X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=a3a636def40ba816c7dd658465f47bb2a59d4a54;hb=aab94ffb12aa0dedc240d7b29001699b95c49249;hp=017580f24e4cb28ef98062f4d11026b2a02894ca;hpb=c7a3af00680ba0449310bbb7336a187dd4ed6bcf;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 017580f..a3a636d 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -12,7 +12,7 @@ class GameBase: 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_): @@ -115,13 +115,16 @@ import os 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.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 = {} @@ -129,21 +132,18 @@ class Game(GameBase): 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): @@ -182,6 +182,8 @@ class Game(GameBase): 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 + ' '] @@ -205,71 +207,125 @@ class Game(GameBase): if t.name in self.faces: return self.faces[t.name] else: - return 'O O' + ' v ' + '>-<' + return '/O O\\' + '| oo |' + '\\>-- 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 - 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_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_] + 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_fov_ids)): + id_ = player_fov_ids[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) - 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)), + 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) + self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()), c_id) - if hasattr(t, 'name'): - self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), 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: - 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') + 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 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 = [] @@ -283,11 +339,11 @@ class Game(GameBase): 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: @@ -303,11 +359,32 @@ class Game(GameBase): 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: + 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 + # 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 self.send_gamestate() self.changed = False + self.changed_tiles = [] self.save() self.last_send_gamestate = datetime.datetime.now() @@ -354,6 +431,28 @@ class Game(GameBase): 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): @@ -363,6 +462,12 @@ class Game(GameBase): 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))) @@ -386,6 +491,12 @@ class Game(GameBase): 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_)) @@ -396,6 +507,9 @@ class Game(GameBase): 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)))