evennia/src/utils/gametime.py

208 lines
7 KiB
Python

"""
The gametime module handles the global passage of time in the mud.
It also supplies some useful methods to convert between
in-mud time and real-world time as well allows to get the
total runtime of the server and the current uptime.
"""
from django.conf import settings
from src.scripts.scripts import Script
from src.scripts.models import ScriptDB
from src.utils.create import create_script
from src.utils import logger
# name of script that keeps track of the time
GAME_TIME_SCRIPT = "sys_game_time"
# Speed-up factor of the in-game time compared
# to real time.
TIMEFACTOR = settings.TIME_FACTOR
# Common real-life time measures, in seconds.
# You should not change these.
REAL_TICK = max(1.0, settings.TIME_TICK) #Smallest time unit (min 1s)
REAL_MIN = 60.0 # seconds per minute in real world
# Game-time units, in real-life seconds. These are supplied as
# a convenient measure for determining the current in-game time,
# e.g. when defining events. The words month, week and year can
# of course mean whatever units of time are used in the game.
TICK = REAL_TICK * TIMEFACTOR
MIN = REAL_MIN * TIMEFACTOR
HOUR = MIN * settings.TIME_MIN_PER_HOUR
DAY = HOUR * settings.TIME_HOUR_PER_DAY
WEEK = DAY * settings.TIME_DAY_PER_WEEK
MONTH = WEEK * settings.TIME_WEEK_PER_MONTH
YEAR = MONTH * settings.TIME_MONTH_PER_YEAR
class GameTime(Script):
"""
This sets up an script that keeps track of the
in-game time and some other time units.
"""
def at_script_creation(self):
"""
Setup the script
"""
self.key = "sys_game_time"
self.desc = "Keeps track of the game time"
self.interval = REAL_MIN # update every minute
self.persistent = True
self.attr("game_time", 0.0) #IC time
self.attr("run_time", 0.0) #OOC time
self.attr("up_time", 0.0) #OOC time
def at_repeat(self):
"""
Called every minute to update the timers.
"""
# We store values as floats to avoid drift over time
game_time = float(self.attr("game_time"))
run_time = float(self.attr("run_time"))
up_time = float(self.attr("up_time"))
self.attr("game_time", game_time + MIN)
self.attr("run_time", run_time + REAL_MIN)
self.attr("up_time", up_time + REAL_MIN)
def at_start(self):
"""
This is called once every server restart.
We reset the up time.
"""
self.attr("up_time", 0.0)
# Access routines
def gametime_format(seconds):
"""
Converts the count in seconds into an integer tuple of the form
(years, months, weeks, days, hours, minutes, seconds) where
several of the entries may be 0.
We want to keep a separate version of this (rather than just
rescale the real time once and use the normal realtime_format
below) since the admin might for example decide to change how many
hours a 'day' is in their game etc.
"""
# have to re-multiply in the TIMEFACTOR
# do this or we cancel the already counted
# timefactor in the timer script...
sec = int(seconds * TIMEFACTOR)
years, sec = sec/YEAR, sec % YEAR
months, sec = sec/MONTH, sec % MONTH
weeks, sec = sec/WEEK, sec % WEEK
days, sec = sec/DAY, sec % DAY
hours, sec = sec/HOUR, sec % HOUR
minutes, sec = sec/MIN, sec % MIN
return (years, months, weeks, days, hours, minutes, sec)
def realtime_format(seconds):
"""
As gametime format, but with real time units
"""
sec = int(seconds)
years, sec = sec/29030400, sec % 29030400
months, sec = sec/2419200, sec % 2419200
weeks, sec = sec/604800, sec % 604800
days, sec = sec/86400, sec % 86400
hours, sec = sec/3600, sec % 3600
minutes, sec = sec/60, sec % 60
return (years, months, weeks, days, hours, minutes, sec)
def gametime(format=False):
"""
Find the current in-game time (in seconds) since the start of the mud.
The value returned from this function can be used to track the 'true'
in-game time since only the time the game has actually been active will
be adding up (ignoring downtimes).
format - instead of returning result in seconds, format to (game-) time
units.
"""
try:
script = ScriptDB.objects.get_all_scripts(GAME_TIME_SCRIPT)[0]
except KeyError:
logger.log_trace("GameTime script not found.")
return
# we return this as an integer (second-precision is good enough)
game_time = int(script.attr("game_time"))
if format:
return gametime_format(game_time)
return game_time
def runtime(format=False):
"""
Get the total actual time the server has been running (minus downtimes)
"""
try:
script = ScriptDB.objects.get_all_scripts(GAME_TIME_SCRIPT)[0]
except KeyError:
logger.log_trace("GameTime script not found.")
return
# we return this as an integer (second-precision is good enough)
run_time = int(script.attr("run_time"))
if format:
return realtime_format(run_time)
return run_time
def uptime(format=False):
"""
Get the actual time the server has been running since last downtime.
"""
try:
script = ScriptDB.objects.get_all_scripts(GAME_TIME_SCRIPT)[0]
except KeyError:
logger.log_trace("GameTime script not found.")
return
# we return this as an integer (second-precision is good enough)
up_time = int(script.attr("up_time"))
if format:
return realtime_format(up_time)
return up_time
def gametime_to_realtime(secs=0, mins=0, hrs=0, days=0,
weeks=0, months=0, yrs=0):
"""
This method helps to figure out the real-world time it will take until a in-game time
has passed. E.g. if an event should take place a month later in-game, you will be able
to find the number of real-world seconds this corresponds to (hint: Interval events deal
with real life seconds).
Example:
gametime_to_realtime(days=2) -> number of seconds in real life from now after which
2 in-game days will have passed.
"""
real_time = secs/TIMEFACTOR + mins*MIN + hrs*HOUR + \
days*DAY + weeks*WEEK + months*MONTH + yrs*YEAR
return real_time
def realtime_to_gametime(secs=0, mins=0, hrs=0, days=0,
weeks=0, months=0, yrs=0):
"""
This method calculates how large an in-game time a real-world time interval would
correspond to. This is usually a lot less interesting than the other way around.
Example:
realtime_to_gametime(days=2) -> number of game-world seconds
corresponding to 2 real days.
"""
game_time = TIMEFACTOR * (secs + mins*60 + hrs*3600 + days*86400 + \
weeks*604800 + months*2419200 + yrs*29030400)
return game_time
# Time administration routines
def init_gametime():
"""
This is called once, when the server starts for the very first time.
"""
# create the GameTime script and start it
game_time = create_script(GameTime)
game_time.start()