home · contact · privacy
Make thing dropping directional.
[plomrogue2] / plomrogue / game.py
index 3b0b25f3afeacd77b732578e847a002982adf904..a57a507cfc0a1f1d98d677068f60b3fc6772f3bd 100755 (executable)
@@ -184,6 +184,8 @@ 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 + ' ']
@@ -230,7 +232,6 @@ 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
@@ -242,15 +243,19 @@ class Game(GameBase):
             player = self.get_player(c_id)
             if player._fov:
                 continue
-            player.prepare_multiprocessible_fov_stencil() #!
+            player.prepare_multiprocessible_fov_stencil()
             player_fovs += [player._fov]
             player_fov_ids += [player.id_]
-            print('DEBUG regen FOV for', player.id_)
-        if len(player_fovs) > 0:
+        new_fovs = []
+        single_core_until = 8  # 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])  #!
+            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_)
@@ -264,9 +269,9 @@ class Game(GameBase):
             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_,
-                                                       quote(t.protection),
-                                                       t.id_, int(t.portable)),
+                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)
@@ -280,7 +285,8 @@ class Game(GameBase):
                     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)
+                    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: