X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=5e206b9c8c289155a59aa7700dd9306ea4e05e79;hb=4d2cf315344ec4a376ffb3f49f02674e4b5facb6;hp=8bc7f74b64a2890793352b7717a9c7222831fb38;hpb=6cb3a857a09ae974bf0f510dfa94fb19fba2ce31;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 8bc7f74..5e206b9 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -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 @@ -120,6 +121,8 @@ class Game(GameBase): self.tasks = {} self.thing_types = {} self.sessions = {} + self.faces = {} + self.hats = {} self.maps = {} self.map_controls = {} self.map_control_passwords = {} @@ -129,6 +132,9 @@ 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', @@ -176,7 +182,7 @@ 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 + ' '] @@ -195,11 +201,36 @@ 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' + ' v ' + '>-<' + return None + 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) @@ -210,13 +241,25 @@ 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 %s' % (target_yx, t.type_, - quote(t.protection), t.id_), c_id) + 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 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' % (t.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)]: @@ -227,7 +270,9 @@ 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): @@ -261,9 +306,14 @@ 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): @@ -337,12 +387,33 @@ 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))) + 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]))