From: Christian Heller Date: Mon, 18 Feb 2019 00:39:27 +0000 (+0100) Subject: Proper module structure. X-Git-Url: https://plomlompom.com/repos/?a=commitdiff_plain;h=9317e573f0b65269172e762717567051027f9369;p=plomrogue2-experiments Proper module structure. --- diff --git a/new/example_server.py b/new/example_server.py new file mode 100755 index 0000000..fea2f68 --- /dev/null +++ b/new/example_server.py @@ -0,0 +1,23 @@ +#!/usr/bin/env python3 +import sys +import os +from plomrogue import Game + +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() diff --git a/new/plomrogue/__init__.py b/new/plomrogue/__init__.py new file mode 100644 index 0000000..110ced7 --- /dev/null +++ b/new/plomrogue/__init__.py @@ -0,0 +1,2 @@ +#!/usr/bin/env python3 +from plomrogue.misc import Game diff --git a/new/plomrogue/misc.py b/new/plomrogue/misc.py new file mode 100755 index 0000000..2b8f762 --- /dev/null +++ b/new/plomrogue/misc.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() diff --git a/new/plomrogue2.py b/new/plomrogue2.py deleted file mode 100755 index 2b8f762..0000000 --- a/new/plomrogue2.py +++ /dev/null @@ -1,926 +0,0 @@ -#!/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()