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Shrink sound Dijkstra map, reach; refactor lots of mapping code.
[plomrogue2] / plomrogue / game.py
index 29e2de15fe605f92f11cebc967815927ea9b7fd8..0a33a56ef2e5bbd1426084fec67d4cb38351c9ff 100755 (executable)
@@ -51,6 +51,17 @@ class Game(GameBase):
         self.portals = {}
         self.player_chars = string.digits + string.ascii_letters
         self.player_char_i = -1
+        self.terrains = {
+            '.': 'floor',
+            'X': 'wall',
+            '=': 'window',
+            '#': 'bed',
+            'T': 'desk',
+            '8': 'cupboard',
+            '[': 'glass door',
+            'o': 'sink',
+            'O': 'toilet'
+        }
         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')
@@ -102,22 +113,21 @@ class Game(GameBase):
             visible_terrain = player.fov_stencil_map(self.map)
             self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
             self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
-                                           self.map_geometry.size,
+                                           player.fov_stencil.size,
                                            quote(visible_terrain)), c_id)
             visible_control = player.fov_stencil_map(self.map_control)
             self.io.send('MAP_CONTROL %s' % quote(visible_control), c_id)
-            for t in [t for t in self.things
-                      if player.fov_stencil[t.position] == '.']:
-                self.io.send('THING %s %s %s' % (t.position, t.type_, t.id_), c_id)
-                if hasattr(t, 'nickname'):
-                    self.io.send('THING_NAME %s %s' % (t.id_,
-                                                       quote(t.nickname)), 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' % (target_yx, t.type_, t.id_), c_id)
+                if hasattr(t, 'name'):
+                    self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
                 if hasattr(t, 'player_char'):
                     self.io.send('THING_CHAR %s %s' % (t.id_,
                                                        quote(t.player_char)), c_id)
-            for yx in [yx for yx in self.portals
-                       if player.fov_stencil[yx] == '.']:
-                self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])), c_id)
+            for yx in [yx for yx in self.portals if player.fov_test(yx)]:
+                self.io.send('PORTAL %s %s' % (player.fov_stencil.target_yx(yx),
+                                               quote(self.portals[yx])), c_id)
         self.io.send('GAME_STATE_COMPLETE')
 
     def run_tick(self):
@@ -130,8 +140,8 @@ class Game(GameBase):
                     break
             if not connection_id_found:
                 t = self.get_thing(self.sessions[connection_id])
-                if hasattr(t, 'nickname'):
-                    self.io.send('CHAT ' + quote(t.nickname + ' left the map.'))
+                if hasattr(t, 'name'):
+                    self.io.send('CHAT ' + quote(t.name + ' left the map.'))
                 self.things.remove(t)
                 to_delete += [connection_id]
         for connection_id in to_delete:
@@ -221,6 +231,8 @@ class Game(GameBase):
                                                  self.map_control_passwords[tile_class]))
           for t in [t for t in self.things if not t.type_ == 'Player']:
               write(f, 'THING %s %s %s' % (t.position, t.type_, t.id_))
+              if hasattr(t, 'name'):
+                  write(f, 'THING_NAME %s %s' % (t.id_, quote(t.name)))
 
     def new_world(self, map_geometry):
         self.map_geometry = map_geometry