7 class GameError(Exception):
11 class World(game_common.World):
13 def __init__(self, game):
17 # use extended local classes
20 def proceed_to_next_player_turn(self):
21 """Run game world turns until player can decide their next step.
23 Iterates through all non-player things, on each step
24 furthering them in their tasks (and letting them decide new
25 ones if they finish). The iteration order is: first all things
26 that come after the player in the world things list, then
27 (after incrementing the world turn) all that come before the
28 player; then the player's .proceed() is run, and if it does
29 not finish his task, the loop starts at the beginning. Once
30 the player's task is finished, the loop breaks.
33 player = self.get_player()
34 player_i = self.things.index(player)
35 for thing in self.things[player_i+1:]:
38 for thing in self.things[:player_i]:
40 player.proceed(is_AI=False)
41 if player.task is None:
45 return self.get_thing(self.player_id)
50 def __init__(self, thing, name, args=(), kwargs={}):
58 if self.name == 'move':
59 if len(self.args) > 0:
60 direction = self.args[0]
62 direction = self.kwargs['direction']
63 test_pos = self.thing.world.map_.move(self.thing.position, direction)
64 if self.thing.world.map_[test_pos] != '.':
65 raise GameError('would move into illegal terrain')
66 for t in self.thing.world.things:
67 if t.position == test_pos:
68 raise GameError('would move into other thing')
71 class Thing(game_common.Thing):
73 def __init__(self, *args, **kwargs):
74 super().__init__(*args, **kwargs)
75 self.task = Task(self, 'wait')
76 self.last_task_result = None
82 def task_move(self, direction):
83 self.position = self.world.map_.move(self.position, direction)
86 def decide_task(self):
87 if self.position[1] > 1:
88 self.set_task('move', 'LEFT')
89 elif self.position[1] < 3:
90 self.set_task('move', 'RIGHT')
94 def set_task(self, task_name, *args, **kwargs):
95 self.task = Task(self, task_name, args, kwargs)
98 def proceed(self, is_AI=True):
99 """Further the thing in its tasks.
101 Decrements .task.todo; if it thus falls to <= 0, enacts method
102 whose name is 'task_' + self.task.name and sets .task =
103 None. If is_AI, calls .decide_task to decide a self.task.
105 Before doing anything, ensures an empty map visibility stencil
106 and checks that task is still possible, and aborts it
107 otherwise (for AI things, decides a new task).
113 except GameError as e:
115 self.last_task_result = e
120 if self.task.todo <= 0:
121 task = getattr(self, 'task_' + self.task.name)
122 self.last_task_result = task(*self.task.args, **self.task.kwargs)
124 if is_AI and self.task is None:
127 def get_stencil(self):
128 if self._stencil is not None:
130 m = self.world.map_.new_from_shape('?')
132 if pos == self.position or m.are_neighbors(pos, self.position):
137 def get_visible_map(self):
138 stencil = self.get_stencil()
139 m = self.world.map_.new_from_shape(' ')
141 if stencil[pos] == '.':
142 m[pos] = self.world.map_[pos]
145 def get_visible_things(self):
146 stencil = self.get_stencil()
148 for thing in self.world.things:
149 if stencil[thing.position] == '.':
150 visible_things += [thing]
151 return visible_things
155 """Calculate n-th Fibonacci number. Very inefficiently."""
159 return fib(n-1) + fib(n-2)
162 class Game(game_common.CommonCommandsMixin):
164 def __init__(self, game_file_name):
166 self.map_manager = server_.map_.map_manager
167 self.world = World(self)
168 self.io = server_.io.GameIO(game_file_name, self)
169 # self.pool and self.pool_result are currently only needed by the FIB
170 # command and the demo of a parallelized game loop in cmd_inc_p.
171 from multiprocessing import Pool
173 self.pool_result = None
175 def send_gamestate(self, connection_id=None):
176 """Send out game state data relevant to clients."""
178 def stringify_yx(tuple_):
179 """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
180 return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
182 self.io.send('NEW_TURN ' + str(self.world.turn))
183 self.io.send('MAP ' + self.world.map_.geometry +\
184 ' ' + stringify_yx(self.world.map_.size))
185 visible_map = self.world.get_player().get_visible_map()
186 for y, line in visible_map.lines():
187 self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))
188 visible_things = self.world.get_player().get_visible_things()
189 for thing in visible_things:
190 self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
191 self.io.send('THING_POS %s %s' % (thing.id_,
192 stringify_yx(thing.position)))
195 """Send turn finish signal, run game world, send new world data.
197 First sends 'TURN_FINISHED' message, then runs game world
198 until new player input is needed, then sends game state.
200 self.io.send('TURN_FINISHED ' + str(self.world.turn))
201 self.world.proceed_to_next_player_turn()
202 msg = str(self.world.get_player().last_task_result)
203 self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
204 self.send_gamestate()
206 def cmd_FIB(self, numbers, connection_id):
207 """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
209 Numbers are calculated in parallel as far as possible, using fib().
210 A 'CALCULATING …' message is sent to caller before the result.
212 self.io.send('CALCULATING …', connection_id)
213 results = self.pool.map(fib, numbers)
214 reply = ' '.join([str(r) for r in results])
215 self.io.send(reply, connection_id)
216 cmd_FIB.argtypes = 'seq:int:nonneg'
218 def cmd_INC_P(self, connection_id):
219 """Increment world.turn, send game turn data to everyone.
221 To simulate game processing waiting times, a one second delay between
222 TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive
223 calculations are started as pool processes that need to be finished
224 until a further INC finishes the turn.
226 This is just a demo structure for how the game loop could work when
227 parallelized. One might imagine a two-step game turn, with a non-action
228 step determining actor tasks (the AI determinations would take the
229 place of the fib calculations here), and an action step wherein these
230 tasks are performed (where now sleep(1) is).
232 from time import sleep
233 if self.pool_result is not None:
234 self.pool_result.wait()
235 self.io.send('TURN_FINISHED ' + str(self.world.turn))
238 self.send_gamestate()
239 self.pool_result = self.pool.map_async(fib, (35, 35))
241 def cmd_MOVE(self, direction):
242 """Set player task to 'move' with direction arg, finish player turn."""
244 legal_directions = self.world.map_.get_directions()
245 if direction not in legal_directions:
246 raise parser.ArgError('Move argument must be one of: ' +
247 ', '.join(legal_directions))
248 self.world.get_player().set_task('move', direction=direction)
250 cmd_MOVE.argtypes = 'string'
253 """Set player task to 'wait', finish player turn."""
254 self.world.get_player().set_task('wait')
257 def cmd_GET_GAMESTATE(self, connection_id):
258 """Send game state jto caller."""
259 self.send_gamestate(connection_id)
261 def cmd_ECHO(self, msg, connection_id):
262 """Send msg to caller."""
263 self.io.send(msg, connection_id)
264 cmd_ECHO.argtypes = 'string'
266 def cmd_ALL(self, msg, connection_id):
267 """Send msg to all clients."""
269 cmd_ALL.argtypes = 'string'
271 def cmd_TERRAIN_LINE(self, y, terrain_line):
272 self.world.map_.set_line(y, terrain_line)
273 cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'