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Minor code rearrangements.
[plomrogue2-experiments] / server_ / game.py
index e0e63b97aeb4d3067b01e4af3ff20fccd69763ea..b52f16ef8eb3f20e7f2b4699c08bc34093c4d3de 100644 (file)
@@ -1,3 +1,9 @@
+import sys
+sys.path.append('../')
+import game_common
+import parser
+
+
 class GameError(Exception):
     pass
 
@@ -13,6 +19,49 @@ def move_pos(direction, pos_yx):
         pos_yx[1] -= 1
 
 
+class Map(game_common.Map):
+
+    def get_line(self, y):
+        width = self.size[1]
+        return self.terrain[y * width:(y + 1) * width]
+
+
+class World(game_common.World):
+
+    def __init__(self):
+        super().__init__()
+        self.Thing = Thing  # use local Thing class instead of game_common's
+        self.map_ = Map()  # use extended child class
+        self.player_id = 0
+
+    def proceed_to_next_player_turn(self):
+        """Run game world turns until player can decide their next step.
+
+        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.
+        """
+        while True:
+            player = self.get_player()
+            player_i = self.things.index(player)
+            for thing in self.things[player_i+1:]:
+                thing.proceed()
+            self.turn += 1
+            for thing in self.things[:player_i]:
+                thing.proceed()
+            player.proceed(is_AI=False)
+            if player.task is None:
+                break
+
+    def get_player(self):
+        return self.get_thing(self.player_id)
+
+
 class Task:
 
     def __init__(self, thing, name, args=(), kwargs={}):
@@ -20,7 +69,7 @@ class Task:
         self.thing = thing
         self.args = args
         self.kwargs = kwargs
-        self.todo = 1
+        self.todo = 3
 
     def check(self):
         if self.name == 'move':
@@ -31,28 +80,32 @@ class Task:
             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]:
+               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_[pos_i]
+            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 != '.':
                 raise GameError('would move into illegal terrain')
+            for t in self.thing.world.things:
+                if t.position == test_pos:
+                    raise GameError('would move into other thing')
 
 
-class Thing:
+class Thing(game_common.Thing):
 
-    def __init__(self, world, type_, position):
-        self.world = world
-        self.type_ = type_
-        self.position = position
+    def __init__(self, *args, **kwargs):
+        super().__init__(*args, **kwargs)
         self.task = Task(self, 'wait')
+        self.last_task_result = None
+        self._stencil = None
 
     def task_wait(self):
-        pass
+        return 'success'
 
     def task_move(self, direction):
         move_pos(direction, self.position)
+        return 'success'
 
     def decide_task(self):
         if self.position[1] > 1:
@@ -62,39 +115,244 @@ class Thing:
         else:
             self.set_task('wait')
 
-    def set_task(self, task, *args, **kwargs):
-        self.task = Task(self, task, args, kwargs)
+    def set_task(self, task_name, *args, **kwargs):
+        self.task = Task(self, task_name, args, kwargs)
         self.task.check()
 
     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.
+        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.
+
+        Before doing anything, ensures an empty map visibility stencil
+        and checks that task is still possible, and aborts it
+        otherwise (for AI things, decides a new task).
+
         """
+        self._stencil = None
+        try:
+            self.task.check()
+        except GameError as e:
+            self.task = None
+            self.last_task_result = e
+            if is_AI:
+                self.decide_task()
+            return
         self.task.todo -= 1
         if self.task.todo <= 0:
             task = getattr(self, 'task_' + self.task.name)
-            task(*self.task.args, **self.task.kwargs)
+            self.last_task_result = task(*self.task.args, **self.task.kwargs)
             self.task = None
         if is_AI and self.task is None:
             self.decide_task()
 
+    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:]
+        self._stencil = m
+        return self._stencil
 
-class World:
+    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:]
+        return m
 
-    def __init__(self):
-        self.turn = 0
-        self.map_size = (5, 5)
-        self.map_ = 'xxxxx' +\
-                    'x...x' +\
-                    'x.X.x' +\
-                    'x...x' +\
-                    'xxxxx'
-        self.things = [
-            Thing(self, 'human', [3, 3]),
-            Thing(self, 'monster', [1, 1])
-        ]
-        self.player_i = 0
-        self.player = self.things[self.player_i]
+    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] == '.':
+                visible_things += [thing]
+        return visible_things
+
+
+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 CommandHandler(game_common.Commander):
+
+    def __init__(self, game_file_name):
+        self.queues_out = {}
+        self.world = World()
+        self.parser = parser.Parser(self)
+        self.game_file_name = game_file_name
+        # 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(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 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 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 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.send('NEW_TURN ' + str(self.world.turn))
+        self.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))))
+        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)))
+
+    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.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.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.send('CALCULATING …', connection_id)
+        results = self.pool.map(fib, numbers)
+        reply = ' '.join([str(r) for r in results])
+        self.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.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')
+        self.world.get_player().set_task('move', direction=direction)
+        self.proceed()
+    cmd_MOVE.argtypes = 'string'
+
+    def cmd_WAIT(self):
+        """Set player task to 'wait', finish player turn."""
+        self.world.get_player().set_task('wait')
+        self.proceed()
+
+    def cmd_GET_GAMESTATE(self, connection_id):
+        """Send game state jto caller."""
+        self.send_gamestate(connection_id)
+
+    def cmd_ECHO(self, msg, connection_id):
+        """Send msg to caller."""
+        self.send(msg, connection_id)
+    cmd_ECHO.argtypes = 'string'
+
+    def cmd_ALL(self, msg, connection_id):
+        """Send msg to all clients."""
+        self.send(msg)
+    cmd_ALL.argtypes = 'string'
+
+    def cmd_TERRAIN_LINE(self, y, terrain_line):
+        self.world.map_.set_line(y, terrain_line)
+    cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'