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Improve Map class design.
[plomrogue2-experiments] / server_ / game.py
index e611a0ed825740cf9eff3bc74a2528738182236d..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):
@@ -151,37 +184,26 @@ 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:
-            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
 
@@ -194,71 +216,18 @@ def fib(n):
         return fib(n-1) + fib(n-2)
 
 
-class CommandHandler(game_common.Commander):
+class Game(game_common.CommonCommandsMixin):
 
     def __init__(self, game_file_name):
-        self.queues_out = {}
+        import server_.io
         self.world = World()
-        self.parser = parser.Parser(self)
-        self.game_file_name = game_file_name
+        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 quote(self, string):
-        """Quote & escape string so client interprets it as single token."""
-        quoted = []
-        quoted += ['"']
-        for c in string:
-            if c in {'"', '\\'}:
-                quoted += ['\\']
-            quoted += [c]
-        quoted += ['"']
-        return ''.join(quoted)
-
-    def handle_input(self, input_, connection_id=None, store=True):
-        """Process input_ to command grammar, call command handler if found."""
-        from inspect import signature
-
-        def answer(connection_id, msg):
-            if connection_id:
-                self.send(msg, connection_id)
-            else:
-                print(msg)
-
-        try:
-            command = self.parser.parse(input_)
-            if command is None:
-                answer(connection_id, 'UNHANDLED_INPUT')
-            else:
-                if 'connection_id' in list(signature(command).parameters):
-                    command(connection_id=connection_id)
-                else:
-                    command()
-                    if store:
-                        with open(self.game_file_name, 'a') as f:
-                            f.write(input_ + '\n')
-        except parser.ArgError as e:
-            answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e)))
-        except game.GameError as e:
-            answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
-
-    def send(self, msg, connection_id=None):
-        """Send message msg to server's client(s) via self.queues_out.
-
-        If a specific client is identified by connection_id, only
-        sends msg to that one. Else, sends it to all clients
-        identified in self.queues_out.
-
-        """
-        if connection_id:
-            self.queues_out[connection_id].put(msg)
-        else:
-            for connection_id in self.queues_out:
-                self.queues_out[connection_id].put(msg)
-
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
@@ -266,17 +235,17 @@ class CommandHandler(game_common.Commander):
             """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
             return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
 
-        self.send('NEW_TURN ' + str(self.world.turn))
-        self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+        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.send('VISIBLE_MAP_LINE %5s %s' %
-                      (y, self.quote(visible_map.get_line(y))))
+            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.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
-            self.send('THING_POS %s %s' % (thing.id_,
-                                           stringify_yx(thing.position)))
+            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.
@@ -284,10 +253,10 @@ class CommandHandler(game_common.Commander):
         First sends 'TURN_FINISHED' message, then runs game world
         until new player input is needed, then sends game state.
         """
-        self.send('TURN_FINISHED ' + str(self.world.turn))
+        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.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
+        self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
         self.send_gamestate()
 
     def cmd_FIB(self, numbers, connection_id):
@@ -296,10 +265,10 @@ class CommandHandler(game_common.Commander):
         Numbers are calculated in parallel as far as possible, using fib().
         A 'CALCULATING …' message is sent to caller before the result.
         """
-        self.send('CALCULATING …', connection_id)
+        self.io.send('CALCULATING …', connection_id)
         results = self.pool.map(fib, numbers)
         reply = ' '.join([str(r) for r in results])
-        self.send(reply, connection_id)
+        self.io.send(reply, connection_id)
     cmd_FIB.argtypes = 'seq:int:nonneg'
 
     def cmd_INC_P(self, connection_id):
@@ -319,16 +288,19 @@ class CommandHandler(game_common.Commander):
         from time import sleep
         if self.pool_result is not None:
             self.pool_result.wait()
-        self.send('TURN_FINISHED ' + str(self.world.turn))
+        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'
@@ -344,12 +316,12 @@ class CommandHandler(game_common.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):