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Improve Map class design.
[plomrogue2-experiments] / server_ / game.py
index 910d60878c3426ddc7f402b82e847f8d204b5a27..82759c25aee6b97fa37e978589f1fc3d05744aae 100644 (file)
@@ -1,30 +1,70 @@
 import sys
 sys.path.append('../')
 import game_common
-import parser
 
 
 class GameError(Exception):
     pass
 
 
-def move_pos(direction, pos_yx):
-    if direction == 'UP':
-        pos_yx[0] -= 1
-    elif direction == 'DOWN':
-        pos_yx[0] += 1
-    elif direction == 'RIGHT':
-        pos_yx[1] += 1
-    elif direction == 'LEFT':
-        pos_yx[1] -= 1
+class Map(game_common.Map):
 
+    def __getitem__(self, yx):
+        return self.terrain[self.get_pos_i(yx)]
 
-class Map(game_common.Map):
+    def __setitem__(self, yx, c):
+        pos_i = self.get_pos_i(yx)
+        self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+
+    def __iter__(self):
+        for y in range(self.size[0]):
+            for x in range(self.size[1]):
+                yield [y, x]
+
+    @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 new_from_shape(self, init_char):
+        return Map(self.size, init_char*self.size_i)
+
+    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):
 
@@ -77,15 +117,8 @@ class Task:
                 direction = self.args[0]
             else:
                 direction = self.kwargs['direction']
-            test_pos = self.thing.position[:]
-            move_pos(direction, test_pos)
-            if test_pos[0] < 0 or test_pos[1] < 0 or \
-               test_pos[0] >= self.thing.world.map_.size[0] or \
-               test_pos[1] >= self.thing.world.map_.size[1]:
-                raise GameError('would move outside map bounds')
-            pos_i = test_pos[0] * self.thing.world.map_.size[1] + test_pos[1]
-            map_tile = self.thing.world.map_.terrain[pos_i]
-            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:
@@ -104,7 +137,7 @@ class Thing(game_common.Thing):
         return 'success'
 
     def task_move(self, direction):
-        move_pos(direction, self.position)
+        self.position = self.world.map_.move(self.position, direction)
         return 'success'
 
     def decide_task(self):
@@ -151,49 +184,123 @@ class Thing(game_common.Thing):
     def get_stencil(self):
         if self._stencil is not None:
             return self._stencil
-        size = self.world.map_.size
-        m = Map(self.world.map_.size, '?'*size[0]*size[1])
-        y_me = self.position[0]
-        x_me = self.position[1]
-        for y in range(m.size[0]):
-            if y in (y_me - 1, y_me, y_me + 1):
-                for x in range(m.size[1]):
-                    if x in (x_me - 1, x_me, x_me + 1):
-                        pos = y * size[1] + x
-                        m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:]
+        m = self.world.map_.new_from_shape('?')
+        for pos in m:
+            if pos == self.position or m.are_neighbors(pos, self.position):
+                m[pos] = '.'
         self._stencil = m
         return self._stencil
 
     def get_visible_map(self):
         stencil = self.get_stencil()
-        size = self.world.map_.size
-        size_i = self.world.map_.size[0] * self.world.map_.size[1]
-        m = Map(size, ' '*size_i)
-        for i in range(size_i):
-            if stencil.terrain[i] == '.':
-                c = self.world.map_.terrain[i]
-                m.terrain = m.terrain[:i] + c + m.terrain[i+1:]
+        m = self.world.map_.new_from_shape(' ')
+        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:
-            print('DEBUG .....')
-            width = self.world.map_.size[1]
-            pos_i = thing.position[0] * width + thing.position[1]
-            if stencil.terrain[pos_i] == '.':
+            if stencil[thing.position] == '.':
                 visible_things += [thing]
         return visible_things
 
 
-class Commander():
+def fib(n):
+    """Calculate n-th Fibonacci number. Very inefficiently."""
+    if n in (1, 2):
+        return 1
+    else:
+        return fib(n-1) + fib(n-2)
+
+
+class Game(game_common.CommonCommandsMixin):
+
+    def __init__(self, game_file_name):
+        import server_.io
+        self.world = World()
+        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.
+        from multiprocessing import Pool
+        self.pool = Pool()
+        self.pool_result = None
+
+    def send_gamestate(self, connection_id=None):
+        """Send out game state data relevant to clients."""
+
+        def stringify_yx(tuple_):
+            """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
+            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))
+        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))))
+        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_))
+            self.io.send('THING_POS %s %s' % (thing.id_,
+                                              stringify_yx(thing.position)))
+
+    def proceed(self):
+        """Send turn finish signal, run game world, send new world data.
+
+        First sends 'TURN_FINISHED' message, then runs game world
+        until new player input is needed, then sends game state.
+        """
+        self.io.send('TURN_FINISHED ' + str(self.world.turn))
+        self.world.proceed_to_next_player_turn()
+        msg = str(self.world.get_player().last_task_result)
+        self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
+        self.send_gamestate()
+
+    def cmd_FIB(self, numbers, 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.
+        """
+        self.io.send('CALCULATING …', connection_id)
+        results = self.pool.map(fib, numbers)
+        reply = ' '.join([str(r) for r in results])
+        self.io.send(reply, connection_id)
+    cmd_FIB.argtypes = 'seq:int:nonneg'
+
+    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.io.send('TURN_FINISHED ' + str(self.world.turn))
+        sleep(1)
+        self.world.turn += 1
+        self.send_gamestate()
+        self.pool_result = self.pool.map_async(fib, (35, 35))
 
     def cmd_MOVE(self, direction):
         """Set player task to 'move' with direction arg, finish player turn."""
-        if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
-            raise parser.ArgError('Move argument must be one of: '
-                                  'UP, DOWN, RIGHT, LEFT')
+        import parser
+        legal_directions = self.world.map_.get_directions()
+        if direction not in legal_directions:
+            raise parser.ArgError('Move argument must be one of: ' +
+                                  ', '.join(legal_directions))
         self.world.get_player().set_task('move', direction=direction)
         self.proceed()
     cmd_MOVE.argtypes = 'string'
@@ -209,12 +316,12 @@ class Commander():
 
     def cmd_ECHO(self, msg, connection_id):
         """Send msg to caller."""
-        self.send(msg, connection_id)
+        self.io.send(msg, connection_id)
     cmd_ECHO.argtypes = 'string'
 
     def cmd_ALL(self, msg, connection_id):
         """Send msg to all clients."""
-        self.send(msg)
+        self.io.send(msg)
     cmd_ALL.argtypes = 'string'
 
     def cmd_TERRAIN_LINE(self, y, terrain_line):