turn = 0
log_text = ''
map_size = (5, 5)
- terrain_map = ('?'*5+'\n')*4+'?'*5
+ terrain_map = ('?'*5)*5
things = []
class Thing:
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.map_size[1]# + '\n'
self.terrain_map = self.terrain_map[:-1]
cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg'
self.things = []
cmd_NEW_TURN.argtypes = 'int:nonneg'
- def cmd_TERRAIN(self, terrain_map):
- """Reset self.terrain_map from terrain_map."""
- lines = terrain_map.split('\n')
- if len(lines) != self.map_size[0]:
- raise ArgError('wrong map height %s' % len(lines))
- for line in lines:
- if len(line) != self.map_size[1]:
- raise ArgError('wrong map width')
- self.terrain_map = terrain_map
- cmd_TERRAIN.argtypes = 'string'
+ def cmd_TERRAIN_LINE(self, y, terrain_line):
+ width_map = self.map_size[1]
+ if y >= self.map_size[0]:
+ raise ArgError('too large row number %s' % y)
+ width_line = len(terrain_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] + \
+ terrain_line + self.terrain_map[(y + 1) * width_map:]
+ cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
class WidgetManager:
def draw_map(self):
"""Draw map view from .game.terrain_map, .game.things."""
- whole_map = []
- for c in self.game.terrain_map:
- whole_map += [c]
+ map_lines = []
+ map_size = len(self.game.terrain_map)
+ start_cut = 0
+ while start_cut < map_size:
+ limit = start_cut + self.game.map_size[1]
+ map_lines += [self.game.terrain_map[start_cut:limit]]
+ start_cut = limit
for t in self.game.things:
- pos_i = t.position[0] * (self.game.map_size[1] + 1) + t.position[1]
- whole_map[pos_i] = t.symbol
- return ''.join(whole_map)
+ line_as_list = list(map_lines[t.position[0]])
+ line_as_list[t.position[1]] = t.symbol
+ map_lines[t.position[0]] = ''.join(line_as_list)
+ return "\n".join(map_lines)
def update(self):
"""Redraw all non-edit widgets."""
import socketserver
import threading
import queue
+import sys
+import os
from parser import ArgError, Parser
from server_.game import World, GameError
class CommandHandler:
- def __init__(self, queues_out):
+ def __init__(self, queues_out={}):
from multiprocessing import Pool
self.queues_out = queues_out
self.world = World()
self.pool = Pool()
self.pool_result = None
- def handle_input(self, input_, connection_id):
+ def handle_input(self, input_, connection_id=None, abort_on_error=False):
"""Process input_ to command grammar, call command handler if found."""
try:
command = self.parser.parse(input_)
command(connection_id=connection_id)
except ArgError as e:
self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+ if abort_on_error:
+ exit(1)
except GameError as e:
self.send_to(connection_id, 'GAME ERROR: ' + str(e))
+ if abort_on_error:
+ exit(1)
def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- self.queues_out[connection_id].put(msg)
+ """Send msg to client of connection_id; if no later, print instead."""
+ if connection_id:
+ self.queues_out[connection_id].put(msg)
+ else:
+ print(msg)
def send_all(self, msg):
"""Send msg to all clients."""
quoted += ['"']
return ''.join(quoted)
- def quoted_map(self, map_string, map_width):
- """Put \n into map_string at map_width intervals, return quoted whole."""
- map_lines = []
- map_size = len(map_string)
- start_cut = 0
- while start_cut < map_size:
- limit = start_cut + map_width
- map_lines += [map_string[start_cut:limit]]
- start_cut = limit
- return self.quoted("\n".join(map_lines))
-
def send_all_gamestate(self):
"""Send out game state data relevant to clients."""
self.send_all('NEW_TURN ' + str(self.world.turn))
self.send_all('MAP_SIZE ' + self.stringify_yx(self.world.map_size))
- self.send_all('TERRAIN\n' + self.quoted_map(self.world.map_,
- self.world.map_size[1]))
+ for y in range(self.world.map_size[0]):
+ width = self.world.map_size[1]
+ 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))
- def proceed_to_next_player_turn(self, connection_id):
- """Run game world turns until player can decide their next step.
-
- Sends a 'TURN_FINISHED' message, then 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, and client-relevant game data is sent.
+ def proceed(self):
+ """Send turn finish signal, run game world, send new world data.
+
+ First sends 'TURN_FINISHED' message, then runs game world
+ until new player input is needed, then sends game state.
"""
self.send_all('TURN_FINISHED ' + str(self.world.turn))
- while True:
- for thing in self.world.things[self.world.player_i+1:]:
- thing.proceed()
- self.world.turn += 1
- for thing in self.world.things[:self.world.player_i]:
- thing.proceed()
- self.world.player.proceed(is_AI=False)
- if self.world.player.task is None:
- break
+ self.world.proceed_to_next_player_turn()
self.send_all_gamestate()
def cmd_MOVE(self, direction, connection_id):
raise ArgError('Move argument must be one of: '
'UP, DOWN, RIGHT, LEFT')
self.world.player.set_task('move', direction=direction)
- self.proceed_to_next_player_turn(connection_id)
+ 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.proceed_to_next_player_turn(connection_id)
+ self.proceed()
def cmd_GET_TURN(self, connection_id):
"""Send world.turn to caller."""
self.pool_result = self.pool.map_async(fib, (35, 35))
-def io_loop(q):
+def io_loop(q, commander):
"""Handle commands coming through queue q, send results back.
Commands from q are expected to be tuples, with the first element either
which to send replies.
A 'COMMAND' command is specified in greater detail by a string that is the
- tuple's third element. CommandHandler takes care of processing this and
- sending out replies.
+ tuple's third element. The commander CommandHandler takes care of processing
+ this and sending out replies.
"""
- queues_out = {}
- command_handler = CommandHandler(queues_out)
while True:
x = q.get()
command_type = x[0]
connection_id = x[1]
content = None if len(x) == 2 else x[2]
if command_type == 'ADD_QUEUE':
- queues_out[connection_id] = content
+ commander.queues_out[connection_id] = content
elif command_type == 'COMMAND':
- command_handler.handle_input(content, connection_id)
+ commander.handle_input(content, connection_id)
elif command_type == 'KILL_QUEUE':
- del queues_out[connection_id]
+ del commander.queues_out[connection_id]
+if len(sys.argv) != 2:
+ print('wrong number of arguments, expected one (game file)')
+ exit(1)
+game_file_name = sys.argv[1]
+commander = CommandHandler()
+if os.path.exists(game_file_name):
+ if not os.path.isfile(game_file_name):
+ print('game file name does not refer to a valid game file')
+ else:
+ with open(game_file_name, 'r') as f:
+ lines = f.readlines()
+ for i in range(len(lines)):
+ line = lines[i]
+ print("FILE INPUT LINE %s: %s" % (i, line), end='')
+ commander.handle_input(line, abort_on_error=True)
q = queue.Queue()
-c = threading.Thread(target=io_loop, daemon=True, args=(q,))
+c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
c.start()
server = Server(q, ('localhost', 5000), IO_Handler)
try:
pos_yx[1] -= 1
+class World:
+
+ 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]
+
+ 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_i+1:]:
+ thing.proceed()
+ self.turn += 1
+ for thing in self.things[:self.player_i]:
+ thing.proceed()
+ self.player.proceed(is_AI=False)
+ if self.player.task is None:
+ break
+
class Task:
def __init__(self, thing, name, args=(), kwargs={}):
self.task = None
if is_AI and self.task is None:
self.decide_task()
-
-
-class World:
-
- 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]