+class SaveableMap(Map):
+ modified = False
+
+ def __setitem__(self, *args, **kwargs):
+ super().__setitem__(*args, **kwargs)
+ self.modified = True
+
+ def set_line(self, *args, **kwargs):
+ super().set_line(*args, **kwargs)
+ self.modified = True
+
+
+
import os
class Game(GameBase):
self.tasks = {}
self.thing_types = {}
self.sessions = {}
- self.map = Map(self.map_geometry.size)
- self.map_control = Map(self.map_geometry.size)
+ self.maps = {}
+ self.map_controls = {}
self.map_control_passwords = {}
self.annotations = {}
self.portals = {}
'o': 'sink',
'O': 'toilet'
}
+ self.new_world(self.map_geometry)
if os.path.exists(self.io.save_file):
if not os.path.isfile(self.io.save_file):
raise GameError('save file path refers to non-file')
print("FILE INPUT LINE %5s: %s" % (i, line), end='')
self.io.handle_input(line, god_mode=True)
- def can_do_tile_with_pw(self, yx, pw):
- tile_class = self.map_control[yx]
+ def can_do_tile_with_pw(self, big_yx, little_yx, pw):
+ map_control = self.get_map(big_yx)
+ tile_class = map_control[little_yx]
if tile_class in self.map_control_passwords:
tile_pw = self.map_control_passwords[tile_class]
if pw != tile_pw:
self.io.send('TURN ' + str(self.turn))
for c_id in self.sessions:
player = self.get_thing(self.sessions[c_id])
- visible_terrain = player.fov_stencil_map(self.map)
+ visible_terrain = player.fov_stencil_map()
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.size,
+ player.fov_stencil.geometry.size,
quote(visible_terrain)), c_id)
- visible_control = player.fov_stencil_map(self.map_control)
+ visible_control = player.fov_stencil_map('control')
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)]:
- corrected_yx = t.position - player.fov_stencil.offset
- self.io.send('THING %s %s %s' % (corrected_yx, t.type_, t.id_),
- 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' % (target_yx, t.type_, t.id_), c_id)
if hasattr(t, 'name'):
self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
if hasattr(t, 'player_char'):
self.io.send('THING_CHAR %s %s' % (t.id_,
quote(t.player_char)), c_id)
- for yx in [yx for yx in self.portals if player.fov_test(yx)]:
- corrected_yx = yx - player.fov_stencil.offset
- self.io.send('PORTAL %s %s' % (corrected_yx,
- quote(self.portals[yx])), 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_HINT %s' % (target_yx,), c_id)
self.io.send('GAME_STATE_COMPLETE')
def run_tick(self):
f.write(msg + '\n')
with open(self.io.save_file, 'w') as f:
- # TODO: save tasks
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 y, line in self.map.lines():
- write(f, 'MAP_LINE %5s %s' % (y, quote(line)))
- for yx in self.annotations:
- write(f, 'GOD_ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
- for yx in self.portals:
- write(f, 'GOD_PORTAL %s %s' % (yx, quote(self.portals[yx])))
- for y, line in self.map_control.lines():
- write(f, 'MAP_CONTROL_LINE %5s %s' % (y, quote(line)))
+ 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)))
+ for big_yx in self.annotations:
+ for little_yx in self.annotations[big_yx]:
+ write(f, 'GOD_ANNOTATE %s %s %s' %
+ (big_yx, little_yx, quote(self.annotations[big_yx][little_yx])))
+ for big_yx in self.portals:
+ for little_yx in self.portals[big_yx]:
+ write(f, 'GOD_PORTAL %s %s %s' % (big_yx, little_yx,
+ quote(self.portals[big_yx][little_yx])))
+ for big_yx in [yx for yx in self.map_controls
+ if self.map_controls[yx].modified]:
+ for y, line in self.map_controls[big_yx].lines():
+ write(f, 'MAP_CONTROL_LINE %s %5s %s' % (big_yx, y, quote(line)))
for tile_class in self.map_control_passwords:
write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
self.map_control_passwords[tile_class]))
for t in [t for t in self.things if not t.type_ == 'Player']:
- write(f, 'THING %s %s %s' % (t.position, t.type_, t.id_))
+ write(f, 'THING %s %s %s %s' % (t.position[0],
+ t.position[1], t.type_, t.id_))
if hasattr(t, 'name'):
write(f, 'THING_NAME %s %s' % (t.id_, quote(t.name)))
+ def get_map(self, big_yx, type_='normal'):
+ if type_ == 'normal':
+ maps = self.maps
+ elif type_ == 'control':
+ maps = self.map_controls
+ if not big_yx in maps:
+ maps[big_yx] = SaveableMap(self.map_geometry)
+ return maps[big_yx]
+
def new_world(self, map_geometry):
self.map_geometry = map_geometry
- self.map = Map(self.map_geometry.size)
- self.map_control = Map(self.map_geometry.size)
+ self.maps[YX(0,0)] = SaveableMap(self.map_geometry)
+ self.map_controls[YX(0,0)] = SaveableMap(self.map_geometry)
self.annotations = {}