From: Christian Heller Date: Thu, 24 Aug 2017 21:11:39 +0000 (+0200) Subject: Add game loop, task progress logic. X-Git-Url: https://plomlompom.com/repos/%7B%7Bprefix%7D%7D/static/%7B%7Byoutube_prefix%7D%7D%7B%7Bvideo_id%7D%7D?a=commitdiff_plain;h=1ab852b2c76095fb468ab8d4278aa5f26c2314be;p=plomrogue2-experiments Add game loop, task progress logic. --- diff --git a/server.py b/server.py index 121e229..6f79e0d 100755 --- a/server.py +++ b/server.py @@ -79,15 +79,58 @@ class IO_Handler(socketserver.BaseRequestHandler): self.request.close() +class Thing: + + def __init__(self, position): + self.position = position + self.task = 'wait' + self.todo = 0 + + def task_wait(self): + pass + + def task_moveup(self): + self.position[0] -= 1 + + def task_movedown(self): + self.position[0] += 1 + + def decide_task(self): + self.set_task('wait') + + def set_task(self, task): + self.task = task + self.todo = 1 + + def proceed(self, is_AI=True): + """Further the thing in its tasks. + + Decrements self.todo; if it thus falls to <= 0, enacts the method whose + name is 'task_' + self.task and sets self.task = None. If is_AI, calls + self.decide_task to decide a new self.task. + """ + self.todo -= 1 + if self.todo <= 0: + task= getattr(self, 'task_' + self.task) + task() + self.task = None + if is_AI and self.task is None: + self.decide_task() + + class World: - turn = 0 - map_size = (5, 5) - map_ = 'xxxxx\n'+\ - 'x...x\n'+\ - 'x.X.x\n'+\ - 'x...x\n'+\ - 'xxxxx' - player_pos = [3, 3] + + def __init__(self): + self.turn = 0 + self.map_size = (5, 5) + self.map_ = 'xxxxx\n'+\ + 'x...x\n'+\ + 'x.X.x\n'+\ + 'x...x\n'+\ + 'xxxxx' + self.things = [Thing(position=[3, 3]), Thing([1, 1])] + self.player_i = 0 + self.player = self.things[self.player_i] def fib(n): @@ -107,8 +150,10 @@ class CommandHandler: def __init__(self, queues_out): from multiprocessing import Pool self.queues_out = queues_out - self.pool = Pool() self.world = World() + # 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. + self.pool = Pool() self.pool_result = None def send_to(self, connection_id, msg): @@ -124,6 +169,33 @@ class CommandHandler: """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x).""" return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1]) + 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. + """ + 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.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.world.map_) + self.send_all('POSITION ' + self.stringify_yx(self.world.player.position)) + def cmd_fib(self, tokens, connection_id): """Reply with n-th Fibonacci numbers, n taken from tokens[1:]. @@ -142,13 +214,19 @@ class CommandHandler: reply = ' '.join([str(r) for r in results]) self.send_to(connection_id, reply) - def cmd_inc(self, connection_id): + 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: @@ -159,22 +237,27 @@ class CommandHandler: 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.world.map_) - self.send_all('POSITION ' + self.stringify_yx(self.world.player_pos)) + self.send_all('POSITION ' + self.stringify_yx(self.world.player.position)) self.pool_result = self.pool.map_async(fib, (35, 35)) def cmd_get_turn(self, connection_id): """Send world.turn to caller.""" self.send_to(connection_id, str(self.world.turn)) - def cmd_move(self, direction): - """Move player 'UP' or 'DOWN' depending on direction string.""" + def cmd_move(self, direction, connection_id): + """Set player task to 'moveup' or 'movedown', finish player turn.""" if not direction in {'UP', 'DOWN'}: raise ArgumentError('MOVE ARGUMENT MUST BE "UP" or "DOWN"') if direction == 'UP': - self.world.player_pos[0] -= 1 + self.world.player.set_task('moveup') else: - self.world.player_pos[0] += 1 - self.send_all('POSITION ' + self.stringify_yx(self.world.player_pos)) + self.world.player.set_task('movedown') + self.proceed_to_next_player_turn(connection_id) + + 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) def cmd_echo(self, tokens, input_, connection_id): """Send message in input_ beyond tokens[0] to caller.""" @@ -192,12 +275,14 @@ class CommandHandler: try: if len(tokens) == 0: self.send_to(connection_id, 'EMPTY COMMAND') - elif len(tokens) == 1 and tokens[0] == 'INC': - self.cmd_inc(connection_id) + elif len(tokens) == 1 and tokens[0] == 'INC_P': + self.cmd_inc_p(connection_id) elif len(tokens) == 1 and tokens[0] == 'GET_TURN': self.cmd_get_turn(connection_id) + elif len(tokens) == 1 and tokens[0] == 'WAIT': + self.cmd_wait(connection_id) elif len(tokens) == 2 and tokens[0] == 'MOVE': - self.cmd_move(tokens[1]) + self.cmd_move(tokens[1], connection_id) elif len(tokens) >= 1 and tokens[0] == 'ECHO': self.cmd_echo(tokens, input_, connection_id) elif len(tokens) >= 1 and tokens[0] == 'ALL':