X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=new%2Fplomrogue2.py;fp=new%2Fplomrogue2.py;h=2b8f762c3e7aec665cbc0bba6f284ac879f410f5;hb=7a19d0e9a02e3bb541cc153d1626342675c136d9;hp=0000000000000000000000000000000000000000;hpb=a455c9f392345a42c0dec745db3b65080172db77;p=plomrogue2-experiments diff --git a/new/plomrogue2.py b/new/plomrogue2.py new file mode 100755 index 0000000..2b8f762 --- /dev/null +++ b/new/plomrogue2.py @@ -0,0 +1,926 @@ +#!/usr/bin/env python3 +import socketserver +import threading +import queue +import sys +import parser + + +class GameError(Exception): + pass + + +# Avoid "Address already in use" errors. +socketserver.TCPServer.allow_reuse_address = True + + +class Server(socketserver.ThreadingTCPServer): + """Bind together threaded IO handling server and message queue.""" + + def __init__(self, queue, port, *args, **kwargs): + super().__init__(('localhost', port), IO_Handler, *args, **kwargs) + self.queue_out = queue + self.daemon_threads = True # Else, server's threads have daemon=False. + + +class IO_Handler(socketserver.BaseRequestHandler): + + def handle(self): + """Move messages between network socket and game IO loop via queues. + + On start (a new connection from client to server), sets up a + new queue, sends it via self.server.queue_out to the game IO + loop thread, and from then on receives messages to send back + from the game IO loop via that new queue. + + At the same time, loops over socket's recv to get messages + from the outside into the game IO loop by way of + self.server.queue_out into the game IO. Ends connection once a + 'QUIT' message is received from socket, and then also calls + for a kill of its own queue. + + All messages to the game IO loop are tuples, with the first + element a meta command ('ADD_QUEUE' for queue creation, + 'KILL_QUEUE' for queue deletion, and 'COMMAND' for everything + else), the second element a UUID that uniquely identifies the + thread (so that the game IO loop knows whom to send replies + back to), and optionally a third element for further + instructions. + + """ + + def send_queue_messages(plom_socket, queue_in, thread_alive): + """Send messages via socket from queue_in while thread_alive[0].""" + while thread_alive[0]: + try: + msg = queue_in.get(timeout=1) + except queue.Empty: + continue + plom_socket.send(msg, True) + + import uuid + import plom_socket + plom_socket = plom_socket.PlomSocket(self.request) + print('CONNECTION FROM:', str(self.client_address)) + connection_id = uuid.uuid4() + queue_in = queue.Queue() + self.server.queue_out.put(('ADD_QUEUE', connection_id, queue_in)) + thread_alive = [True] + t = threading.Thread(target=send_queue_messages, + args=(plom_socket, queue_in, thread_alive)) + t.start() + for message in plom_socket.recv(): + if message is None: + plom_socket.send('BAD MESSAGE', True) + elif 'QUIT' == message: + plom_socket.send('BYE', True) + break + else: + self.server.queue_out.put(('COMMAND', connection_id, message)) + self.server.queue_out.put(('KILL_QUEUE', connection_id)) + thread_alive[0] = False + print('CONNECTION CLOSED FROM:', str(self.client_address)) + plom_socket.socket.close() + + +class GameIO(): + + def __init__(self, game_file_name, game): + self.game_file_name = game_file_name + self.queues_out = {} + self.parser = parser.Parser(game) + + def loop(self, q): + """Handle commands coming through queue q, send results back. + + Commands from q are expected to be tuples, with the first element + either 'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element + a UUID, and an optional third element of arbitrary type. The UUID + identifies a receiver for replies. + + An 'ADD_QUEUE' command should contain as third element a queue + through which to send messages back to the sender of the + command. A 'KILL_QUEUE' command removes the queue for that + receiver from the list of queues through which to send replies. + + A 'COMMAND' command is specified in greater detail by a string + that is the tuple's third element. The game_command_handler takes + care of processing this and sending out replies. + + """ + while True: + x = q.get() + command_type = x[0] + connection_id = x[1] + content = None if len(x) == 2 else x[2] + if command_type == 'ADD_QUEUE': + self.queues_out[connection_id] = content + elif command_type == 'KILL_QUEUE': + del self.queues_out[connection_id] + elif command_type == 'COMMAND': + self.handle_input(content, connection_id) + + def run_loop_with_server(self): + """Run connection of server talking to clients and game IO loop. + + We have the TCP server (an instance of Server) and we have the + game IO loop, a thread running self.loop. Both communicate with + each other via a queue.Queue. While the TCP server may spawn + parallel threads to many clients, the IO loop works sequentially + through game commands received from the TCP server's threads (= + client connections to the TCP server). A processed command may + trigger messages to the commanding client or to all clients, + delivered from the IO loop to the TCP server via the queue. + + """ + q = queue.Queue() + c = threading.Thread(target=self.loop, daemon=True, args=(q,)) + c.start() + server = Server(q, 5000) + try: + server.serve_forever() + except KeyboardInterrupt: + pass + finally: + print('Killing server') + server.server_close() + + 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, args = self.parser.parse(input_) + if command is None: + answer(connection_id, 'UNHANDLED_INPUT') + else: + if 'connection_id' in list(signature(command).parameters): + command(*args, connection_id=connection_id) + else: + command(*args) + if store and not hasattr(command, 'dont_save'): + with open(self.game_file_name, 'a') as f: + f.write(input_ + '\n') + except parser.ArgError as e: + answer(connection_id, 'ARGUMENT_ERROR ' + quote(str(e))) + except GameError as e: + answer(connection_id, 'GAME_ERROR ' + 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) + + +class MapBase: + + def __init__(self, size=(0, 0)): + self.size = size + self.terrain = '?'*self.size_i + + @property + def size_i(self): + return self.size[0] * self.size[1] + + def set_line(self, y, line): + height_map = self.size[0] + width_map = self.size[1] + if y >= height_map: + 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.terrain = self.terrain[:y * width_map] + line +\ + self.terrain[(y + 1) * width_map:] + + def get_position_index(self, yx): + return yx[0] * self.size[1] + yx[1] + + +class Map(MapBase): + + def __getitem__(self, yx): + return self.terrain[self.get_position_index(yx)] + + def __setitem__(self, yx, c): + pos_i = self.get_position_index(yx) + if type(c) == str: + self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:] + else: + self.terrain[pos_i] = c + + def __iter__(self): + """Iterate over YX position coordinates.""" + for y in range(self.size[0]): + for x in range(self.size[1]): + yield [y, x] + + def lines(self): + width = self.size[1] + for y in range(self.size[0]): + yield (y, self.terrain[y * width:(y + 1) * width]) + + def get_fov_map(self, yx): + return self.fov_map_type(self, yx) + + def get_directions(self): + directions = [] + for name in dir(self): + if name[:5] == 'move_': + directions += [name[5:]] + return directions + + def get_neighbors(self, pos): + neighbors = {} + if not hasattr(self, 'neighbors_to'): + self.neighbors_to = {} + if pos in self.neighbors_to: + return self.neighbors_to[pos] + for direction in self.get_directions(): + neighbors[direction] = None + try: + neighbors[direction] = self.move(pos, direction) + except GameError: + pass + self.neighbors_to[pos] = neighbors + return neighbors + + def new_from_shape(self, init_char): + import copy + new_map = copy.deepcopy(self) + for pos in new_map: + new_map[pos] = init_char + return new_map + + 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_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 MapHex(Map): + + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.fov_map_type = FovMapHex + + def move_UPLEFT(self, start_pos): + if start_pos[0] % 2 == 1: + return [start_pos[0] - 1, start_pos[1] - 1] + else: + return [start_pos[0] - 1, start_pos[1]] + + def move_UPRIGHT(self, start_pos): + if start_pos[0] % 2 == 1: + return [start_pos[0] - 1, start_pos[1]] + else: + return [start_pos[0] - 1, start_pos[1] + 1] + + def move_DOWNLEFT(self, start_pos): + if start_pos[0] % 2 == 1: + return [start_pos[0] + 1, start_pos[1] - 1] + else: + return [start_pos[0] + 1, start_pos[1]] + + def move_DOWNRIGHT(self, start_pos): + if start_pos[0] % 2 == 1: + return [start_pos[0] + 1, start_pos[1]] + else: + return [start_pos[0] + 1, start_pos[1] + 1] + + + +class FovMap: + + def __init__(self, source_map, yx): + self.source_map = source_map + self.size = self.source_map.size + self.terrain = '?' * self.size_i + self[yx] = '.' + self.shadow_cones = [] + self.circle_out(yx, self.shadow_process_hex) + + def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress): + # Possible optimization: If no shadow_cones yet and self[yx] == '.', + # skip all. + CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary. + + def correct_arm(arm): + if arm < 0: + arm += CIRCLE + return arm + + def in_shadow_cone(new_cone): + for old_cone in self.shadow_cones: + if old_cone[0] >= new_cone[0] and \ + new_cone[1] >= old_cone[1]: + #print('DEBUG shadowed by:', old_cone) + return True + # We might want to also shade hexes whose middle arm is inside a + # shadow cone for a darker FOV. Note that we then could not for + # optimization purposes rely anymore on the assumption that a + # shaded hex cannot add growth to existing shadow cones. + return False + + def merge_cone(new_cone): + import math + for old_cone in self.shadow_cones: + if new_cone[0] > old_cone[0] and \ + (new_cone[1] < old_cone[0] or + math.isclose(new_cone[1], old_cone[0])): + #print('DEBUG merging to', old_cone) + old_cone[0] = new_cone[0] + #print('DEBUG merged cone:', old_cone) + return True + if new_cone[1] < old_cone[1] and \ + (new_cone[0] > old_cone[1] or + math.isclose(new_cone[0], old_cone[1])): + #print('DEBUG merging to', old_cone) + old_cone[1] = new_cone[1] + #print('DEBUG merged cone:', old_cone) + return True + return False + + def eval_cone(cone): + #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')') + if in_shadow_cone(cone): + return + self[yx] = '.' + if self.source_map[yx] != '.': + #print('DEBUG throws shadow', cone) + unmerged = True + while merge_cone(cone): + unmerged = False + if unmerged: + self.shadow_cones += [cone] + + #print('DEBUG', yx) + step_size = (CIRCLE/len(self.circle_out_directions)) / distance_to_center + number_steps = dir_i * distance_to_center + dir_progress + left_arm = correct_arm(-(step_size/2) - step_size*number_steps) + right_arm = correct_arm(left_arm - step_size) + # Optimization potential: left cone could be derived from previous + # right cone. Better even: Precalculate all cones. + if right_arm > left_arm: + eval_cone([left_arm, 0]) + eval_cone([CIRCLE, right_arm]) + else: + eval_cone([left_arm, right_arm]) + + def basic_circle_out_move(self, pos, direction): + """Move position pos into direction. Return whether still in map.""" + mover = getattr(self, 'move_' + direction) + pos[:] = mover(pos) + if pos[0] < 0 or pos[1] < 0 or \ + pos[0] >= self.size[0] or pos[1] >= self.size[1]: + return False + return True + + def circle_out(self, yx, f): + # Optimization potential: Precalculate movement positions. (How to check + # circle_in_map then?) + # Optimization potential: Precalculate what hexes are shaded by what hex + # and skip evaluation of already shaded hexes. (This only works if hex + # shading implies they completely lie in existing shades; otherwise we + # would lose shade growth through hexes at shade borders.) + + # TODO: Start circling only in earliest obstacle distance. + circle_in_map = True + distance = 1 + yx = yx[:] + #print('DEBUG CIRCLE_OUT', yx) + while