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 self._stencil = self.world.map_.get_fov_map(self.position)
133 def get_visible_map(self):
134 stencil = self.get_stencil()
135 m = self.world.map_.new_from_shape(' ')
137 if stencil[pos] == '.':
138 m[pos] = self.world.map_[pos]
141 def get_visible_things(self):
142 stencil = self.get_stencil()
144 for thing in self.world.things:
145 if stencil[thing.position] == '.':
146 visible_things += [thing]
147 return visible_things
151 """Calculate n-th Fibonacci number. Very inefficiently."""
155 return fib(n-1) + fib(n-2)
158 class Game(game_common.CommonCommandsMixin):
160 def __init__(self, game_file_name):
162 self.map_manager = server_.map_.map_manager
163 self.world = World(self)
164 self.io = server_.io.GameIO(game_file_name, self)
165 # self.pool and self.pool_result are currently only needed by the FIB
166 # command and the demo of a parallelized game loop in cmd_inc_p.
167 from multiprocessing import Pool
169 self.pool_result = None
171 def send_gamestate(self, connection_id=None):
172 """Send out game state data relevant to clients."""
174 def stringify_yx(tuple_):
175 """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
176 return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
178 self.io.send('NEW_TURN ' + str(self.world.turn))
179 self.io.send('MAP ' + self.world.map_.geometry +\
180 ' ' + stringify_yx(self.world.map_.size))
181 visible_map = self.world.get_player().get_visible_map()
182 for y, line in visible_map.lines():
183 self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))
184 visible_things = self.world.get_player().get_visible_things()
185 for thing in visible_things:
186 self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
187 self.io.send('THING_POS %s %s' % (thing.id_,
188 stringify_yx(thing.position)))
191 """Send turn finish signal, run game world, send new world data.
193 First sends 'TURN_FINISHED' message, then runs game world
194 until new player input is needed, then sends game state.
196 self.io.send('TURN_FINISHED ' + str(self.world.turn))
197 self.world.proceed_to_next_player_turn()
198 msg = str(self.world.get_player().last_task_result)
199 self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
200 self.send_gamestate()
202 def cmd_FIB(self, numbers, connection_id):
203 """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
205 Numbers are calculated in parallel as far as possible, using fib().
206 A 'CALCULATING …' message is sent to caller before the result.
208 self.io.send('CALCULATING …', connection_id)
209 results = self.pool.map(fib, numbers)
210 reply = ' '.join([str(r) for r in results])
211 self.io.send(reply, connection_id)
212 cmd_FIB.argtypes = 'seq:int:nonneg'
214 def cmd_INC_P(self, connection_id):
215 """Increment world.turn, send game turn data to everyone.
217 To simulate game processing waiting times, a one second delay between
218 TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive
219 calculations are started as pool processes that need to be finished
220 until a further INC finishes the turn.
222 This is just a demo structure for how the game loop could work when
223 parallelized. One might imagine a two-step game turn, with a non-action
224 step determining actor tasks (the AI determinations would take the
225 place of the fib calculations here), and an action step wherein these
226 tasks are performed (where now sleep(1) is).
228 from time import sleep
229 if self.pool_result is not None:
230 self.pool_result.wait()
231 self.io.send('TURN_FINISHED ' + str(self.world.turn))
234 self.send_gamestate()
235 self.pool_result = self.pool.map_async(fib, (35, 35))
237 def cmd_MOVE(self, direction):
238 """Set player task to 'move' with direction arg, finish player turn."""
240 legal_directions = self.world.map_.get_directions()
241 if direction not in legal_directions:
242 raise parser.ArgError('Move argument must be one of: ' +
243 ', '.join(legal_directions))
244 self.world.get_player().set_task('move', direction=direction)
246 cmd_MOVE.argtypes = 'string'
249 """Set player task to 'wait', finish player turn."""
250 self.world.get_player().set_task('wait')
253 def cmd_GET_GAMESTATE(self, connection_id):
254 """Send game state jto caller."""
255 self.send_gamestate(connection_id)
257 def cmd_ECHO(self, msg, connection_id):
258 """Send msg to caller."""
259 self.io.send(msg, connection_id)
260 cmd_ECHO.argtypes = 'string'
262 def cmd_ALL(self, msg, connection_id):
263 """Send msg to all clients."""
265 cmd_ALL.argtypes = 'string'
267 def cmd_TERRAIN_LINE(self, y, terrain_line):
268 self.world.map_.set_line(y, terrain_line)
269 cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'