=False)
-                if hasattr(t, 'nickname'):
-                    self.io.send('CHAT ' + quote(t.nickname + ' left the map.'))
-                self.things.remove(t)
+                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:
                     t.proceed()
                 except GameError as e:
                     for connection_id in [c_id for c_id in self.sessions
-                                          if self.sessions[c_id] == t.id_]:
+                                          if self.sessions[c_id]['thing_id'] == t.id_]:
                         self.io.send('GAME_ERROR ' + quote(str(e)), connection_id)
                 except PlayError as e:
                     for connection_id in [c_id for c_id in self.sessions
-                                          if self.sessions[c_id] == t.id_]:
+                                          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
-            self.send_gamestate()
-            self.changed = False
-            self.save()
+            # 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_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_tiles = {'fov': [], 'other': []}
+                self.save()
+                self.last_send_gamestate = datetime.datetime.now()
 
     def get_command(self, command_name):
 
@@ -157,9 +466,9 @@ class Game(GameBase):
             return p
 
         def cmd_TASK_colon(task_name, game, *args, connection_id):
-            if connection_id not in game.sessions:
+            t = self.get_player(connection_id)
+            if not t:
                 raise GameError('Not registered as player.')
-            t = game.get_thing(game.sessions[connection_id], create_unfound=False)
             t.set_next_task(task_name, args)
 
         def task_prefixed(command_name, task_prefix, task_command):
@@ -182,39 +491,156 @@ class Game(GameBase):
 
     def new_thing_id(self):
         if len(self.things) == 0:
-            return 0
-        # DANGEROUS – if anywhere we append a thing to the list of lower
-        # ID than the highest-value ID, this might lead to re-using an
-        # already active ID.  This condition /should/ not be fulfilled
-        # anywhere in the code, but if it does, trouble here is one of
-        # the more obvious indicators that it does – that's why there's
-        # no safeguard here against this.
-        return self.things[-1].id_ + 1
+            return 1
+        return max([t.id_ for t in self.things]) + 1
+
+    def get_next_player_char(self):
+        self.player_char_i += 1
+        if self.player_char_i >= len(self.player_chars):
+            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):
-          f.write(msg + '\n')
-
-      with open(self.io.save_file, 'w') as f:
-          # TODO: save tasks
-          write(f, 'TURN %s' % self.turn)
-          map_geometry_shape = self.get_map_geometry_shape()
-          write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
-          for y, line in self.map.lines():
-              write(f, 'MAP_LINE %5s %s' % (y, quote(line)))
-          for yx in self.annotations:
-              write(f, 'GOD_ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
-          for yx in self.portals:
-              write(f, 'GOD_PORTAL %s %s' % (yx, quote(self.portals[yx])))
-          for y, line in self.map_control.lines():
-              write(f, 'MAP_CONTROL_LINE %5s %s' % (y, quote(line)))
-          for tile_class in self.map_control_passwords:
-              write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
-                                                 self.map_control_passwords[tile_class]))
+        def write(f, msg):
+            f.write(msg + '\n')
+
+        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)))
+            for big_yx in self.annotations:
+                for little_yx in self.annotations[big_yx]:
+                    write(f, 'GOD_ANNOTATE %s %s %s' %
+                          (big_yx, little_yx, quote(self.annotations[big_yx][little_yx])))
+            for big_yx in self.portals:
+                for little_yx in self.portals[big_yx]:
+                    write(f, 'GOD_PORTAL %s %s %s' % (big_yx, little_yx,
+                                                      quote(self.portals[big_yx][little_yx])))
+            for big_yx in [yx for yx in self.map_controls
+                           if self.map_controls[yx].modified]:
+                for y, line in self.map_controls[big_yx].lines():
+                    write(f, 'MAP_CONTROL_LINE %s %5s %s' % (big_yx, y, quote(line)))
+            for tile_class in self.map_control_passwords:
+                write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
+                                                   self.map_control_passwords[tile_class]))
+            for pw in self.admin_passwords:
+                write(f, 'ADMIN_PASSWORD %s' % pw)
+            for name in self.faces:
+                write(f, 'GOD_PLAYER_FACE %s %s' % (quote(name),
+                                                    quote(self.faces[name])))
+            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_))
+                write(f, 'GOD_THING_PROTECTION %s %s' % (t.id_, quote(t.protection)))
+                if hasattr(t, 'name'):
+                    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_ == 'MusicPlayer':
+                    write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
+                          (t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
+                    for item in t.playlist:
+                        write(f, 'THING_MUSICPLAYER_PLAYLIST_ITEM %s %s %s' %
+                              (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
+            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':
+            maps = self.maps
+        elif type_ == 'control':
+            maps = self.map_controls
+        if big_yx not in maps:
+            maps[big_yx] = SaveableMap(self.map_geometry)
+            if type_ == 'control':
+                maps[big_yx].draw_presets(big_yx, self.draw_control_presets)
+        return maps[big_yx]
 
     def new_world(self, map_geometry):
+        self.maps = {}
+        self.map_controls = {}
+        self.annotations = {}
+        self.portals = {}
+        self.admin_passwords = []
         self.map_geometry = map_geometry
-        self.map = Map(self.map_geometry.size)
-        self.map_control = Map(self.map_geometry.size)
+        self.map_control_passwords = {'X': 'secret'}
+        self.get_map(YX(0, 0))
+        self.get_map(YX(0, 0), 'control')
         self.annotations = {}