import sys
sys.path.append('../')
import game_common
+import server_.map_
+from parser import ArgError
class GameError(Exception):
pass
-class Map(game_common.Map):
-
- def __getitem__(self, yx):
- return self.terrain[self.get_position_index(yx)]
-
- def __setitem__(self, yx, c):
- pos_i = self.get_position_index(yx)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
-
- def __iter__(self):
- """Iterate over YX position coordinates."""
- for y in range(self.size[0]):
- for x in range(self.size[1]):
- yield [y, x]
-
- def lines(self):
- width = self.size[1]
- for y in range(self.size[0]):
- yield (y, self.terrain[y * width:(y + 1) * width])
-
- # The following is used nowhere, so not implemented.
- #def items(self):
- # for y in range(self.size[0]):
- # for x in range(self.size[1]):
- # yield ([y, x], self.terrain[self.get_position_index([y, x])])
-
- @property
- def size_i(self):
- return self.size[0] * self.size[1]
-
- def get_directions(self):
- directions = []
- for name in dir(self):
- if name[:5] == 'move_':
- directions += [name[5:]]
- return directions
-
- def new_from_shape(self, init_char):
- return Map(self.size, init_char*self.size_i)
-
- #def are_neighbors(self, pos_1, pos_2):
- # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
-
- def are_neighbors(self, pos_1, pos_2):
- if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1] <= 1):
- return True
- elif abs(pos_1[0] - pos_2[0]) == 1:
- if pos_1[0] % 2 == 0:
- if pos_2[1] in (pos_1[1], pos_1[1] - 1):
- return True
- elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
- return True
- return False
-
- def move(self, start_pos, direction):
- mover = getattr(self, 'move_' + direction)
- new_pos = mover(start_pos)
- if new_pos[0] < 0 or new_pos[1] < 0 or \
- new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
- raise GameError('would move outside map bounds')
- return new_pos
-
- def move_LEFT(self, start_pos):
- return [start_pos[0], start_pos[1] - 1]
-
- def move_RIGHT(self, start_pos):
- return [start_pos[0], start_pos[1] + 1]
-
- #def move_UP(self, start_pos):
- # return [start_pos[0] - 1, start_pos[1]]
-
- #def move_DOWN(self, start_pos):
- # return [start_pos[0] + 1, start_pos[1]]
-
- def move_UPLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] - 1, start_pos[1] - 1]
- else:
- return [start_pos[0] - 1, start_pos[1]]
-
- def move_UPRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] - 1, start_pos[1]]
- else:
- return [start_pos[0] - 1, start_pos[1] + 1]
-
- def move_DOWNLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] + 1, start_pos[1] - 1]
- else:
- return [start_pos[0] + 1, start_pos[1]]
-
- def move_DOWNRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] + 1, start_pos[1]]
- else:
- return [start_pos[0] + 1, start_pos[1] + 1]
-
-
class World(game_common.World):
- def __init__(self):
+ def __init__(self, game):
super().__init__()
- self.Thing = Thing # use local Thing class instead of game_common's
- self.Map = Map # use local Map class instead of game_common's
- self.map_ = Map() # use extended child class
+ self.game = game
self.player_id = 0
+ # use extended local classes
+ self.Thing = Thing
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
def get_player(self):
return self.get_thing(self.player_id)
+ def make_new(self, geometry, yx, seed):
+ import random
+ random.seed(seed)
+ self.turn = 0
+ self.new_map(geometry, yx)
+ for pos in self.map_:
+ if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
+ self.map_[pos] = '#'
+ continue
+ self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
+ player = self.Thing(self, 0)
+ player.type_ = 'human'
+ player.position = [random.randint(0, yx[0] -1),
+ random.randint(0, yx[1] - 1)]
+ npc = self.Thing(self, 1)
+ npc.type_ = 'monster'
+ npc.position = [random.randint(0, yx[0] -1),
+ random.randint(0, yx[1] -1)]
+ self.things = [player, npc]
+
class Task:
direction = self.kwargs['direction']
test_pos = self.thing.world.map_.move(self.thing.position, direction)
if self.thing.world.map_[test_pos] != '.':
- raise GameError('would move into illegal terrain')
+ raise GameError(str(self.thing.id_) +
+ ' would move into illegal terrain')
for t in self.thing.world.things:
if t.position == test_pos:
- raise GameError('would move into other thing')
+ raise GameError(str(self.thing.id_) +
+ ' would move into other thing')
class Thing(game_common.Thing):
self.position = self.world.map_.move(self.position, direction)
return 'success'
