X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=78598143628df6057efc41e4e216af0f211de4d6;hb=baab6e8ac2ff4215e6d57765c992b67134572dce;hp=d390e94d95e87a23c4cdddbeffb79119849d605f;hpb=0f7053c69a136af83d0517aa1241caa5b9c0268c;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index d390e94..7859814 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -12,7 +12,7 @@ class GameBase: def __init__(self): self.turn = 0 self.things = [] - self.map_geometry = MapGeometrySquare(YX(24, 40)) + self.map_geometry = MapGeometrySquare(YX(32, 32)) self.commands = {} def get_thing(self, id_): @@ -115,6 +115,7 @@ import os class Game(GameBase): def __init__(self, save_file, *args, **kwargs): + from plomrogue.misc import Terrain super().__init__(*args, **kwargs) self.changed = True self.changed_tiles = [] @@ -137,15 +138,11 @@ class Game(GameBase): 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' + '.': Terrain('.', 'floor'), + 'X': Terrain('X', 'wall', blocks_light=True, blocks_sound=True, + blocks_movement=True), + '=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True), + 'T': Terrain('T', 'table', blocks_movement=True), } if os.path.exists(self.io.save_file): if not os.path.isfile(self.io.save_file): @@ -234,10 +231,12 @@ class Game(GameBase): """Send out game state data relevant to clients.""" # TODO: limit to connection_id if provided - self.io.send('TURN ' + str(self.turn)) from plomrogue.mapping import FovMap import multiprocessing - c_ids = [c_id for c_id in self.sessions] + if connection_id: + c_ids = [connection_id] + else: + c_ids = [c_id for c_id in self.sessions] # Only recalc FOVs for players with ._fov = None player_fovs = [] player_fov_ids = [] @@ -263,56 +262,67 @@ class Game(GameBase): player = self.get_thing(id_) player._fov = new_fovs[i] for c_id in c_ids: + self.io.send('TURN ' + str(self.turn), c_id) player = self.get_player(c_id) - 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(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)]: - target_yx = player.fov_stencil.target_yx(*t.position) - 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) - 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: + if player.id_ in player_fov_ids: + 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(player.visible_terrain)), c_id) + self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id) + if player.id_ in player_fov_ids: + # FIXME: Many of the following updates are triggered by technically + # inappropriate calls to game.record_fov_change, since they depict + # states that might change independent of FOV changes. They are + # collected here as a shortcut, but a cleaner way would be to + # differentiate the changes somehow. + self.io.send('PSEUDO_FOV_WIPE', c_id) + for t in player.seen_things: + target_yx = player.fov_stencil.target_yx(*t.position) + 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) + 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, '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 player.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) - 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 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') + 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', c_id) def record_fov_change(self, position): big_yx, little_yx = position self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx, little_yx)] + self.changed = True def run_tick(self): to_delete = [] @@ -330,7 +340,7 @@ class Game(GameBase): to_delete += [connection_id] for connection_id in to_delete: del self.sessions[connection_id] - self.changed = True + # self.changed = True already handled by remove_thing for t in [t for t in self.things]: if t in self.things: try: @@ -418,6 +428,28 @@ class Game(GameBase): self.player_char_i = 0 return self.player_chars[self.player_char_i] + def get_foo_blockers(self, foo): + foo_blockers = '' + for t in self.terrains.values(): + block_attr = getattr(t, 'blocks_' + foo) + if block_attr: + foo_blockers += t.character + return foo_blockers + + def get_sound_blockers(self): + return self.get_foo_blockers('sound') + + def get_light_blockers(self): + return self.get_foo_blockers('light') + + def get_movement_blockers(self): + return self.get_foo_blockers('movement') + + def get_flatland(self): + for t in self.terrains.values: + if not t.blocks_movement: + return t.character + def save(self): def write(f, msg): @@ -427,6 +459,12 @@ class Game(GameBase): 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 terrain in self.terrains.values(): + write(f, 'TERRAIN %s %s %s %s %s' % (quote(terrain.character), + quote(terrain.description), + int(terrain.blocks_light), + int(terrain.blocks_sound), + int(terrain.blocks_movement))) 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)))