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Invert weariness metric into energy metric.
[plomrogue2] / plomrogue / game.py
index d3ab1e73b08b8b19d6bcc81f3832d6a72811d963..ff035bb8dd28f3ab0b22425b22cb1f3f1e5e312d 100755 (executable)
@@ -136,9 +136,9 @@ class Game(GameBase):
         self.players_hat_chars = {}
         self.player_char_i = -1
         self.admin_passwords = []
-        self.send_gamestate_interval = datetime.timedelta(seconds=0.04)
+        self.send_gamestate_min_interval = datetime.timedelta(seconds=0.04)
         self.last_send_gamestate = datetime.datetime.now() -\
-            self.send_gamestate_interval
+            self.send_gamestate_min_interval
         self.terrains = {
             '.': Terrain('.', 'floor'),
             'X': Terrain('X', 'wall', blocks_light=True, blocks_sound=True,
@@ -276,6 +276,8 @@ class Game(GameBase):
             player = self.get_player(c_id)
             self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
                          c_id)
+            self.io.send('STATS %s %s' % (player.need_for_toilet,
+                                          player.energy), c_id)
             if player.id_ in player_ids_send_fov:
                 self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
                 self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
@@ -392,7 +394,7 @@ class Game(GameBase):
             # send_gamestate() can be rather expensive, due to among other reasons
             # re-calculating players' FOVs, so don't send it out too often
             if self.last_send_gamestate < \
-               datetime.datetime.now() -self.send_gamestate_interval:
+               datetime.datetime.now() - self.send_gamestate_min_interval:
                 n_changes = 0
                 for type_ in self.changed_tiles:
                     n_changes += len(self.changed_tiles[type_])
@@ -559,9 +561,14 @@ class Game(GameBase):
                     write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
                 elif t.type_ == 'DoorKey':
                     write(f, 'THING_DOOR_KEY %s %s' % (t.id_, t.door.id_))
+                elif t.type_ == 'Crate':
+                    for item in t.content:
+                        write(f, 'THING_CRATE_ITEM %s %s' % (t.id_, item.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