-from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_WRITE,
- Task_FLATTEN_SURROUNDINGS)
from plomrogue.errors import GameError, PlayError
from plomrogue.io import GameIO
from plomrogue.misc import quote
-from plomrogue.things import Thing, ThingPlayer
-from plomrogue.mapping import YX, MapGeometrySquare, Map
+from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
+import string
+import datetime
self.map_geometry = MapGeometrySquare(YX(24, 40))
self.commands = {}
- def get_thing(self, id_, create_unfound):
- # No default for create_unfound because every call to get_thing
- # should be accompanied by serious consideration whether to use it.
+ def get_thing(self, id_):
for thing in self.things:
if id_ == thing.id_:
return thing
- if create_unfound:
- t = self.thing_type(self, id_)
- self.things += [t]
- return t
return None
+ def _register_object(self, obj, obj_type_desc, prefix):
+ if not obj.__name__.startswith(prefix):
+ raise GameError('illegal %s object name: %s' % (obj_type_desc, obj.__name__))
+ obj_name = obj.__name__[len(prefix):]
+ d = getattr(self, obj_type_desc + 's')
+ d[obj_name] = obj
+
def register_command(self, command):
- prefix = 'cmd_'
- if not command.__name__.startswith(prefix):
- raise GameError('illegal command object name: %s' % command.__name__)
- command_name = command.__name__[len(prefix):]
- self.commands[command_name] = command
+ self._register_object(command, 'command', 'cmd_')
+
+
+
+class SaveableMap(Map):
+ modified = False
+
+ def __setitem__(self, *args, **kwargs):
+ super().__setitem__(*args, **kwargs)
+ self.modified = True
+
+ def set_line(self, *args, **kwargs):
+ super().set_line(*args, **kwargs)
+ self.modified = True
+
+ def inside(self, yx):
+ if yx.y < 0 or yx.x < 0 or \
+ yx.y >= self.geometry.size.y or yx.x >= self.geometry.size.x:
+ return False
+ return True
+
+ def draw_presets(self, alternate_hex=0):
+ old_modified = self.modified
+ if type(self.geometry) == MapGeometrySquare:
+ self.set_line(0, 'X' * self.geometry.size.x)
+ self.set_line(1, 'X' * self.geometry.size.x)
+ self.set_line(2, 'X' * self.geometry.size.x)
+ self.set_line(3, 'X' * self.geometry.size.x)
+ self.set_line(4, 'X' * self.geometry.size.x)
+ for y in range(self.geometry.size.y):
+ self[YX(y, 0)] = 'X'
+ self[YX(y, 1)] = 'X'
+ self[YX(y, 2)] = 'X'
+ self[YX(y, 3)] = 'X'
+ self[YX(y, 4)] = 'X'
+ elif type(self.geometry) == MapGeometryHex:
+ # TODO: for this to work we need a map side length divisible by 6.
+
+ def draw_grid(offset=YX(0, 0)):
+ dirs = ('DOWNRIGHT', 'RIGHT', 'UPRIGHT', 'RIGHT')
+
+ def draw_snake(start):
+ keep_running = True
+ yx = start
+ if self.inside(yx):
+ self[yx] = 'X'
+ while keep_running:
+ for direction in dirs:
+ if not keep_running:
+ break
+ for dir_progress in range(distance):
+ mover = getattr(self.geometry, 'move__' + direction)
+ yx = mover(yx)
+ if yx.x >= self.geometry.size.x:
+ keep_running = False
+ break
+ if self.inside(yx):
+ self[yx] = 'X'
+
+ if alternate_hex:
+ draw_snake(offset + YX(0, 0))
+ draw_snake(offset + YX((0 + alternate_hex) * distance,
+ -int(1.5 * distance)))
+ draw_snake(offset + YX((1 + alternate_hex) * distance,
+ 0))
+ draw_snake(offset + YX((2 + alternate_hex) * distance,
+ -int(1.5 * distance)))
+
+ distance = self.geometry.size.y // 3
+ draw_grid()
+ draw_grid(YX(2, 0))
+ draw_grid(YX(0, 2))
+ draw_grid(YX(1, 0))
+ draw_grid(YX(0, 1))
+ draw_grid(YX(-1, 0))
+ draw_grid(YX(0, -1))
+ draw_grid(YX(-2, 0))
+ draw_grid(YX(0, -2))
+ self.modified = old_modified
self.changed = True
self.io = GameIO(self, save_file)
self.tasks = {}
- self.thing_type = Thing
- self.thing_types = {'player': ThingPlayer}
+ self.thing_types = {}
self.sessions = {}
- self.map = Map(self.map_geometry.size)
- self.map_control = Map(self.map_geometry.size)
+ self.maps = {}
+ self.map_controls = {}
self.map_control_passwords = {}
self.annotations = {}
+ self.spawn_point = YX(0, 0), YX(0, 0)
self.portals = {}
+ self.player_chars = string.digits + string.ascii_letters
+ 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'
+ }
if os.path.exists(self.io.save_file):
if not os.path.isfile(self.io.save_file):
raise GameError('save file path refers to non-file')
+ def register_thing_type(self, thing_type):
+ self._register_object(thing_type, 'thing_type', 'Thing_')
