home · contact · privacy
Refactor.
authorChristian Heller <c.heller@plomlompom.de>
Wed, 12 Dec 2018 00:30:58 +0000 (01:30 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Wed, 12 Dec 2018 00:30:58 +0000 (01:30 +0100)
client.py
game.py [deleted file]
game_common.py [new file with mode: 0644]
server.py
server_/game.py [new file with mode: 0644]

index b10ba90d22c6f7931a75ce430e16eb54d81bee58..fb88c7e7439e99c89d17cdf14523e192d3c79492 100755 (executable)
--- a/client.py
+++ b/client.py
@@ -4,7 +4,7 @@ import plom_socket_io
 import socket
 import threading
 from parser import ArgError, Parser
-from game import World
+from game_common import World
 
 
 class Thing:
diff --git a/game.py b/game.py
deleted file mode 100644 (file)
index 83f3643..0000000
--- a/game.py
+++ /dev/null
@@ -1,141 +0,0 @@
-class GameError(Exception):
-    pass
-
-
-def move_pos(direction, pos_yx):
-    if direction == 'UP':
-        pos_yx[0] -= 1
-    elif direction == 'DOWN':
-        pos_yx[0] += 1
-    elif direction == 'RIGHT':
-        pos_yx[1] += 1
-    elif direction == 'LEFT':
-        pos_yx[1] -= 1
-
-
-class World:
-
-    def __init__(self):
-        self.turn = 0
-        self.map_size = (0, 0)
-        self.terrain_map = ''
-        self.things = []
-        self.player_id = 0
-
-    def proceed_to_next_player_turn(self):
-        """Run game world turns until player can decide their next step.
-
-        Iterates through all non-player things, on each step
-        furthering them in their tasks (and letting them decide new
-        ones if they finish). The iteration order is: first all things
-        that come after the player in the world things list, then
-        (after incrementing the world turn) all that come before the
-        player; then the player's .proceed() is run, and if it does
-        not finish his task, the loop starts at the beginning. Once
-        the player's task is finished, the loop breaks.
-        """
-        while True:
-            for thing in self.things[self.player_id+1:]:
-                thing.proceed()
-            self.turn += 1
-            for thing in self.things[:self.player_id]:
-                thing.proceed()
-            player = self.get_thing(self.player_id)
-            player.proceed(is_AI=False)
-            if player.task is None:
-                break
-
-    def set_map_size(self, yx):
-        y, x = yx
-        self.map_size = (y, x)
-        self.terrain_map = ''
-        for y in range(self.map_size[0]):
-            self.terrain_map += '?' * self.map_size[1]
-
-    def set_map_line(self, y, line):
-        width_map = self.map_size[1]
-        if y >= self.map_size[0]:
-            raise ArgError('too large row number %s' % y)
-        width_line = len(line)
-        if width_line > width_map:
-            raise ArgError('too large map line width %s' % width_line)
-        self.terrain_map = self.terrain_map[:y * width_map] + line + \
-                           self.terrain_map[(y + 1) * width_map:]
-
-    def get_thing(self, i):
-        for thing in self.things:
-            if i == thing.id_:
-                return thing
-        t = Thing(self, i, '?', [0,0])
-        self.things += [t]
-        return t
-
-
-class Task:
-
-    def __init__(self, thing, name, args=(), kwargs={}):
-        self.name = name
-        self.thing = thing
-        self.args = args
-        self.kwargs = kwargs
-        self.todo = 1
-
-    def check(self):
-        if self.name == 'move':
-            if len(self.args) > 0:
-                direction = self.args[0]
-            else:
-                direction = self.kwargs['direction']
-            test_pos = self.thing.position[:]
-            move_pos(direction, test_pos)
-            if test_pos[0] < 0 or test_pos[1] < 0 or \
-               test_pos[0] >= self.thing.world.map_size[0] or \
-               test_pos[1] >= self.thing.world.map_size[1]:
-                raise GameError('would move outside map bounds')
-            pos_i = test_pos[0] * self.thing.world.map_size[1] + test_pos[1]
-            map_tile = self.thing.world.terrain_map[pos_i]
-            if map_tile != '.':
-                raise GameError('would move into illegal terrain')
-
-
-class Thing:
-
-    def __init__(self, world, id_, type_, position):
-        self.world = world
-        self.id_ = id_
-        self.type_ = type_
-        self.position = position
-        self.task = Task(self, 'wait')
-
-    def task_wait(self):
-        pass
-
-    def task_move(self, direction):
-        move_pos(direction, self.position)
-
-    def decide_task(self):
-        if self.position[1] > 1:
-            self.set_task('move', 'LEFT')
-        elif self.position[1] < 3:
-            self.set_task('move', 'RIGHT')
-        else:
-            self.set_task('wait')
-
-    def set_task(self, task_name, *args, **kwargs):
-        self.task = Task(self, task_name, args, kwargs)
-        self.task.check()
-
-    def proceed(self, is_AI=True):
-        """Further the thing in its tasks.
-
-        Decrements .task.todo; if it thus falls to <= 0, enacts method whose
-        name is 'task_' + self.task.name and sets .task = None. If is_AI, calls
-        .decide_task to decide a self.task.
-        """
-        self.task.todo -= 1
-        if self.task.todo <= 0:
-            task = getattr(self, 'task_' + self.task.name)
-            task(*self.task.args, **self.task.kwargs)
-            self.task = None
-        if is_AI and self.task is None:
-            self.decide_task()
diff --git a/game_common.py b/game_common.py
new file mode 100644 (file)
index 0000000..6a77d9c
--- /dev/null
@@ -0,0 +1,45 @@
+from parser import ArgError
+
+
+class World:
+
+    def __init__(self):
+        self.turn = 0
+        self.map_size = (0, 0)
+        self.terrain_map = ''
+        self.things = []
+        self.Thing = Thing  # child classes may use an extended Thing class here
+
+    def set_map_size(self, yx):
+        y, x = yx
+        self.map_size = (y, x)
+        self.terrain_map = ''
+        for y in range(self.map_size[0]):
+            self.terrain_map += '?' * self.map_size[1]
+
+    def set_map_line(self, y, line):
+        width_map = self.map_size[1]
+        if y >= self.map_size[0]:
+            raise ArgError('too large row number %s' % y)
+        width_line = len(line)
+        if width_line > width_map:
+            raise ArgError('too large map line width %s' % width_line)
+        self.terrain_map = self.terrain_map[:y * width_map] + line + \
+                           self.terrain_map[(y + 1) * width_map:]
+
+    def get_thing(self, i):
+        for thing in self.things:
+            if i == thing.id_:
+                return thing
+        t = self.Thing(self, i)
+        self.things += [t]
+        return t
+
+
+class Thing:
+
+    def __init__(self, world, id_):
+        self.world = world
+        self.id_ = id_
+        self.type_ = '?'
+        self.position = [0,0]
index 63188f3059ab61a1a3e481c5d316157c515a14c4..3e1ae6f1881f8ed9afc0f7a819c550da2b3da224 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -6,7 +6,7 @@ import queue
 import sys
 import os
 from parser import ArgError, Parser
-from game import World, GameError
+from server_.game import World, GameError
 