circle_in_map: + circle_in_map = False + self.basic_circle_out_move(yx, 'RIGHT') + for dir_i in range(len(self.circle_out_directions)): + for dir_progress in range(distance): + direction = self.circle_out_directions[dir_i] + if self.circle_out_move(yx, direction): + f(yx, distance, dir_i, dir_progress) + circle_in_map = True + distance += 1 + + + +class FovMapHex(FovMap, MapHex): + circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', + 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') + + def circle_out_move(self, yx, direction): + return self.basic_circle_out_move(yx, direction) + + + +class ThingBase: + + def __init__(self, world, id_, type_='?', position=[0,0]): + self.world = world + self.id_ = id_ + self.type_ = type_ + self.position = position + + +class Thing(ThingBase): + + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.set_task('WAIT') + self._last_task_result = None + self._stencil = None + + def move_towards_target(self, target): + dijkstra_map = type(self.world.map_)(self.world.map_.size) + n_max = 256 + dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)] + dijkstra_map[target] = 0 + shrunk = True + visible_map = self.get_visible_map() + while shrunk: + shrunk = False + for pos in dijkstra_map: + if visible_map[pos] != '.': + continue + neighbors = dijkstra_map.get_neighbors(tuple(pos)) + for direction in neighbors: + yx = neighbors[direction] + if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1: + dijkstra_map[pos] = dijkstra_map[yx] + 1 + shrunk = True + #with open('log', 'a') as f: + # f.write('---------------------------------\n') + # for y, line in dijkstra_map.lines(): + # for val in line: + # if val < 10: + # f.write(str(val)) + # elif val == 256: + # f.write('x') + # else: + # f.write('~') + # f.write('\n') + neighbors = dijkstra_map.get_neighbors(tuple(self.position)) + n = n_max + #print('DEBUG', self.position, neighbors) + #dirs = dijkstra_map.get_directions() + #print('DEBUG dirs', dirs) + #print('DEBUG neighbors', neighbors) + #debug_scores = [] + #for pos in neighbors: + # if pos is None: + # debug_scores += [9000] + # else: + # debug_scores += [dijkstra_map[pos]] + #print('DEBUG debug_scores', debug_scores) + target_direction = None + for direction in neighbors: + yx = neighbors[direction] + if yx is not None: + n_new = dijkstra_map[yx] + if n_new < n: + n = n_new + target_direction = direction + #print('DEBUG result', direction) + if target_direction: + self.set_task('MOVE', (target_direction,)) + + def decide_task(self): + # TODO: Check if monster can follow player too well (even when they should lose them) + visible_things = self.get_visible_things() + target = None + for t in visible_things: + if t.type_ == 'human': + target = t.position + break + if target is not None: + try: + self.move_towards_target(target) + return + except GameError: + pass + self.set_task('WAIT') + + def set_task(self, task_name, args=()): + task_class = self.world.game.tasks[task_name] + self.task = task_class(self, args) + self.task.check() # will throw GameError if necessary + + 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. + + 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: + try: + self.decide_task() + except GameError: + self.set_task('WAIT') + return + self.task.todo -= 1 + if self.task.todo <= 0: + self._last_task_result = self.task.do() + self.task = None + if is_AI and self.task is None: + try: + self.decide_task() + except GameError: + self.set_task('WAIT') + + def get_stencil(self): + if self._stencil is not None: + return self._stencil + self._stencil = self.world.map_.get_fov_map(self.position) + return self._stencil + + def get_visible_map(self): + stencil = self.get_stencil() + 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: + if stencil[thing.position] == '.': + visible_things += [thing] + return visible_things + + + +class Task: + argtypes = '' + + def __init__(self, thing, args=()): + self.thing = thing + self.args = args + self.todo = 3 + + @property + def name(self): + prefix = 'Task_' + class_name = self.