def get_string_options(self, string_option_type):
if string_option_type == 'direction':
- return self.map_geometry.get_directions()
+ return self.map_geometry.directions
elif string_option_type == 'char':
return [c for c in
string.digits + string.ascii_letters + string.punctuation + ' ']
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
+ # TODO: limit to connection_id if provided
self.io.send('TURN ' + str(self.turn))
- for c_id in self.sessions:
+ from plomrogue.mapping import FovMap
+ import multiprocessing
+ pool = multiprocessing.Pool()
+ players = []
+ c_ids = [c_id for c_id in self.sessions]
+ for c_id in c_ids:
+ players += [self.get_player(c_id)]
+ player_fovs = []
+ for player in players:
+ player.prepare_multiprocessible_fov_stencil()
+ player_fovs += [player._fov]
+ new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
+ for i in range(len(players)):
+ players[i]._fov = new_fovs[i]
+ pool.close()
+ pool.join()
+ for c_id in c_ids:
player = self.get_player(c_id)
visible_terrain = player.fov_stencil_map()
self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
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)]:
target_yx = player.fov_stencil.target_yx(*t.position)
- self.io.send('THING %s %s %s %s' % (target_yx, t.type_,
- quote(t.protection), t.id_), c_id)
+ self.io.send('THING %s %s %s %s %s' % (target_yx, t.type_,
+ quote(t.protection),
+ t.id_, int(t.portable)),
+ 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)
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)]:
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)
- self.io.send('ANNOTATION_HINT %s' % (target_yx,), c_id)
+ 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')
def run_tick(self):
write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
if t.type_ == 'Door' and t.blocking:
write(f, 'THING_DOOR_CLOSED %s' % t.id_)
+ elif t.type_ == 'MusicPlayer':
+ write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
+ (t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
+ for item in t.playlist:
+ write(f, 'THING_MUSICPLAYER_PLAYLIST_ITEM %s %s %s' %
+ (t.id_, quote(item[0]), item[1]))
+ elif t.type_ == 'Bottle' and not t.full:
+ write(f, 'THING_BOTTLE_EMPTY %s' % t.id_)
write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
self.spawn_point[1]))