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_):
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.tasks = {}
self.thing_types = {}
self.sessions = {}
+ self.faces = {}
+ self.hats = {}
self.maps = {}
self.map_controls = {}
self.map_control_passwords = {}
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)
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'
+ '.': 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),
}
if os.path.exists(self.io.save_file):
if not os.path.isfile(self.io.save_file):
def get_string_options(self, string_option_type):
if string_option_type == 'direction':
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 + ' ']
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."""
# TODO: limit to connection_id if provided
- self.io.send('TURN ' + str(self.turn))
from plomrogue.mapping import FovMap
import multiprocessing
- pool = multiprocessing.Pool()
- players = []
- c_ids = [c_id for c_id in self.sessions]
- for c_id in c_ids:
- players += [self.get_player(c_id)]
+ 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 = []
- for player in players:
- player.prepare_multiprocessible_fov_stencil()
- player_fovs += [player._fov]
- new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
- for i in range(len(players)):
- players[i]._fov = new_fovs[i]
- pool.close()
- pool.join()
+ player_ids_send_fov = []
+ player_ids_send_other = []
for c_id in c_ids:
player = self.get_player(c_id)
- visible_terrain = player.fov_stencil_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(),
- player.fov_stencil.geometry.size,
- quote(visible_terrain)), c_id)
- visible_control = player.fov_stencil_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_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 hasattr(t, 'thing_char'):
- self.io.send('THING_CHAR %s %s' % (t.id_,
- quote(t.thing_char)), c_id)
- if hasattr(t, 'carrying') and t.carrying:
- self.io.send('THING_CARRYING %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]
+ 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)
+ 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_HAT %s %s' % (t.id_,
+ 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 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]
+ 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')
+ 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 run_tick(self):
to_delete = []
t = self.get_player(connection_id)
if hasattr(t, 'name'):
self.io.send('CHAT ' + quote(t.name + ' left the map.'))
- self.things.remove(t)
+ self.remove_thing(t)
to_delete += [connection_id]
for connection_id in to_delete:
del self.sessions[connection_id]
- self.changed = True
+ # self.changed = True already handled by remove_thing
for t in [t for t in self.things]:
if t in self.things:
try:
if self.changed:
self.turn += 1
# send_gamestate() can be rather expensive, due to among other reasons
- # re-calculating each player's FOV, so don't send it out too often
+ # re-calculating players' FOVs, so don't send it out too often
if self.last_send_gamestate < \
datetime.datetime.now() -self.send_gamestate_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()
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):
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 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)))
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)))
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 t.type_ == 'Door' and t.blocking:
+ if hasattr(t, 'installable') and (not t.portable):
+ write(f, 'THING_INSTALLED %s' % t.id_)
+ 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_,
+ 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)))