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Only re-process FOVs for players whose FOV radius is affected by change.
[plomrogue2] / plomrogue / game.py
index 29e2de15fe605f92f11cebc967815927ea9b7fd8..3b0b25f3afeacd77b732578e847a002982adf904 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.mapping import YX, MapGeometrySquare, Map
+from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
 import string
+import datetime
 
 
 
@@ -34,23 +33,120 @@ class GameBase:
 
 
 
+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, alternate_hex=0):
+        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'
+
+                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
+
+
+
 import os
 class Game(GameBase):
 
     def __init__(self, save_file, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.changed = True
+        self.changed_tiles = []
         self.io = GameIO(self, save_file)
         self.tasks = {}
         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_point = YX(0, 0), YX(0, 0)
         self.portals = {}
         self.player_chars = string.digits + string.ascii_letters
         self.player_char_i = -1
+        self.admin_passwords = []
+        self.send_gamestate_interval = datetime.timedelta(seconds=0.04)
+        self.last_send_gamestate = datetime.datetime.now() -\
+            self.send_gamestate_interval
+        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')
@@ -70,9 +166,16 @@ 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
@@ -80,7 +183,7 @@ class Game(GameBase):
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
-            return self.map_geometry.get_directions()
+            return self.map_geometry.directions
         elif string_option_type == 'char':
             return [c for c in
                     string.digits + string.ascii_letters + string.punctuation + ' ']
@@ -93,33 +196,113 @@ class Game(GameBase):
     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):
+        self.things.remove(t)
+        self.record_fov_change(t.position)
+
+    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_fov_change(t.position)
+        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))
-        for c_id in self.sessions:
-            player = self.get_thing(self.sessions[c_id])
-            visible_terrain = player.fov_stencil_map(self.map)
+        from plomrogue.mapping import FovMap
+        import multiprocessing
+        c_ids = [c_id for c_id in self.sessions]
+        # Only recalc FOVs for players with ._fov = None
+        player_fovs = []
+        player_fov_ids = []
+        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_]
+            print('DEBUG regen FOV for', player.id_)
+        if len(player_fovs) > 0:
+            pool = multiprocessing.Pool()
+            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]
+            player = self.get_thing(id_)
+            player._fov = new_fovs[i]
+        for c_id in c_ids:
+            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(),
-                                           self.map_geometry.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)
-                if hasattr(t, 'player_char'):
+                                           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.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)
+                                                       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('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)
         self.io.send('GAME_STATE_COMPLETE')
 
+    def record_fov_change(self, position):
+        big_yx, little_yx = position
+        self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
+                                                               little_yx)]
+
     def run_tick(self):
         to_delete = []
         for connection_id in self.sessions:
@@ -129,10 +312,10 @@ class Game(GameBase):
                     connection_id_found = True
                     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.'))
-                self.things.remove(t)
+                t = self.get_player(connection_id)
+                if hasattr(t, 'name'):
+                    self.io.send('CHAT ' + quote(t.name + ' left the map.'))
+                self.remove_thing(t)
                 to_delete += [connection_id]
         for connection_id in to_delete:
             del self.sessions[connection_id]
@@ -143,17 +326,42 @@ class Game(GameBase):
                     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)
         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_interval:
+                if len(self.changed_tiles) > 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
+                        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
+                self.send_gamestate()
+                self.changed = False
+                self.changed_tiles = []
+                self.save()
+                self.last_send_gamestate = datetime.datetime.now()
 
     def get_command(self, command_name):
 
@@ -164,9 +372,9 @@ 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])
             t.set_next_task(task_name, args)
 
         def task_prefixed(command_name, task_prefix, task_command):
@@ -200,30 +408,83 @@ class Game(GameBase):
 
     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]))
-          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_))
+        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()
+            write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
+            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 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 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)))
+                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_)
+            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
+        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.y % 2)
+        return maps[big_yx]
 
     def new_world(self, map_geometry):
+        self.maps = {}
+        self.map_controls = {}
+        self.annotations = {}
+        self.portals = {}
+        self.admin_passwords = []
+        self.spawn_point = YX(0, 0), YX(0, 0)
         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 = {}