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Derive legal geometries directly from Map class names.
[plomrogue2-experiments] / server_ / game.py
index 87d7a5359c9d9f4d9051433602afcf8e9ade0063..3b3eb0844cc7d527c95eed54282db4799c0ecff7 100644 (file)
@@ -1,78 +1,21 @@
 import sys
 sys.path.append('../')
 import game_common
+import server_.map_
 
 
 class GameError(Exception):
     pass
 
 
-class Map(game_common.Map):
-
-    @property
-    def size_i(self):
-        return self.size[0] * self.size[1]
-
-    def get_line(self, y):
-        width = self.size[1]
-        return self.terrain[y * width:(y + 1) * width]
-
-    def get_directions(self):
-        directions = []
-        for name in dir(self):
-            if name[:5] == 'move_':
-                directions += [name[5:]]
-        return directions
-
-    def get_pos_i(self, yx):
-        return yx[0] * self.size[1] + yx[1]
-
-    def set_terrain_at(self, pos, c):
-        pos_i = self.get_pos_i(pos)
-        self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
-
-    def get_terrain_at(self, yx):
-        return self.terrain[self.get_pos_i(yx)]
-
-    def new_from_shape(self, init_char):
-        return Map(self.size, init_char*self.size_i)
-
-    def iterate(self):
-        for y in range(self.size[0]):
-            for x in range(self.size[1]):
-                yield [y, x]
-
-    def are_neighbors(self, pos_1, pos_2):
-        return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
-
-    def move(self, start_pos, direction):
-        mover = getattr(self, 'move_' + direction)
-        new_pos = mover(start_pos)
-        if new_pos[0] < 0 or new_pos[1] < 0 or \
-                new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
-            raise GameError('would move outside map bounds')
-        return new_pos
-
-    def move_UP(self, start_pos):
-        return [start_pos[0] - 1, start_pos[1]]
-
-    def move_DOWN(self, start_pos):
-        return [start_pos[0] + 1, start_pos[1]]
-
-    def move_LEFT(self, start_pos):
-        return [start_pos[0], start_pos[1] - 1]
-
-    def move_RIGHT(self, start_pos):
-        return [start_pos[0], start_pos[1] + 1]
-
-
 class World(game_common.World):
 
-    def __init__(self):
+    def __init__(self, game):
         super().__init__()
-        self.Thing = Thing  # use local Thing class instead of game_common's
-        self.map_ = Map()  # use extended child class
+        self.game = game
         self.player_id = 0
+        # use extended local classes
+        self.Thing = Thing
 
     def proceed_to_next_player_turn(self):
         """Run game world turns until player can decide their next step.
@@ -117,10 +60,8 @@ class Task:
                 direction = self.args[0]
             else:
                 direction = self.kwargs['direction']
-            test_pos = self.thing.world.map_.move(self.thing.position,
-                                                  direction)
-            map_tile = self.thing.world.map_.get_terrain_at(test_pos)
-            if map_tile != '.':
+            test_pos = self.thing.world.map_.move(self.thing.position, direction)
+            if self.thing.world.map_[test_pos] != '.':
                 raise GameError('would move into illegal terrain')
             for t in self.thing.world.things:
                 if t.position == test_pos:
@@ -187,25 +128,25 @@ class Thing(game_common.Thing):
         if self._stencil is not None:
             return self._stencil
         m = self.world.map_.new_from_shape('?')
-        for pos in m.iterate():
+        for pos in m:
             if pos == self.position or m.are_neighbors(pos, self.position):
-                m.set_terrain_at(pos, '.')
+                m[pos] = '.'
         self._stencil = m
         return self._stencil
 
     def get_visible_map(self):
         stencil = self.get_stencil()
         m = self.world.map_.new_from_shape(' ')
-        for pos in m.iterate():
-            if stencil.get_terrain_at(pos) == '.':
-                m.set_terrain_at(pos, self.world.map_.get_terrain_at(pos))
+        for pos in m:
+            if stencil[pos] == '.':
+                m[pos] = self.world.map_[pos]
         return m
 
     def get_visible_things(self):
         stencil = self.get_stencil()
         visible_things = []
         for thing in self.world.things:
-            if stencil.get_terrain_at(thing.position) == '.':
+            if stencil[thing.position] == '.':
                 visible_things += [thing]
         return visible_things
 
@@ -222,7 +163,9 @@ class Game(game_common.CommonCommandsMixin):
 
     def __init__(self, game_file_name):
         import server_.io
-        self.world = World()
+        #self.get_map_class = server_.map_.get_map_class
+        self.map_manager = server_.map_.map_manager
+        self.world = World(self)
         self.io = server_.io.GameIO(game_file_name, self)
         # 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.
@@ -238,11 +181,11 @@ class Game(game_common.CommonCommandsMixin):
             return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
 
         self.io.send('NEW_TURN ' + str(self.world.turn))
-        self.io.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+        grid = self.world.map_.__class__.__name__[3:]
+        self.io.send('MAP ' + grid +' ' + stringify_yx(self.world.map_.size))
         visible_map = self.world.get_player().get_visible_map()
-        for y in range(self.world.map_.size[0]):
-            self.io.send('VISIBLE_MAP_LINE %5s %s' %
-                         (y, self.io.quote(visible_map.get_line(y))))
+        for y, line in visible_map.lines():
+            self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))
         visible_things = self.world.get_player().get_visible_things()
         for thing in visible_things:
             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))