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Enable picking up from neighbbor tiles.
[plomrogue2] / plomrogue / game.py
index 49fdeeb007e73364baa41af166a7c7bf39f35464..a1c2ee641cc1dcfefd8797b284676095ab69e83b 100755 (executable)
@@ -3,6 +3,7 @@ from plomrogue.io import GameIO
 from plomrogue.misc import quote
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex, Map
 import string
+import datetime
 
 
 
@@ -129,6 +130,9 @@ class Game(GameBase):
         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',
@@ -159,6 +163,12 @@ class Game(GameBase):
                 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]
@@ -170,7 +180,7 @@ 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 == 'char':
             return [c for c in
                     string.digits + string.ascii_letters + string.punctuation + ' ']
@@ -192,8 +202,25 @@ class Game(GameBase):
     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))
-        for c_id in self.sessions:
+        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)
@@ -204,12 +231,13 @@ class Game(GameBase):
             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' % (target_yx, t.type_, t.id_), c_id)
+                self.io.send('THING %s %s %s %s' % (target_yx, t.type_,
+                                                    quote(t.protection), t.id_), c_id)
                 if hasattr(t, 'name'):
                     self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
-                if hasattr(t, 'player_char'):
+                if hasattr(t, 'thing_char'):
                     self.io.send('THING_CHAR %s %s' % (t.id_,
-                                                       quote(t.player_char)), c_id)
+                                                       quote(t.thing_char)), 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)]:
@@ -220,7 +248,9 @@ class Game(GameBase):
                 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)
-                    self.io.send('ANNOTATION_HINT %s' % (target_yx,), c_id)
+                    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):
@@ -254,9 +284,14 @@ class Game(GameBase):
                         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):
 
@@ -333,8 +368,19 @@ class Game(GameBase):
             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]))