__class__.__name__ + return class_name[len(prefix):] + + def check(self): + pass + + def get_args_string(self): + stringed_args = [] + for arg in self.args: + if type(arg) == str: + stringed_args += [quote(arg)] + else: + raise GameError('stringifying arg type not implemented') + return ' '.join(stringed_args) + + + +class Task_WAIT(Task): + + def do(self): + return 'success' + + + +class Task_MOVE(Task): + argtypes = 'string:direction' + + def check(self): + test_pos = self.thing.world.map_.move(self.thing.position, self.args[0]) + if self.thing.world.map_[test_pos] != '.': + raise GameError('%s would move into illegal terrain' % self.thing.id_) + for t in self.thing.world.things: + if t.position == test_pos: + raise GameError('%s would move into other thing' % self.thing.id_) + + def do(self): + self.thing.position = self.thing.world.map_.move(self.thing.position, + self.args[0]) + + + +class WorldBase: + + def __init__(self, game): + self.turn = 0 + self.things = [] + self.game = game + + def get_thing(self, id_, create_unfound=True): + for thing in self.things: + if id_ == thing.id_: + return thing + if create_unfound: + t = self.game.thing_type(self, id_) + self.things += [t] + return t + return None + + +class World(WorldBase): + + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.player_id = 0 + + def new_map(self, yx): + self.map_ = self.game.map_type(yx) + + 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) + + def make_new(self, yx, seed): + import random + random.seed(seed) + self.turn = 0 + self.new_map(yx) + for pos in self.map_: + if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]: + self.map_[pos] = '#' + continue + self.map_[pos] = random.choice(('.', '.', '.', '.', 'x')) + player = self.game.thing_type(self, 0) + player.type_ = 'human' + player.position = [random.randint(0, yx[0] -1), + random.randint(0, yx[1] - 1)] + npc = self.game.thing_type(self, 1) + npc.type_ = 'monster' + npc.position = [random.randint(0, yx[0] -1), + random.randint(0, yx[1] -1)] + self.things = [player, npc] + return 'success' + + + +def cmd_GEN_WORLD(self, yx, seed): + self.world.make_new(yx, seed) +cmd_GEN_WORLD.argtypes = 'yx_tuple:pos string' + +def cmd_GET_GAMESTATE(self, connection_id): + """Send game state to caller.""" + self.send_gamestate(connection_id) + +def cmd_MAP(self, yx): + """Create new map of size yx and only '?' cells.""" + self.world.new_map(yx) +cmd_MAP.argtypes = 'yx_tuple:pos' + +def cmd_THING_TYPE(self, i, type_): + t = self.world.get_thing(i) + t.type_ = type_ +cmd_THING_TYPE.argtypes = 'int:nonneg string' + +def cmd_THING_POS(self, i, yx): + t = self.world.get_thing(i) + t.position = list(yx) +cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg' + +def cmd_TERRAIN_LINE(self, y, terrain_line): + self.world.map_.set_line(y, terrain_line) +cmd_TERRAIN_LINE.argtypes = 'int:nonneg string' + +def cmd_PLAYER_ID(self, id_): + # TODO: test whether valid thing ID + self.world.player_id = id_ +cmd_PLAYER_ID.argtypes = 'int:nonneg' + +def cmd_TURN(self, n): + self.world.turn = n +cmd_TURN.argtypes = 'int:nonneg' + +def cmd_SWITCH_PLAYER(self): + player = self.world.get_player() + player.set_task('WAIT') + thing_ids = [t.id_ for t in self.world.things] + player_index = thing_ids.index(player.id_) + if player_index == len(thing_ids) - 1: + self.world.player_id = thing_ids[0] + else: + self.world.player_id = thing_ids[player_index + 1] + self.proceed() + +def cmd_SAVE(self): + + def write(f, msg): + f.write(msg + '\n') + + save_file_name = self.io.game_file_name + '.save' + with open(save_file_name, 'w') as f: + write(f, 'TURN %s' % self.world.turn) + write(f, 'MAP ' + stringify_yx(self.world.map_.size)) + for y, line in self.world.map_.lines(): + write(f, 'TERRAIN_LINE %5s %s' % (y, quote(line))) + for thing in self.world.things: + write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_)) + write(f, 