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Add client-side inventory handling.
[plomrogue2-experiments] / new / plomrogue / game.py
1 from plomrogue.tasks import Task_WAIT, Task_MOVE, Task_PICKUP, Task_DROP
2 from plomrogue.errors import ArgError
3 from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
4                                 cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
5                                 cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
6                                 cmd_SWITCH_PLAYER, cmd_SAVE)
7 from plomrogue.mapping import MapHex
8 from plomrogue.parser import Parser
9 from plomrogue.io import GameIO
10 from plomrogue.misc import quote, stringify_yx
11 from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem
12
13
14
15 class WorldBase:
16
17     def __init__(self, game):
18         self.turn = 0
19         self.things = []
20         self.game = game
21
22     def get_thing(self, id_, create_unfound=True):
23         for thing in self.things:
24             if id_ == thing.id_:
25                 return thing
26         if create_unfound:
27             t = self.game.thing_type(self, id_)
28             self.things += [t]
29             return t
30         return None
31
32
33
34 class World(WorldBase):
35
36     def __init__(self, *args, **kwargs):
37         super().__init__(*args, **kwargs)
38         self.player_id = 0
39
40     def new_thing_id(self):
41         if len(self.things) == 0:
42             return 0
43         return self.things[-1].id_ + 1
44
45     def new_map(self, yx):
46         self.map_ = self.game.map_type(yx)
47
48     def proceed_to_next_player_turn(self):
49         """Run game world turns until player can decide their next step.
50
51         Iterates through all non-player things, on each step
52         furthering them in their tasks (and letting them decide new
53         ones if they finish). The iteration order is: first all things
54         that come after the player in the world things list, then
55         (after incrementing the world turn) all that come before the
56         player; then the player's .proceed() is run, and if it does
57         not finish his task, the loop starts at the beginning. Once
58         the player's task is finished, the loop breaks.
59         """
60         while True:
61             player = self.get_player()
62             player_i = self.things.index(player)
63             for thing in self.things[player_i+1:]:
64                 thing.proceed()
65             self.turn += 1
66             for thing in self.things[:player_i]:
67                 thing.proceed()
68             player.proceed(is_AI=False)
69             if player.task is None:
70                 break
71
72     def get_player(self):
73         return self.get_thing(self.player_id)
74
75     def make_new(self, yx, seed):
76         import random
77
78         def add_thing(type_):
79             t = self.game.thing_types[type_](self)
80             t.position = [random.randint(0, yx[0] -1),
81                           random.randint(0, yx[1] - 1)]
82             self.things += [t]
83             return t
84
85         self.things = []
86         random.seed(seed)
87         self.turn = 0
88         self.new_map(yx)
89         for pos in self.map_:
90             if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
91                 self.map_[pos] = '#'
92                 continue
93             self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
94
95         player = add_thing('human')
96         self.player_id = player.id_
97         add_thing('monster')
98         add_thing('monster')
99         add_thing('item')
100         add_thing('item')
101         return 'success'
102
103
104
105 class Game:
106
107     def __init__(self, game_file_name):
108         self.io = GameIO(game_file_name, self)
109         self.map_type = MapHex
110         self.tasks = {'WAIT': Task_WAIT,
111                       'MOVE': Task_MOVE,
112                       'PICKUP': Task_PICKUP,
113                       'DROP': Task_DROP}
114         self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
115                          'GET_GAMESTATE': cmd_GET_GAMESTATE,
116                          'MAP': cmd_MAP,
117                          'THING_TYPE': cmd_THING_TYPE,
118                          'THING_POS': cmd_THING_POS,
119                          'TERRAIN_LINE': cmd_TERRAIN_LINE,
120                          'PLAYER_ID': cmd_PLAYER_ID,
121                          'TURN': cmd_TURN,
122                          'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
123                          'SAVE': cmd_SAVE}
124         self.world_type = World
125         self.world = self.world_type(self)
126         self.thing_type = Thing
127         self.thing_types = {'human': ThingHuman,
128                             'monster': ThingMonster,
129                             'item': ThingItem}
130
131     def get_string_options(self, string_option_type):
132         if string_option_type == 'direction':
133             return self.world.map_.get_directions()
134         elif string_option_type == 'thingtype':
135             return list(self.thing_types.keys())
136         return None
137
138     def send_gamestate(self, connection_id=None):
139         """Send out game state data relevant to clients."""
140
141         self.io.send('TURN ' + str(self.world.turn))
142         self.io.send('MAP ' + stringify_yx(self.world.map_.size))
143         visible_map = self.world.get_player().get_visible_map()
144         for y, line in visible_map.lines():
145             self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
146         visible_things = self.world.get_player().get_visible_things()
147         for thing in visible_things:
148             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
149             self.io.send('THING_POS %s %s' % (thing.id_,
150                                               stringify_yx(thing.position)))
151         player = self.world.get_player()
152         self.io.send('PLAYER_POS %s' % (stringify_yx(player.position)))
153         if len(player.inventory) > 0:
154             self.io.send('PLAYER_INVENTORY %s' % ','.join([str(i) for i in
155                                                            player.inventory]))
156         else:
157             self.io.send('PLAYER_INVENTORY ,')
158         for id_ in player.inventory:
159             thing = self.world.get_thing(id_)
160             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
161             self.io.send('THING_POS %s %s' % (thing.id_,
162                                               stringify_yx(thing.position)))
163         self.io.send('GAME_STATE_COMPLETE')
164
165     def proceed(self):
166         """Send turn finish signal, run game world, send new world data.
167
168         First sends 'TURN_FINISHED' message, then runs game world
169         until new player input is needed, then sends game state.
170         """
171         self.io.send('TURN_FINISHED ' + str(self.world.turn))
172         self.world.proceed_to_next_player_turn()
173         msg = str(self.world.get_player()._last_task_result)
174         self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
175         self.send_gamestate()
176
177     def get_command(self, command_name):
178
179         def partial_with_attrs(f, *args, **kwargs):
180             from functools import partial
181             p = partial(f, *args, **kwargs)
182             p.__dict__.update(f.__dict__)
183             return p
184
185         def cmd_TASK_colon(task_name, game, *args):
186             game.world.get_player().set_task(task_name, args)
187             game.proceed()
188
189         def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):
190             t = game.world.get_thing(thing_id, False)
191             if t is None:
192                 raise ArgError('No such Thing.')
193             task_class = game.tasks[task_name]
194             t.task = task_class(t, args)
195             t.task.todo = todo
196
197         def task_prefixed(command_name, task_prefix, task_command,
198                           argtypes_prefix=None):
199             if command_name[:len(task_prefix)] == task_prefix:
200                 task_name = command_name[len(task_prefix):]
201                 if task_name in self.tasks:
202                     f = partial_with_attrs(task_command, task_name, self)
203                     task = self.tasks[task_name]
204                     if argtypes_prefix:
205                         f.argtypes = argtypes_prefix + ' ' + task.argtypes
206                     else:
207                         f.argtypes = task.argtypes
208                     return f
209             return None
210
211         command = task_prefixed(command_name, 'TASK:', cmd_TASK_colon)
212         if command:
213             return command
214         command = task_prefixed(command_name, 'SET_TASK:', cmd_SET_TASK_colon,
215                                 'int:nonneg int:nonneg ')
216         if command:
217             return command
218         if command_name in self.commands:
219             f = partial_with_attrs(self.commands[command_name], self)
220             return f
221         return None