X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server_%2Fgame.py;h=e2a1187c9455ee0dac896605101ec5ec9daa8fb4;hb=b3f0ccf42cae443312ec36309f25a8621ef3e9a8;hp=eee30d9702a4814322254411546bb86b5d4b4b9d;hpb=deb2d17307e58864871f2da9bd806f01bfb5fa67;p=plomrogue2-experiments diff --git a/server_/game.py b/server_/game.py index eee30d9..e2a1187 100644 --- a/server_/game.py +++ b/server_/game.py @@ -1,7 +1,6 @@ import sys sys.path.append('../') import game_common -import parser class GameError(Exception): @@ -19,11 +18,19 @@ 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): @@ -72,11 +79,11 @@ 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.terrain_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: @@ -90,6 +97,7 @@ 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' @@ -113,13 +121,16 @@ class Thing(game_common.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). - 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: @@ -136,11 +147,133 @@ class Thing(game_common.Thing): 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 + + +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.world = World() + 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 send_gamestate(self, connection_id=None): + """Send out game state data relevant to clients.""" -class Commander(): + 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_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.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.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. + + 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.""" + import parser if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}: raise parser.ArgError('Move argument must be one of: ' 'UP, DOWN, RIGHT, LEFT') @@ -159,10 +292,14 @@ class Commander(): 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'