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Send THING_CARRYING only after all things have been set up.
[plomrogue2] / plomrogue / game.py
index b0233b327574dba4ee8fe946395c68066a8e9130..d5f8430bb677f9c343cff0f5bca3258f28c71f17 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 + ' ']
@@ -211,6 +213,8 @@ class Game(GameBase):
         return None
 
     def remove_thing(self, t):
+        if t.carrying:
+            t.uncarry()
         self.things.remove(t)
         self.record_fov_change(t.position)
 
@@ -245,7 +249,7 @@ class Game(GameBase):
             player_fovs += [player._fov]
             player_fov_ids += [player.id_]
         new_fovs = []
-        single_core_until = 8  # since multiprocess has its own overhead
+        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])
@@ -265,11 +269,13 @@ class Game(GameBase):
                                            player.fov_stencil.geometry.size,
                                            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)]:
+            seen_things = [t for t in self.things
+                           if player.fov_test(*t.position)]
+            for t in seen_things:
                 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)
@@ -282,10 +288,15 @@ class Game(GameBase):
                 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)
+                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 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)]:
@@ -351,6 +362,7 @@ class Game(GameBase):
                         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: