import sys
sys.path.append('../')
import game_common
-import parser
class GameError(Exception):
super().__init__(*args, **kwargs)
self.task = Task(self, 'wait')
self.last_task_result = None
+ self._stencil = None
def task_wait(self):
return 'success'
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.
+ 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.
+
+ Before doing anything, ensures an empty map visibility stencil
+ and checks that task is still possible, and aborts it
+ otherwise (for AI things, decides a new task).
- Before doing anything, checks that task is still possible, and aborts
- it otherwise (for AI things, decides a new task).
"""
+ self._stencil = None
try:
self.task.check()
except GameError as e:
if is_AI and self.task is None:
self.decide_task()
- def get_visible_map(self):
+ def get_stencil(self):
+ if self._stencil is not None:
+ return self._stencil
size = self.world.map_.size
- m = Map(size, '?'*size[0]*size[1])
+ m = Map(self.world.map_.size, '?'*size[0]*size[1])
y_me = self.position[0]
x_me = self.position[1]
for y in range(m.size[0]):
for x in range(m.size[1]):
if x in (x_me - 1, x_me, x_me + 1):
pos = y * size[1] + x
- c = self.world.map_.terrain[pos]
- m.terrain = m.terrain[:pos] + c + m.terrain[pos+1:]
+ m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:]
+ self._stencil = m
+ return self._stencil
+
+ def get_visible_map(self):
+ stencil = self.get_stencil()
+ size = self.world.map_.size
+ size_i = self.world.map_.size[0] * self.world.map_.size[1]
+ m = Map(size, ' '*size_i)
+ for i in range(size_i):
+ if stencil.terrain[i] == '.':
+ c = self.world.map_.terrain[i]
+ m.terrain = m.terrain[:i] + c + m.terrain[i+1:]
return m
+ def get_visible_things(self):
+ stencil = self.get_stencil()
+ visible_things = []
+ for thing in self.world.things:
+ width = self.world.map_.size[1]
+ pos_i = thing.position[0] * width + thing.position[1]
+ if stencil.terrain[pos_i] == '.':
+ visible_things += [thing]
+ return visible_things
+
+
+def fib(n):
+ """Calculate n-th Fibonacci number. Very inefficiently."""
+ if n in (1, 2):
+ return 1
+ else:
+ return fib(n-1) + fib(n-2)
+
+
+class Game(game_common.Commander):
+
+ def __init__(self, game_file_name):
+ import server_.io
+ self.world = World()
+ 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.
+ from multiprocessing import Pool
+ self.pool = Pool()
+ self.pool_result = None
+
+ def send_gamestate(self, connection_id=None):
+ """Send out game state data relevant to clients."""
+
+ def stringify_yx(tuple_):
+ """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
+ return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
+
+ self.io.send('NEW_TURN ' + str(self.world.turn))
+ self.io.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+ visible_map = self.world.get_player().get_visible_map()
+ for y in range(self.world.map_.size[0]):
+ self.io.send('VISIBLE_MAP_LINE %5s %s' %
+ (y, self.io.quote(visible_map.get_line(y))))
+ visible_things = self.world.get_player().get_visible_things()
+ for thing in visible_things:
+ self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.io.send('THING_POS %s %s' % (thing.id_,
+ stringify_yx(thing.position)))
+
+ 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.io.send('TURN_FINISHED ' + str(self.world.turn))
+ self.world.proceed_to_next_player_turn()
+ msg = str(self.world.get_player().last_task_result)
+ self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
+ self.send_gamestate()
+
+ def cmd_FIB(self, numbers, connection_id):
+ """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
-class Commander():
+ Numbers are calculated in parallel as far as possible, using fib().
+ A 'CALCULATING …' message is sent to caller before the result.
+ """
+ self.io.send('CALCULATING …', connection_id)
+ results = self.pool.map(fib, numbers)
+ reply = ' '.join([str(r) for r in results])
+ self.io.send(reply, connection_id)
+ cmd_FIB.argtypes = 'seq:int:nonneg'
+
+ def cmd_INC_P(self, connection_id):
+ """Increment world.turn, send game turn data to everyone.
+
+ To simulate game processing waiting times, a one second delay between
+ TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive
+ calculations are started as pool processes that need to be finished
+ until a further INC finishes the turn.
+
+ This is just a demo structure for how the game loop could work when
+ parallelized. One might imagine a two-step game turn, with a non-action
+ step determining actor tasks (the AI determinations would take the
+ place of the fib calculations here), and an action step wherein these
+ tasks are performed (where now sleep(1) is).
+ """
+ from time import sleep
+ if self.pool_result is not None:
+ self.pool_result.wait()
+ self.io.send('TURN_FINISHED ' + str(self.world.turn))
+ sleep(1)
+ self.world.turn += 1
+ self.send_gamestate()
+ self.pool_result = self.pool.map_async(fib, (35, 35))
def cmd_MOVE(self, direction):
"""Set player task to 'move' with direction arg, finish player turn."""
+ import parser
if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
raise parser.ArgError('Move argument must be one of: '
'UP, DOWN, RIGHT, LEFT')
def cmd_ECHO(self, msg, connection_id):
"""Send msg to caller."""
- self.send(msg, connection_id)
+ self.io.send(msg, connection_id)
cmd_ECHO.argtypes = 'string'
def cmd_ALL(self, msg, connection_id):
"""Send msg to all clients."""
- self.send(msg)
+ self.io.send(msg)
cmd_ALL.argtypes = 'string'
def cmd_TERRAIN_LINE(self, y, terrain_line):