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Refactor server code; remove now unused PLAYER_POS message.
[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     @property
41     def player(self):
42         return self.get_thing(self.player_id)
43
44     def new_thing_id(self):
45         if len(self.things) == 0:
46             return 0
47         return self.things[-1].id_ + 1
48
49     def new_map(self, yx):
50         self.map_ = self.game.map_type(yx)
51
52     def proceed_to_next_player_turn(self):
53         """Run game world turns until player can decide their next step.
54
55         Iterates through all non-player things, on each step
56         furthering them in their tasks (and letting them decide new
57         ones if they finish). The iteration order is: first all things
58         that come after the player in the world things list, then
59         (after incrementing the world turn) all that come before the
60         player; then the player's .proceed() is run, and if it does
61         not finish his task, the loop starts at the beginning. Once
62         the player's task is finished, the loop breaks.
63         """
64         while True:
65             player_i = self.things.index(self.player)
66             for thing in self.things[player_i+1:]:
67                 thing.proceed()
68             self.turn += 1
69             for thing in self.things[:player_i]:
70                 thing.proceed()
71             self.player.proceed(is_AI=False)
72             if self.player.task is None:
73                 break
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.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.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         if len(self.world.player.inventory) > 0:
152             self.io.send('PLAYER_INVENTORY %s' %
153                          ','.join([str(i) for i in self.world.player.inventory]))
154         else:
155             self.io.send('PLAYER_INVENTORY ,')
156         for id_ in self.world.player.inventory:
157             thing = self.world.get_thing(id_)
158             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
159             self.io.send('THING_POS %s %s' % (thing.id_,
160                                               stringify_yx(thing.position)))
161         self.io.send('GAME_STATE_COMPLETE')
162
163     def proceed(self):
164         """Send turn finish signal, run game world, send new world data.
165
166         First sends 'TURN_FINISHED' message, then runs game world
167         until new player input is needed, then sends game state.
168         """
169         self.io.send('TURN_FINISHED ' + str(self.world.turn))
170         self.world.proceed_to_next_player_turn()
171         msg = str(self.world.player._last_task_result)
172         self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
173         self.send_gamestate()
174
175     def get_command(self, command_name):
176
177         def partial_with_attrs(f, *args, **kwargs):
178             from functools import partial
179             p = partial(f, *args, **kwargs)
180             p.__dict__.update(f.__dict__)
181             return p
182
183         def cmd_TASK_colon(task_name, game, *args):
184             game.world.player.set_task(task_name, args)
185             game.proceed()
186
187         def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):
188             t = game.world.get_thing(thing_id, False)
189             if t is None:
190                 raise ArgError('No such Thing.')
191             task_class = game.tasks[task_name]
192             t.task = task_class(t, args)
193             t.task.todo = todo
194
195         def task_prefixed(command_name, task_prefix, task_command,
196                           argtypes_prefix=None):
197             if command_name[:len(task_prefix)] == task_prefix:
198                 task_name = command_name[len(task_prefix):]
199                 if task_name in self.tasks:
200                     f = partial_with_attrs(task_command, task_name, self)
201                     task = self.tasks[task_name]
202                     if argtypes_prefix:
203                         f.argtypes = argtypes_prefix + ' ' + task.argtypes
204                     else:
205                         f.argtypes = task.argtypes
206                     return f
207             return None
208
209         command = task_prefixed(command_name, 'TASK:', cmd_TASK_colon)
210         if command:
211             return command
212         command = task_prefixed(command_name, 'SET_TASK:', cmd_SET_TASK_colon,
213                                 'int:nonneg int:nonneg ')
214         if command:
215             return command
216         if command_name in self.commands:
217             f = partial_with_attrs(self.commands[command_name], self)
218             return f
219         return None