class Game:
turn = 0
log_text = ''
- map_size = (5, 5)
- terrain_map = ('?'*5)*5
+ map_size = (0, 0)
+ terrain_map = ''
things = []
class Thing:
- def __init__(self, position, symbol):
+ def __init__(self, id_, position, symbol):
+ self.id_ = id_
self.position = position
self.symbol = symbol
"""Prefix msg plus newline to self.log_text."""
self.log_text = msg + '\n' + self.log_text
- def cmd_THING(self, type_, yx):
- """Add to self.things at .position yx with .symbol defined by type_."""
+ def get_thing(self, i):
+ for thing in self.things:
+ if i == thing.id_:
+ return thing
+ t = self.Thing(i, [0,0], '?')
+ self.things += [t]
+ return t
+
+ def cmd_THING_TYPE(self, i, type_):
+ t = self.get_thing(i)
symbol = '?'
- if type_ == 'TYPE:human':
+ if type_ == 'human':
symbol = '@'
- elif type_ == 'TYPE:monster':
+ elif type_ == 'monster':
symbol = 'm'
- self.things += [self.Thing(yx, symbol)]
- cmd_THING.argtypes = 'string yx_tuple:nonneg'
+ t.symbol = symbol
+ cmd_THING_TYPE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_POS(self, i, yx):
+ t = self.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+
+ def cmd_THING_POS(self, i, yx):
+ t = self.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
def cmd_MAP_SIZE(self, yx):
"""Set self.map_size to yx, redraw self.terrain_map as '?' cells."""
self.map_size = (y, x)
self.terrain_map = ''
for y in range(self.map_size[0]):
- self.terrain_map += '?' * self.map_size[1]# + '\n'
- self.terrain_map = self.terrain_map[:-1]
+ self.terrain_map += '?' * self.map_size[1]
cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg'
def cmd_TURN_FINISHED(self, n):
class CommandHandler:
- def __init__(self, queues_out={}):
+ def __init__(self):
from multiprocessing import Pool
- self.queues_out = queues_out
+ self.queues_out = {}
self.world = World()
self.parser = Parser(self)
# self.pool and self.pool_result are currently only needed by the FIB
terrain_line = self.world.map_[y * width:(y + 1) * width]
self.send_all('TERRAIN_LINE %5s %s' % (y, self.quoted(terrain_line)))
for thing in self.world.things:
- self.send_all('THING TYPE:' + thing.type_ + ' '
- + self.stringify_yx(thing.position))
+ self.send_all('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.send_all('THING_POS %s %s' % (thing.id_, self.stringify_yx(thing.position)))
def proceed(self):
"""Send turn finish signal, run game world, send new world data.
self.world.proceed_to_next_player_turn()
self.send_all_gamestate()
+ def get_player(self):
+ return self.world.get_thing(self.world.player_id)
+
def cmd_MOVE(self, direction, connection_id):
"""Set player task to 'move' with direction arg, finish player turn."""
if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
raise ArgError('Move argument must be one of: '
'UP, DOWN, RIGHT, LEFT')
- self.world.player.set_task('move', direction=direction)
+ self.get_player().set_task('move', direction=direction)
self.proceed()
cmd_MOVE.argtypes = 'string'
def cmd_WAIT(self, connection_id):
"""Set player task to 'wait', finish player turn."""
- self.world.player.set_task('wait')
+ self.get_player().set_task('wait')
self.proceed()
+ def cmd_MAP_SIZE(self, yx, connection_id):
+ self.world.set_map_size(yx)
+ cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg'
+
+ def cmd_TERRAIN_LINE(self, y, line, connection_id):
+ self.world.set_map_line(y, line)
+ cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_TYPE(self, i, type_, connection_id):
+ t = self.world.get_thing(i)
+ t.type_ = type_
+ cmd_THING_TYPE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_POS(self, i, yx, connection_id):
+ t = self.world.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+
def cmd_GET_TURN(self, connection_id):
"""Send world.turn to caller."""
self.send_to(connection_id, str(self.world.turn))
line = lines[i]
print("FILE INPUT LINE %s: %s" % (i, line), end='')
commander.handle_input(line, abort_on_error=True)
+else:
+ commander.handle_input('MAP_SIZE Y:5,X:5')
+ commander.handle_input('TERRAIN_LINE 0 "xxxxx"')
+ commander.handle_input('TERRAIN_LINE 1 "x...x"')
+ commander.handle_input('TERRAIN_LINE 2 "x.X.x"')
+ commander.handle_input('TERRAIN_LINE 3 "x...x"')
+ commander.handle_input('TERRAIN_LINE 4 "xxxxx"')
+ commander.handle_input('THING_TYPE 0 human')
+ commander.handle_input('THING_POS 0 Y:3,X:3')
+ commander.handle_input('THING_TYPE 1 monster')
+ commander.handle_input('THING_POS 1 Y:1,X:1')
q = queue.Queue()
c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
c.start()
def __init__(self):
self.turn = 0
- self.map_size = (5, 5)
- self.map_ = 'xxxxx' +\
- 'x...x' +\
- 'x.X.x' +\
- 'x...x' +\
- 'xxxxx'
- self.things = [
- Thing(self, 'human', [3, 3]),
- Thing(self, 'monster', [1, 1])
- ]
- self.player_i = 0
- self.player = self.things[self.player_i]
+ self.map_size = (0, 0)
+ self.map_ = ''
+ self.things = []
+# Thing(self, 'human', [3, 3]),
+# Thing(self, 'monster', [1, 1])
+# ]
+ self.player_id = 0
+# self.player = self.things[self.player_i]
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
the player's task is finished, the loop breaks.
"""
while True:
- for thing in self.things[self.player_i+1:]:
+ for thing in self.things[self.player_id+1:]:
thing.proceed()
self.turn += 1
- for thing in self.things[:self.player_i]:
+ for thing in self.things[:self.player_id]:
thing.proceed()
- self.player.proceed(is_AI=False)
- if self.player.task is None:
+ 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.map_ = ''
+ for y in range(self.map_size[0]):
+ self.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.map_ = self.map_[:y * width_map] + line + \
+ self.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={}):
class Thing:
- def __init__(self, world, type_, position):
+ def __init__(self, world, id_, type_, position):
self.world = world
+ self.id_ = id_
self.type_ = type_
self.position = position
self.task = Task(self, 'wait')
else:
self.set_task('wait')
- def set_task(self, task, *args, **kwargs):
- self.task = Task(self, task, args, kwargs)
+ 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):