 
 # Avoid "Address already in use" errors.
diff --git a/server_/game.py b/server_/game.py
new file mode 100644 (file)
index 0000000..da2f611
--- /dev/null
@@ -0,0 +1,116 @@
+import sys
+sys.path.append('../')
+import game_common
+
+
+class GameError(Exception):
+    pass
+
+
+def move_pos(direction, pos_yx):
+    if direction == 'UP':
+        pos_yx[0] -= 1
+    elif direction == 'DOWN':
+        pos_yx[0] += 1
+    elif direction == 'RIGHT':
+        pos_yx[1] += 1
+    elif direction == 'LEFT':
+        pos_yx[1] -= 1
+
+
+class World(game_common.World):
+
+    def __init__(self):
+        super().__init__()
+        self.Thing = Thing  # use local Thing class instead of game_common's
+        self.player_id = 0
+
+    def proceed_to_next_player_turn(self):
+        """Run game world turns until player can decide their next step.
+
+        Iterates through all non-player things, on each step
+        furthering them in their tasks (and letting them decide new
+        ones if they finish). The iteration order is: first all things
+        that come after the player in the world things list, then
+        (after incrementing the world turn) all that come before the
+        player; then the player's .proceed() is run, and if it does
+        not finish his task, the loop starts at the beginning. Once
+        the player's task is finished, the loop breaks.
+        """
+        while True:
+            for thing in self.things[self.player_id+1:]:
+                thing.proceed()
+            self.turn += 1
+            for thing in self.things[:self.player_id]:
+                thing.proceed()
+            player = self.get_thing(self.player_id)
+            player.proceed(is_AI=False)
+            if player.task is None:
+                break
+
+
+class Task:
+
+    def __init__(self, thing, name, args=(), kwargs={}):
+        self.name = name
+        self.thing = thing
+        self.args = args
+        self.kwargs = kwargs
+        self.todo = 1
+
+    def check(self):
+        if self.name == 'move':
+            if len(self.args) > 0:
+                direction = self.args[0]
+            else:
+                direction = self.kwargs['direction']
+            test_pos = self.thing.position[:]
+            move_pos(direction, test_pos)
+            if test_pos[0] < 0 or test_pos[1] < 0 or \
+               test_pos[0] >= self.thing.world.map_size[0] or \
+               test_pos[1] >= self.thing.world.map_size[1]:
+                raise GameError('would move outside map bounds')
+            pos_i = test_pos[0] * self.thing.world.map_size[1] + test_pos[1]
+            map_tile = self.thing.world.terrain_map[pos_i]
+            if map_tile != '.':
+                raise GameError('would move into illegal terrain')
+
+
+class Thing(game_common.Thing):
+
+    def __init__(self, *args, **kwargs):
+        super().__init__(*args, **kwargs)
+        self.task = Task(self, 'wait')
+
+    def task_wait(self):
+        pass
+
+    def task_move(self, direction):
+        move_pos(direction, self.position)
+
+    def decide_task(self):
+        if self.position[1] > 1:
+            self.set_task('move', 'LEFT')
+        elif self.position[1] < 3:
+            self.set_task('move', 'RIGHT')
+        else:
+            self.set_task('wait')
+
+    def set_task(self, task_name, *args, **kwargs):
+        self.task = Task(self, task_name, args, kwargs)
+        self.task.check()
+
+    def proceed(self, is_AI=True):
+        """Further the thing in its tasks.
+
+        Decrements .task.todo; if it thus falls to <= 0, enacts method whose
+        name is 'task_' + self.task.name and sets .task = None. If is_AI, calls
+        .decide_task to decide a self.task.
+        """
+        self.task.todo -= 1
+        if self.task.todo <= 0:
+            task = getattr(self, 'task_' + self.task.name)
+            task(*self.task.args, **self.task.kwargs)
+            self.task = None
+        if is_AI and self.task is None:
+            self.decide_task()