+ def move_towards_target(self, target):
+ dijkstra_map = type(self.world.map_)(self.world.map_.size)
+ n_max = 256
+ dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
+ dijkstra_map[target] = 0
+ shrunk = True
+ while shrunk:
+ shrunk = False
+ for pos in dijkstra_map:
+ if self.world.map_[pos] != '.':
+ continue
+ neighbors = dijkstra_map.get_neighbors(pos)
+ for yx in neighbors:
+ if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
+ dijkstra_map[pos] = dijkstra_map[yx] + 1
+ shrunk = True
+ #with open('log', 'a') as f:
+ # f.write('---------------------------------\n')
+ # for y, line in dijkstra_map.lines():
+ # for val in line:
+ # if val < 10:
+ # f.write(str(val))
+ # elif val == 256:
+ # f.write('x')
+ # else:
+ # f.write('~')
+ # f.write('\n')
+ neighbors = dijkstra_map.get_neighbors(self.position)
+ n = n_max
+ dirs = dijkstra_map.get_directions()
+ #print('DEBUG dirs', dirs)
+ #print('DEBUG neighbors', neighbors)
+ #debug_scores = []
+ #for pos in neighbors:
+ # if pos is None:
+ # debug_scores += [9000]
+ # else:
+ # debug_scores += [dijkstra_map[pos]]
+ #print('DEBUG debug_scores', debug_scores)
+ direction = None
+ for i_dir in range(len(neighbors)):
+ pos = neighbors[i_dir]
+ if pos is not None and dijkstra_map[pos] < n:
+ n = dijkstra_map[pos]
+ direction = dirs[i_dir]
+ #print('DEBUG result', direction)
+ if direction:
+ self.set_task('move', direction=direction)
+ #self.world.game.io.send('would move ' + direction)
+
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')
+ visible_things = self.get_visible_things()
+ target = None
+ for t in visible_things:
+ if t.type_ == 'human':
+ target = t.position
+ break
+ if target is not None:
+ try:
+ self.move_towards_target(target)
+ return
+ except GameError:
+ pass
+ self.set_task('wait')
+
def set_task(self, task_name, *args, **kwargs):
self.task = Task(self, task_name, args, kwargs)
- self.task.check()
+ self.task.check() # will throw GameError if necessary
def proceed(self, is_AI=True):
"""Further the thing in its tasks.
self.task = None
self.last_task_result = e
if is_AI:
- self.decide_task()
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('wait')
return
self.task.todo -= 1
if self.task.todo <= 0:
self.last_task_result = task(*self.task.args, **self.task.kwargs)
self.task = None
if is_AI and self.task is None:
- self.decide_task()
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('wait')
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- m = self.world.map_.new_from_shape('?')
- for pos in m:
- if pos == self.position or m.are_neighbors(pos, self.position):
- m[pos] = '.'
- self._stencil = m
+ self._stencil = self.world.map_.get_fov_map(self.position)
return self._stencil
def get_visible_map(self):
def __init__(self, game_file_name):
import server_.io
- self.world = World()
+ self.map_manager = server_.map_.map_manager
+ self.world = World(self)
self.io = server_.io.GameIO(game_file_name, self)
# self.pool and self.pool_result are currently only needed by the FIB
# command and the demo of a parallelized game loop in cmd_inc_p.
return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
self.io.send('NEW_TURN ' + str(self.world.turn))
- self.io.send('MAP ' + stringify_yx(self.world.map_.size))
+ self.io.send('MAP ' + self.world.map_.geometry +\
+ ' ' + stringify_yx(self.world.map_.size))
visible_map = self.world.get_player().get_visible_map()
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))
self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
self.io.send('THING_POS %s %s' % (thing.id_,
stringify_yx(thing.position)))
+ player = self.world.get_player()
+ self.io.send('PLAYER_POS %s' % (stringify_yx(player.position)))
+ self.io.send('GAME_STATE_COMPLETE')
def proceed(self):
"""Send turn finish signal, run game world, send new world data.
self.proceed()
def cmd_GET_GAMESTATE(self, connection_id):
- """Send game state jto caller."""
+ """Send game state to caller."""
self.send_gamestate(connection_id)
def cmd_ECHO(self, msg, connection_id):
def cmd_TERRAIN_LINE(self, y, terrain_line):
self.world.map_.set_line(y, terrain_line)
cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+
+ def cmd_GEN_WORLD(self, geometry, yx, seed):
+ legal_grids = self.map_manager.get_map_geometries()
+ if geometry not in legal_grids:
+ raise ArgError('First map argument must be one of: ' +
+ ', '.join(legal_grids))
+ self.world.make_new(geometry, yx, seed)
+ cmd_GEN_WORLD.argtypes = 'string yx_tuple:pos string'