import socket
import threading
from parser import ArgError, Parser
-from game import World
+from game_common import World
class Thing:
+++ /dev/null
-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()
--- /dev/null
+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]
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.
--- /dev/null
+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()