7 class GameError(Exception):
11 class World(game_common.World):
16 # use extended local classes
18 self.get_map_class = server_.map_.get_map_class
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):
167 self.io = server_.io.GameIO(game_file_name, self)
168 # self.pool and self.pool_result are currently only needed by the FIB
169 # command and the demo of a parallelized game loop in cmd_inc_p.
170 from multiprocessing import Pool
172 self.pool_result = None
174 def send_gamestate(self, connection_id=None):
175 """Send out game state data relevant to clients."""
177 def stringify_yx(tuple_):
178 """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
179 return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
181 self.io.send('NEW_TURN ' + str(self.world.turn))
182 grid = self.world.map_.__class__.__name__[3:]
183 self.io.send('MAP ' + grid +' ' + stringify_yx(self.world.map_.size))
184 visible_map = self.world.get_player().get_visible_map()
185 for y, line in visible_map.lines():
186 self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))
187 visible_things = self.world.get_player().get_visible_things()
188 for thing in visible_things:
189 self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
190 self.io.send('THING_POS %s %s' % (thing.id_,
191 stringify_yx(thing.position)))
194 """Send turn finish signal, run game world, send new world data.
196 First sends 'TURN_FINISHED' message, then runs game world
197 until new player input is needed, then sends game state.
199 self.io.send('TURN_FINISHED ' + str(self.world.turn))
200 self.world.proceed_to_next_player_turn()
201 msg = str(self.world.get_player().last_task_result)
202 self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
203 self.send_gamestate()
205 def cmd_FIB(self, numbers, connection_id):
206 """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
208 Numbers are calculated in parallel as far as possible, using fib().
209 A 'CALCULATING …' message is sent to caller before the result.
211 self.io.send('CALCULATING …', connection_id)
212 results = self.pool.map(fib, numbers)
213 reply = ' '.join([str(r) for r in results])
214 self.io.send(reply, connection_id)
215 cmd_FIB.argtypes = 'seq:int:nonneg'
217 def cmd_INC_P(self, connection_id):
218 """Increment world.turn, send game turn data to everyone.
220 To simulate game processing waiting times, a one second delay between
221 TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive
222 calculations are started as pool processes that need to be finished
223 until a further INC finishes the turn.
225 This is just a demo structure for how the game loop could work when
226 parallelized. One might imagine a two-step game turn, with a non-action
227 step determining actor tasks (the AI determinations would take the
228 place of the fib calculations here), and an action step wherein these
229 tasks are performed (where now sleep(1) is).
231 from time import sleep
232 if self.pool_result is not None:
233 self.pool_result.wait()
234 self.io.send('TURN_FINISHED ' + str(self.world.turn))
237 self.send_gamestate()
238 self.pool_result = self.pool.map_async(fib, (35, 35))
240 def cmd_MOVE(self, direction):
241 """Set player task to 'move' with direction arg, finish player turn."""
243 legal_directions = self.world.map_.get_directions()
244 if direction not in legal_directions:
245 raise parser.ArgError('Move argument must be one of: ' +
246 ', '.join(legal_directions))
247 self.world.get_player().set_task('move', direction=direction)
249 cmd_MOVE.argtypes = 'string'
252 """Set player task to 'wait', finish player turn."""
253 self.world.get_player().set_task('wait')
256 def cmd_GET_GAMESTATE(self, connection_id):
257 """Send game state jto caller."""
258 self.send_gamestate(connection_id)
260 def cmd_ECHO(self, msg, connection_id):
261 """Send msg to caller."""
262 self.io.send(msg, connection_id)
263 cmd_ECHO.argtypes = 'string'
265 def cmd_ALL(self, msg, connection_id):
266 """Send msg to all clients."""
268 cmd_ALL.argtypes = 'string'
270 def cmd_TERRAIN_LINE(self, y, terrain_line):
271 self.world.map_.set_line(y, terrain_line)
272 cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'