'THING_POS %s %s' % (thing.id_, + stringify_yx(thing.position))) + task = thing.task + if task is not None: + task_args = task.get_args_string() + write(f, 'SET_TASK:%s %s %s %s' % (task.name, thing.id_, + task.todo, task_args)) + write(f, 'PLAYER_ID %s' % self.world.player_id) +cmd_SAVE.dont_save = True + + +class Game: + + def __init__(self, game_file_name): + self.io = GameIO(game_file_name, self) + self.map_type = MapHex + self.tasks = {'WAIT': Task_WAIT, 'MOVE': Task_MOVE} + self.commands = {'GEN_WORLD': cmd_GEN_WORLD, + 'GET_GAMESTATE': cmd_GET_GAMESTATE, + 'MAP': cmd_MAP, + 'THING_TYPE': cmd_THING_TYPE, + 'THING_POS': cmd_THING_POS, + 'TERRAIN_LINE': cmd_TERRAIN_LINE, + 'PLAYER_ID': cmd_PLAYER_ID, + 'TURN': cmd_TURN, + 'SWITCH_PLAYER': cmd_SWITCH_PLAYER, + 'SAVE': cmd_SAVE} + self.world_type = World + self.world = self.world_type(self) + self.thing_type = Thing + + def get_string_options(self, string_option_type): + if string_option_type == 'direction': + return self.world.map_.get_directions() + return None + + def send_gamestate(self, connection_id=None): + """Send out game state data relevant to clients.""" + + self.io.send('TURN ' + str(self.world.turn)) + self.io.send('MAP ' + stringify_yx(self.world.map_.size)) + visible_map = self.world.get_player().get_visible_map() + for y, line in visible_map.lines(): + self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, 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_)) + self.io.send('THING_POS %s %s' % (thing.id_, + stringify_yx(thing.position))) + player = self.world.get_player() + self.io.send('PLAYER_POS %s' % (stringify_yx(player.position))) + self.io.send('GAME_STATE_COMPLETE') + + 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 ' + quote(msg)) + self.send_gamestate() + + def get_command(self, command_name): + from functools import partial + + def cmd_TASK_colon(task_name, game, *args): + game.world.get_player().set_task(task_name, args) + game.proceed() + + def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args): + t = game.world.get_thing(thing_id, False) + if t is None: + raiseArgError('No such Thing.') + task_class = game.tasks[task_name] + t.task = task_class(t, args) + t.task.todo = todo + + def task_prefixed(command_name, task_prefix, task_command, + argtypes_prefix=None): + if command_name[:len(task_prefix)] == task_prefix: + task_name = command_name[len(task_prefix):] + if task_name in self.tasks: + f = partial(task_command, task_name, self) + task = self.tasks[task_name] + if argtypes_prefix: + f.argtypes = argtypes_prefix + ' ' + task.argtypes + else: + f.argtypes = task.argtypes + return f + return None + + command = task_prefixed(command_name, 'TASK:', cmd_TASK_colon) + if command: + return command + command = task_prefixed(command_name, 'SET_TASK:', cmd_SET_TASK_colon, + 'int:nonneg int:nonneg ') + if command: + return command + if command_name in self.commands: + f = partial(self.commands[command_name], self) + if hasattr(self.commands[command_name], 'argtypes'): + f.argtypes = self.commands[command_name].argtypes + return f + return None + + + +def quote(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 stringify_yx(tuple_): + """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x).""" + return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1]) + + + +if __name__ == "__main__": + import sys + import os + if len(sys.argv) != 2: + print('wrong number of arguments, expected one (game file)') + exit(1) + game_file_name = sys.argv[1] + game = Game(game_file_name) + if os.path.exists(game_file_name): + if not os.path.isfile(game_file_name): + print('game file name does not refer to a valid game file') + else: + with open(game_file_name, 'r') as f: + lines = f.readlines() + for i in range(len(lines)): + line = lines[i] + print("FILE INPUT LINE %5s: %s" % (i, line), end='') + game.io.handle_input(line, store=False) + else: + game.io.handle_input('GEN_WORLD Y:16,X:16 bar') + game.io.run_loop_with_server()