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Make thing dropping directional.
[plomrogue2] / plomrogue / game.py
index c4951799002c3a2ec086bde6342cb07231c1c6f5..a57a507cfc0a1f1d98d677068f60b3fc6772f3bd 100755 (executable)
@@ -117,10 +117,13 @@ class Game(GameBase):
     def __init__(self, save_file, *args, **kwargs):
         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 = {}
@@ -180,7 +183,9 @@ class Game(GameBase):
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
-            return self.map_geometry.get_directions()
+            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 + ' ']
@@ -199,6 +204,30 @@ class Game(GameBase):
         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):
+        self.things.remove(t)
+        self.record_fov_change(t.position)
+
+    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_fov_change(t.position)
+        return t
+
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
@@ -206,38 +235,60 @@ class Game(GameBase):
         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_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 = 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])
+            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:
             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' % (target_yx, t.type_,
-                                                    quote(t.protection), t.id_), c_id)
+                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:
+                    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)]:
@@ -253,6 +304,11 @@ class Game(GameBase):
                                                        quote(annotation)), c_id)
         self.io.send('GAME_STATE_COMPLETE')
 
+    def record_fov_change(self, position):
+        big_yx, little_yx = position
+        self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
+                                                               little_yx)]
+
     def run_tick(self):
         to_delete = []
         for connection_id in self.sessions:
@@ -265,7 +321,7 @@ 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]
@@ -285,11 +341,31 @@ 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
+                        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()
 
@@ -365,14 +441,25 @@ class Game(GameBase):
                                                    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 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 hasattr(t, 'installable') and (not t.portable):
+                    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)))