self.changed = True
self.changed_tiles = {'fov': [], 'other': []}
self.io = GameIO(self, save_file)
+ self.login_requests = []
self.tasks = {}
self.thing_types = {}
self.sessions = {}
player.prepare_multiprocessible_fov_stencil()
player_fovs += [player._fov]
player_ids_send_fov += [player.id_]
- if not (player._seen_things
- and player._seen_annotation_positions
- and player._seen_portal_positions):
+ if None in (player._seen_things,
+ player._seen_annotation_positions,
+ player._seen_portal_positions):
player_ids_send_other += [player.id_]
new_fovs = []
single_core_until = 16 # since multiprocess has its own overhead
little_yx)]
self.changed = True
+ def login(self, nick, connection_id):
+ for t in [t for t in self.things
+ if t.type_ == 'Player' and t.name == nick]:
+ self.io.send('GAME_ERROR ' + quote('name already in use'),
+ connection_id)
+ return
+ t = self.add_thing('Player', self.spawn_point)
+ t.name = nick
+ t.thing_char = self.get_next_player_char()
+ self.sessions[connection_id] = {
+ 'thing_id': t.id_,
+ 'status': 'player'
+ }
+ self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+ self.io.send('LOGIN_OK', connection_id)
+ self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
+ for s in [s for s in self.things
+ if s.type_ == 'SpawnPoint' and s.name == t.name]:
+ t.position = s.position
+ break
+
def run_tick(self):
+
+ # update player sessions
to_delete = []
for connection_id in self.sessions:
connection_id_found = False
to_delete += [connection_id]
for connection_id in to_delete:
del self.sessions[connection_id]
- # self.changed = True already handled by remove_thing
+ while len(self.login_requests) > 0:
+ login_request = self.login_requests.pop()
+ self.login(login_request[0], login_request[1])
+
+ # update game state
for t in [t for t in self.things]:
if t in self.things:
try:
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)
+
+ # send gamestate if it makes sense at this point
if self.changed:
self.turn += 1
# send_gamestate() can be rather expensive, due to among other reasons
int(terrain.blocks_light),
int(terrain.blocks_sound),
int(terrain.blocks_movement)))
+ if len(terrain.tags) > 0:
+ for tag in terrain.tags:
+ write(f, 'TERRAIN_TAG %s %s' % (quote(terrain.character),
+ quote(tag)))
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)))
if hasattr(t, 'installable') and (not t.portable):
write(f, 'THING_INSTALLED %s' % t.id_)
if t.type_ == 'Door' and t.blocks_movement:
- write(f, 'THING_DOOR_CLOSED %s' % t.id_)
+ write(f, 'THING_DOOR_CLOSED %s %s' % (t.id_, int(t.locked)))
elif t.type_ == 'Hat':
write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,
quote(t.design)))
(t.id_, quote(item[0]), item[1]))
elif t.type_ == 'Bottle' and not t.full:
write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
+ elif t.type_ == 'DoorKey':
+ write(f, 'THING_DOOR_KEY %s %s' % (t.id_, t.door.id_))
write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
self.spawn_point[1]))