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Add basic movement AI test, extend move command directions.
[plomrogue2-experiments] / server.py
index 0a0ac88fc230d59e6a72c423f5a385a82b82b000..aa8b1c3aab7b1bf8b85fc3930d5de17d997ccd12 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -79,8 +79,75 @@ class IO_Handler(socketserver.BaseRequestHandler):
         self.request.close()
 
 
+class Task:
+
+    def __init__(self, name, args=(), kwargs={}):
+        self.name = name
+        self.args = args
+        self.kwargs = kwargs
+        self.todo = 1
+
+
+class Thing:
+
+    def __init__(self, type_, position):
+        self.type = type_
+        self.position = position
+        self.task = Task('wait')
+
+    def task_wait(self):
+        pass
+
+    def task_move(self, direction):
+        if direction == 'UP':
+            self.position[0] -= 1
+        elif direction == 'DOWN':
+            self.position[0] += 1
+        elif direction == 'RIGHT':
+            self.position[1] += 1
+        elif direction == 'LEFT':
+            self.position[1] -= 1
+
+    def decide_task(self):
+        if self.position[1] > 1:
+            self.set_task('move', 'LEFT')
+        elif self.position[1] < 3:
+            self.set_task('move', 'RIGHT')
+        else:
+            self.set_task('wait')
+
+    def set_task(self, task, *args, **kwargs):
+        self.task = Task(task, args, kwargs)
+
+    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.
+        """
+        self.task.todo -= 1
+        if self.task.todo <= 0:
+            task= getattr(self, 'task_' + self.task.name)
+            task(*self.task.args, **self.task.kwargs)
+            self.task = None
+        if is_AI and self.task is None:
+            self.decide_task()
+
+
 class World:
-    turn = 0
+
+    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('human', [3, 3]), Thing('monster', [1, 1])]
+        self.player_i = 0
+        self.player = self.things[self.player_i]
 
 
 def fib(n):
@@ -91,11 +158,20 @@ def fib(n):
         return fib(n-1) + fib(n-2)
 
 
+class ArgumentError(Exception):
+    pass
+
+
 class CommandHandler:
 
-    def __init__(self, world, queues_out):
-        self.world = world
+    def __init__(self, queues_out):
+        from multiprocessing import Pool
         self.queues_out = queues_out
+        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):
         """Send msg to client of connection_id."""
@@ -106,39 +182,102 @@ class CommandHandler:
         for connection_id in self.queues_out:
             self.send_to(connection_id, msg)
 
+    def stringify_yx(self, tuple_):
+        """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_)
+        for thing in self.world.things:
+            self.send_all('THING TYPE:' + thing.type + ' '
+                          + self.stringify_yx(thing.position))
+
     def cmd_fib(self, tokens, connection_id):
         """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
 
         Numbers are calculated in parallel as far as possible, using fib().
         A 'CALCULATING …' message is sent to caller before the result.
         """
-        from multiprocessing import Pool
-        fib_fail = 'MALFORMED FIB REQUEST'
         if len(tokens) < 2:
-            self.send_to(connection_id, fib_fail)
-            return
+            raise ArgumentError('FIB NEEDS AT LEAST ONE ARGUMENT')
         numbers = []
         for token in tokens[1:]:
-            if token != '0' and token.isdigit():
-                numbers += [int(token)]
-            else:
-                self.send_to(connection_id, fib_fail)
-                return
+            if token == '0' or not token.isdigit():
+                raise ArgumentError('FIB ARGUMENTS MUST BE INTEGERS > 0')
+            numbers += [int(token)]
         self.send_to(connection_id, 'CALCULATING …')
-        with Pool(len(numbers)) as p:
-            results = p.map(fib, numbers)
+        results = self.pool.map(fib, numbers)
         reply = ' '.join([str(r) for r in results])
         self.send_to(connection_id, reply)
 
-    def cmd_inc(self, connection_id):
-        """Increment world.turn, send NEW_TURN message to all clients."""
+    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.send_all('TURN_FINISHED ' + str(self.world.turn))
+        sleep(1)
         self.world.turn += 1
         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_)
+        for thing in self.world.things:
+            self.send_all('THING TYPE:' + thing.type + ' '
+                          + self.stringify_yx(thing.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, connection_id):
+        """Set player task to 'move' with direction arg, finish player turn."""
+        if not direction in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
+            raise ArgumentError('MOVE ARGUMENT MUST BE ONE OF: '
+                                'UP, DOWN, RIGHT, LEFT')
+        self.world.player.set_task('move', direction=direction)
+        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."""
         msg = input_[len(tokens[0]) + 1:]
@@ -152,21 +291,28 @@ class CommandHandler:
     def handle_input(self, input_, connection_id):
         """Process input_ to command grammar, call command handler if found."""
         tokens = [token for token in input_.split(' ') if len(token) > 0]
-        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] == 'GET_TURN':
-            self.cmd_get_turn(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':
-            self.cmd_all(tokens, input_)
-        elif len(tokens) >= 1 and tokens[0] == 'FIB':
-            # TODO: Should this really block the whole loop?
-            self.cmd_fib(tokens, connection_id)
-        else:
-            self.send_to(connection_id, 'UNKNOWN COMMAND')
+        try:
+            if len(tokens) == 0:
+                self.send_to(connection_id, 'EMPTY COMMAND')
+            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], 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':
+                self.cmd_all(tokens, input_)
+            elif len(tokens) >= 1 and tokens[0] == 'FIB':
+                # TODO: Should this really block the whole loop?
+                self.cmd_fib(tokens, connection_id)
+            else:
+                self.send_to(connection_id, 'UNKNOWN COMMAND')
+        except ArgumentError as e:
+            self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
 
 
 def io_loop(q):
@@ -187,8 +333,7 @@ def io_loop(q):
     sending out replies.
     """
     queues_out = {}
-    world = World()
-    command_handler = CommandHandler(world, queues_out)
+    command_handler = CommandHandler(queues_out)
     while True:
         x = q.get()
         command_type = x[0]