X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server_%2Fgame.py;h=5ba3ab23ba4a39b04267807c8c3c535e5d4f103d;hb=2476c32efd4ec85fafae42c556e9f1139f209f7e;hp=66ce62d605bbfda677395a560b819a1e43f4c71d;hpb=54019ea9f12da4e51a25d52f5f89a1668967363d;p=plomrogue2-experiments diff --git a/server_/game.py b/server_/game.py index 66ce62d..5ba3ab2 100644 --- a/server_/game.py +++ b/server_/game.py @@ -1,30 +1,22 @@ import sys sys.path.append('../') import game_common -import parser +import server_.map_ +from parser import ArgError 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 World(game_common.World): - def __init__(self): + def __init__(self, game): super().__init__() - self.Thing = Thing # use local Thing class instead of game_common's + self.game = game self.player_id = 0 + # use extended local classes + self.Thing = Thing def proceed_to_next_player_turn(self): """Run game world turns until player can decide their next step. @@ -53,6 +45,26 @@ class World(game_common.World): def get_player(self): return self.get_thing(self.player_id) + def make_new(self, geometry, yx, seed): + import random + random.seed(seed) + self.turn = 0 + self.new_map(geometry, 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.Thing(self, 0) + player.type_ = 'human' + player.position = [random.randint(0, yx[0] -1), + random.randint(0, yx[1] - 1)] + npc = self.Thing(self, 1) + npc.type_ = 'monster' + npc.position = [random.randint(0, yx[0] -1), + random.randint(0, yx[1] -1)] + self.things = [player, npc] + class Task: @@ -69,19 +81,14 @@ 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.terrain_map[pos_i] - if map_tile != '.': - raise GameError('would move into illegal terrain') + test_pos = self.thing.world.map_.move(self.thing.position, direction) + if self.thing.world.map_[test_pos] != '.': + raise GameError(str(self.thing.id_) + + ' would move into illegal terrain') for t in self.thing.world.things: if t.position == test_pos: - raise GameError('would move into other thing') + raise GameError(str(self.thing.id_) + + ' would move into other thing') class Thing(game_common.Thing): @@ -90,43 +97,108 @@ class Thing(game_common.Thing): super().__init__(*args, **kwargs) self.task = Task(self, 'wait') self.last_task_result = None + self._stencil = None def task_wait(self): return 'success' def task_move(self, direction): - move_pos(direction, self.position) + self.position = self.world.map_.move(self.position, direction) return 'success' + 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 + while shrunk: + shrunk = False + for pos in dijkstra_map: + if self.world.map_[pos] != '.': + continue + neighbors = dijkstra_map.get_neighbors(pos) + for yx in neighbors: + 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(self.position) + n = n_max + 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) + direction = None + for i_dir in range(len(neighbors)): + pos = neighbors[i_dir] + if pos is not None and dijkstra_map[pos] < n: + n = dijkstra_map[pos] + direction = dirs[i_dir] + #print('DEBUG result', direction) + if direction: + self.set_task('move', direction=direction) + #self.world.game.io.send('would move ' + direction) + def decide_task(self): - if self.position[1] > 1: - self.set_task('move', 'LEFT') - elif self.position[1] < 3: - self.set_task('move', 'RIGHT') - else: - self.set_task('wait') + 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, **kwargs): self.task = Task(self, task_name, args, kwargs) - self.task.check() + 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. + 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). - Before doing anything, 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() + try: + self.decide_task() + except GameError: + self.set_task('wait') return self.task.todo -= 1 if self.task.todo <= 0: @@ -134,35 +206,173 @@ class Thing(game_common.Thing): 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() + 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 + + +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.map_manager = server_.map_.map_manager + self.world = World(self) + 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 -class Commander(): + 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 ' + self.world.map_.geometry +\ + ' ' + 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, self.io.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 ' + 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' + 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_WAIT(self): """Set player task to 'wait', finish player turn.""" self.world.get_player().set_task('wait') self.proceed() - def cmd_GET_TURN(self, connection_id): - """Send world.turn to caller.""" - self.send_to(connection_id, str(self.world.turn)) + def cmd_GET_GAMESTATE(self, connection_id): + """Send game state to caller.""" + self.send_gamestate(connection_id) def cmd_ECHO(self, msg, connection_id): """Send msg to caller.""" - self.send_to(connection_id, msg) + self.io.send(msg, connection_id) cmd_ECHO.argtypes = 'string' def cmd_ALL(self, msg, connection_id): """Send msg to all clients.""" - self.send_all(msg) + self.io.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' + + def cmd_GEN_WORLD(self, geometry, yx, seed): + legal_grids = self.map_manager.get_map_geometries() + if geometry not in legal_grids: + raise ArgError('First map argument must be one of: ' + + ', '.join(legal_grids)) + self.world.make_new(geometry, yx, seed) + cmd_GEN_WORLD.argtypes = 'string yx_tuple:pos string'