X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=6e8afdf83182dded8a25c735b94dc7cdc2a7095a;hb=54d8db95b3bb690b712ec09179922829d0c68a54;hp=47f09d161ceff332b2e8ad43f086161d9ad75854;hpb=88c8acab582aeb25735d86b78defe28441439cba;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 47f09d1..6e8afdf 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -117,6 +117,7 @@ class Game(GameBase): def __init__(self, save_file, *args, **kwargs): super().__init__(*args, **kwargs) self.changed = True + self.changed_fovs = True self.io = GameIO(self, save_file) self.tasks = {} self.thing_types = {} @@ -213,32 +214,38 @@ class Game(GameBase): """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)) 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)] + # Only recalc FOVs for players with ._fov = None player_fovs = [] - for player in players: - player.prepare_multiprocessible_fov_stencil() + 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] - 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_fov_ids += [player.id_] + if len(player_fovs) > 0: + print('DEBUG regenerating FOVs') + 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) - 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) + 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_, @@ -288,6 +295,7 @@ class Game(GameBase): if hasattr(t, 'name'): self.io.send('CHAT ' + quote(t.name + ' left the map.')) self.things.remove(t) + self.changed_fovs = True to_delete += [connection_id] for connection_id in to_delete: del self.sessions[connection_id] @@ -304,6 +312,9 @@ class Game(GameBase): for connection_id in [c_id for c_id in self.sessions if self.sessions[c_id]['thing_id'] == t.id_]: self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id) + if self.changed_fovs: + for t in [t for t in self.things]: + t.invalidate_map_view() if self.changed: self.turn += 1 # send_gamestate() can be rather expensive, due to among other reasons @@ -312,6 +323,7 @@ class Game(GameBase): datetime.datetime.now() -self.send_gamestate_interval: self.send_gamestate() self.changed = False + self.changed_fovs = False self.save() self.last_send_gamestate = datetime.datetime.now()