+
def register_task(self, task):
- prefix = 'Task_'
- if not task.__name__.startswith(prefix):
- raise GameError('illegal task object name: %s' % task.__name__)
- task_name = task.__name__[len(prefix):]
- self.tasks[task_name] = task
+ self._register_object(task, 'task', 'Task_')
def read_savefile(self):
if os.path.exists(self.io.save_file):
print("FILE INPUT LINE %5s: %s" % (i, line), end='')
self.io.handle_input(line, god_mode=True)
+ def can_do_thing_with_pw(self, thing, pw):
+ if thing.protection in self.map_control_passwords.keys():
+ if pw != self.map_control_passwords[thing.protection]:
+ return False
+ return True
+
+ def can_do_tile_with_pw(self, big_yx, little_yx, pw):
+ map_control = self.get_map(big_yx, 'control')
+ tile_class = map_control[little_yx]
+ if tile_class in self.map_control_passwords.keys():
+ tile_pw = self.map_control_passwords[tile_class]
+ if pw != tile_pw:
+ return False
+ return True
+
def get_string_options(self, string_option_type):
- import string
if string_option_type == 'direction':
- return self.map_geometry.get_directions()
+ return self.map_geometry.directions
elif string_option_type == 'char':
return [c for c in
string.digits + string.ascii_letters + string.punctuation + ' ']
elif string_option_type == 'map_geometry':
return ['Hex', 'Square']
+ elif string_option_type == 'thing_type':
+ return self.thing_types.keys()
return None
def get_map_geometry_shape(self):
return self.map_geometry.__class__.__name__[len('MapGeometry'):]
+ def get_player(self, connection_id):
+ if connection_id not in self.sessions:
+ return None
+ player = self.get_thing(self.sessions[connection_id]['thing_id'])
+ return player
+
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
- def send_thing(thing):
- self.io.send('THING_POS %s %s' % (thing.id_, t.position))
- if hasattr(thing, 'nickname'):
- self.io.send('THING_NAME %s %s' % (thing.id_, quote(t.nickname)))
-
+ # TODO: limit to connection_id if provided
self.io.send('TURN ' + str(self.turn))
- for t in self.things:
- send_thing(t)
- self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
- self.map_geometry.size, quote(self.map.terrain)))
- self.io.send('MAP_CONTROL %s' % quote(self.map_control.terrain))
- for yx in self.portals:
- self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])))
+ 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)]
+ player_fovs = []
+ for player in players:
+ 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()
+ 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)
+ 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)),
+ c_id)
+ if hasattr(t, 'name'):
+ self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), 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)
+ 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')
def run_tick(self):
connection_id_found = True
break
if not connection_id_found:
- t = self.get_thing(self.sessions[connection_id], create_unfound=False)
- if hasattr(t, 'nickname'):
- self.io.send('CHAT ' + quote(t.nickname + ' left the map.'))
+ t = self.get_player(connection_id)
+ if hasattr(t, 'name'):
+ self.io.send('CHAT ' + quote(t.name + ' left the map.'))
self.things.remove(t)
to_delete += [connection_id]
for connection_id in to_delete:
t.proceed()
except GameError as e:
for connection_id in [c_id for c_id in self.sessions
- if self.sessions[c_id] == t.id_]:
+ if self.sessions[c_id]['thing_id'] == t.id_]:
self.io.send('GAME_ERROR ' + quote(str(e)), connection_id)
except PlayError as e:
for connection_id in [c_id for c_id in self.sessions
- if self.sessions[c_id] == t.id_]:
+ if self.sessions[c_id]['thing_id'] == t.id_]:
self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
if self.changed:
self.turn += 1
- self.send_gamestate()
- self.changed = False
- self.save()
+ # 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
+ if self.last_send_gamestate < \
+ datetime.datetime.now() -self.send_gamestate_interval:
+ self.send_gamestate()
+ self.changed = False
+ self.save()
+ self.last_send_gamestate = datetime.datetime.now()
def get_command(self, command_name):
return p
def cmd_TASK_colon(task_name, game, *args, connection_id):
- if connection_id not in game.sessions:
+ t = self.get_player(connection_id)
+ if not t:
raise GameError('Not registered as player.')
