def __init__(self, save_file, *args, **kwargs):
super().__init__(*args, **kwargs)
self.changed = True
- self.changed_fovs = True
+ self.changed_tiles = []
self.io = GameIO(self, save_file)
self.tasks = {}
self.thing_types = {}
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 + ' ']
return None
def remove_thing(self, t):
+ if t.carrying:
+ t.uncarry()
self.things.remove(t)
- self.changed_fovs = True
+ self.record_fov_change(t.position)
def add_thing(self, type_, position, id_=0):
t_old = None
self.things[self.things.index(t_old)] = t
else:
self.things += [t]
- self.changed_fovs = True
+ self.record_fov_change(t.position)
return t
def send_gamestate(self, connection_id=None):
"""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
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_]
- if len(player_fovs) > 0:
- print('DEBUG regenerating FOVs')
+ 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_)
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)
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)]:
quote(annotation)), c_id)
self.io.send('GAME_STATE_COMPLETE')
+ def record_fov_change(self, position):
+ big_yx, little_yx = position
+ self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
+ little_yx)]
+
def run_tick(self):
to_delete = []
for connection_id in self.sessions:
for connection_id in [c_id for c_id in self.sessions
if self.sessions[c_id]['thing_id'] == t.id_]:
self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
- if self.changed_fovs:
- for t in [t for t in self.things]:
- t.invalidate_map_view()
if self.changed:
self.turn += 1
# 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
+ # re-calculating players' FOVs, so don't send it out too often
if self.last_send_gamestate < \
datetime.datetime.now() -self.send_gamestate_interval:
+ if len(self.changed_tiles) > 0:
+ for t in [t for t in self.things if t.type_ == 'Player']:
+ fov_radius = 12 # TODO: un-hardcode
+ absolute_position =\
+ self.map_geometry.undouble_yxyx(t.position[0],
+ t.position[1])
+ y_range_start = absolute_position.y - fov_radius
+ 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:
+ continue
+ if position.x < x_range_start\
+ or position.x > x_range_end:
+ continue
+ t.invalidate_map_view()
+ break
self.send_gamestate()
self.changed = False
- self.changed_fovs = False
+ self.changed_tiles = []
self.save()
self.last_send_gamestate = datetime.datetime.now()