X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=plomrogue%2Fgame.py;h=d5f8430bb677f9c343cff0f5bca3258f28c71f17;hb=fbce872bf4a04ac7be7d965061dabe441258999c;hp=3b0b25f3afeacd77b732578e847a002982adf904;hpb=8d0b5840b7df40ee883fdcf2fa1b4cd1d39e26fa;p=plomrogue2 diff --git a/plomrogue/game.py b/plomrogue/game.py index 3b0b25f..d5f8430 100755 --- a/plomrogue/game.py +++ b/plomrogue/game.py @@ -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) @@ -230,7 +234,6 @@ class Game(GameBase): """Send out game state data relevant to clients.""" # TODO: limit to connection_id if provided - print('DEBUG send_gamestate') self.io.send('TURN ' + str(self.turn)) from plomrogue.mapping import FovMap import multiprocessing @@ -242,15 +245,19 @@ class Game(GameBase): player = self.get_player(c_id) if player._fov: continue - player.prepare_multiprocessible_fov_stencil() #! + player.prepare_multiprocessible_fov_stencil() player_fovs += [player._fov] player_fov_ids += [player.id_] - print('DEBUG regen FOV for', player.id_) - if len(player_fovs) > 0: + new_fovs = [] + 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]) #! + new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs]) pool.close() pool.join() + elif len(player_fovs) <= single_core_until: + for fov in player_fovs: + new_fovs += [fov.init_terrain()] for i in range(len(player_fov_ids)): id_ = player_fov_ids[i] player = self.get_thing(id_) @@ -262,11 +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) @@ -279,10 +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)]: @@ -348,6 +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: