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 = []
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):
"""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
- c_ids = [c_id for c_id in self.sessions]
+ 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_fov_ids = []
player_fovs += [player._fov]
player_fov_ids += [player.id_]
new_fovs = []
- single_core_until = 8 # since multiprocess has its own overhead
+ 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])
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('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)
- 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 %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, 'carrying') and t.carrying:
+ if player.id_ in player_fov_ids:
+ 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)
+ 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)
- 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')
+ 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', c_id)
def record_fov_change(self, position):
big_yx, little_yx = position
self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
little_yx)]
+ self.changed = True
def run_tick(self):
to_delete = []
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:
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)))