from plomrogue.misc import Terrain
super().__init__(*args, **kwargs)
self.changed = True
- self.changed_tiles = []
+ self.changed_tiles = {'fov': [], 'other': []}
self.io = GameIO(self, save_file)
self.tasks = {}
self.thing_types = {}
self.spawn_point = YX(0, 0), YX(0, 0)
self.portals = {}
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)
if t.carrying:
t.uncarry()
self.things.remove(t)
- self.record_fov_change(t.position)
+ 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
self.things[self.things.index(t_old)] = t
else:
self.things += [t]
- self.record_fov_change(t.position)
+ 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):
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 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:
elif len(player_fovs) <= single_core_until:
for fov in player_fovs:
new_fovs += [fov.init_terrain()]
- for i in range(len(player_fov_ids)):
- id_ = player_fov_ids[i]
+ 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)
- if player.id_ in player_fov_ids:
+ self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
+ 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_fov_ids:
- # FIXME: Many of the following updates are triggered by technically
- # inappropriate calls to game.record_fov_change, since they depict
- # states that might change independent of FOV changes. They are
- # collected here as a shortcut, but a cleaner way would be to
- # differentiate the changes somehow.
- self.io.send('PSEUDO_FOV_WIPE', 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'
# 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 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)
+ 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_fov_change(self, position):
+ def record_change(self, position, type_):
big_yx, little_yx = position
- self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
- little_yx)]
+ self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx,
+ little_yx)]
self.changed = True
def run_tick(self):
# 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:
+ 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 =\
x_range_start = absolute_position.x - fov_radius
x_range_end = absolute_position.x + fov_radius
# TODO: refactor with SourcedMap.inside?
- 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
+ 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 = []
+ self.changed_tiles = {'fov': [], 'other': []}
self.save()
self.last_send_gamestate = datetime.datetime.now()
return self.get_foo_blockers('movement')
def get_flatland(self):
- for t in self.terrains.values:
+ for t in self.terrains.values():
if not t.blocks_movement:
return t.character
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_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:
+ if t.type_ == 'Door' and t.blocks_movement:
write(f, 'THING_DOOR_CLOSED %s' % t.id_)
elif t.type_ == 'Hat':
write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,