- t = game.get_thing(game.sessions[connection_id], create_unfound=False)
t.set_next_task(task_name, args)
def task_prefixed(command_name, task_prefix, task_command):
def new_thing_id(self):
if len(self.things) == 0:
- return 0
- # DANGEROUS – if anywhere we append a thing to the list of lower
- # ID than the highest-value ID, this might lead to re-using an
- # already active ID. This condition /should/ not be fulfilled
- # anywhere in the code, but if it does, trouble here is one of
- # the more obvious indicators that it does – that's why there's
- # no safeguard here against this.
- return self.things[-1].id_ + 1
+ return 1
+ return max([t.id_ for t in self.things]) + 1
+
+ def get_next_player_char(self):
+ self.player_char_i += 1
+ if self.player_char_i >= len(self.player_chars):
+ self.player_char_i = 0
+ return self.player_chars[self.player_char_i]
def save(self):
- def write(f, msg):
- f.write(msg + '\n')
-
- with open(self.io.save_file, 'w') as f:
- # TODO: save tasks
- 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 y, line in self.map.lines():
- write(f, 'MAP_LINE %5s %s' % (y, quote(line)))
- for yx in self.annotations:
- write(f, 'ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
- for yx in self.portals:
- write(f, 'PORTAL %s %s' % (yx, quote(self.portals[yx])))
- for y, line in self.map_control.lines():
- write(f, 'MAP_CONTROL_LINE %5s %s' % (y, quote(line)))
- for tile_class in self.map_control_passwords:
- write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
- self.map_control_passwords[tile_class]))
+ def write(f, msg):
+ f.write(msg + '\n')
+
+ with open(self.io.save_file, 'w') as f:
+ 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 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)))
+ for big_yx in self.annotations:
+ for little_yx in self.annotations[big_yx]:
+ write(f, 'GOD_ANNOTATE %s %s %s' %
+ (big_yx, little_yx, quote(self.annotations[big_yx][little_yx])))
+ for big_yx in self.portals:
+ for little_yx in self.portals[big_yx]:
+ write(f, 'GOD_PORTAL %s %s %s' % (big_yx, little_yx,
+ quote(self.portals[big_yx][little_yx])))
+ for big_yx in [yx for yx in self.map_controls
+ if self.map_controls[yx].modified]:
+ for y, line in self.map_controls[big_yx].lines():
+ write(f, 'MAP_CONTROL_LINE %s %5s %s' % (big_yx, y, quote(line)))
+ for tile_class in self.map_control_passwords:
+ write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
+ self.map_control_passwords[tile_class]))
+ for pw in self.admin_passwords:
+ write(f, 'ADMIN_PASSWORD %s' % pw)
+ 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 t.type_ == 'Door' and t.blocking:
+ write(f, 'THING_DOOR_CLOSED %s' % t.id_)
+ elif t.type_ == 'MusicPlayer':
+ write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
+ (t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
+ for item in t.playlist:
+ write(f, 'THING_MUSICPLAYER_PLAYLIST_ITEM %s %s %s' %
+ (t.id_, quote(item[0]), item[1]))
+ elif t.type_ == 'Bottle' and not t.full:
+ write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
+ write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
+ self.spawn_point[1]))
+
+ def get_map(self, big_yx, type_='normal'):
+ if type_ == 'normal':
+ maps = self.maps
+ elif type_ == 'control':
+ maps = self.map_controls
+ if big_yx not in maps:
+ maps[big_yx] = SaveableMap(self.map_geometry)
+ if type_ == 'control':
+ maps[big_yx].draw_presets(big_yx.y % 2)
+ return maps[big_yx]
def new_world(self, map_geometry):
+ self.maps = {}
+ self.map_controls = {}
+ self.annotations = {}
+ self.portals = {}
+ self.admin_passwords = []
+ self.spawn_point = YX(0, 0), YX(0, 0)
self.map_geometry = map_geometry
- self.map = Map(self.map_geometry.size)
- self.map_control = Map(self.map_geometry.size)
+ self.map_control_passwords = {'X': 'secret'}
+ self.get_map(YX(0, 0))
+ self.get_map(YX(0, 0), 'control')
self.annotations = {}