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Refactor.
[plomrogue2-experiments] / server_ / game.py
index f9492896102895738b6705cec7bded3c9fb87ba9..f596f7bd8ffad7126062f864f90921147be10da2 100644 (file)
@@ -1,3 +1,9 @@
+import sys
+sys.path.append('../')
+import game_common
+import parser
+
+
 class GameError(Exception):
     pass
 
@@ -13,18 +19,20 @@ def move_pos(direction, pos_yx):
         pos_yx[1] -= 1
 
 
-class World:
+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):
-        self.turn = 0
-        self.map_size = (0, 0)
-        self.map_ = ''
-        self.things = []
-#            Thing(self, 'human', [3, 3]),
-#            Thing(self, 'monster', [1, 1])
-#        ]
+        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
-#        self.player = self.things[self.player_i]
 
     def proceed_to_next_player_turn(self):
         """Run game world turns until player can decide their next step.
@@ -39,40 +47,19 @@ class World:
         the player's task is finished, the loop breaks.
         """
         while True:
-            for thing in self.things[self.player_id+1:]:
+            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[:self.player_id]:
+            for thing in self.things[:player_i]:
                 thing.proceed()
-            player = self.get_thing(self.player_id)
             player.proceed(is_AI=False)
             if player.task is None:
                 break
 
-    def set_map_size(self, yx):
-        y, x = yx
-        self.map_size = (y, x)
-        self.map_ = ''
-        for y in range(self.map_size[0]):
-            self.map_ += '?' * self.map_size[1]
-
-    def set_map_line(self, y, line):
-        width_map = self.map_size[1]
-        if y >= self.map_size[0]:
-            raise ArgError('too large row number %s' % y)
-        width_line = len(line)
-        if width_line > width_map:
-            raise ArgError('too large map line width %s' % width_line)
-        self.map_ = self.map_[:y * width_map] + line + \
-                    self.map_[(y + 1) * width_map:]
-
-    def get_thing(self, i):
-        for thing in self.things:
-            if i == thing.id_:
-                return thing
-        t = Thing(self, i, '?', [0,0])
-        self.things += [t]
-        return t
+    def get_player(self):
+        return self.get_thing(self.player_id)
 
 
 class Task:
@@ -82,7 +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':
@@ -93,29 +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, id_, type_, position):
-        self.world = world
-        self.id_ = id_
-        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:
@@ -132,14 +122,100 @@ class Thing:
     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
+
+    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 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
+
+
+class Commander(game_common.Commander):
+
+    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'