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Refactor.
[plomrogue2-experiments] / server_ / game.py
index 59df5ae45c0b8939523c4dc3646b40a3d9986548..554bce6fb13f462e1e25878bbea0efaf4a02b66c 100644 (file)
@@ -1,38 +1,21 @@
 import sys
 sys.path.append('../')
 import game_common
-import parser
-
-
-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 Map(game_common.Map):
-
-    def get_line(self, y):
-        width = self.size[1]
-        return self.terrain[y * width:(y + 1) * width]
+import server_.map_
+import server_.io
+import server_.tasks
+from server_.game_error import GameError
+from parser import ArgError
 
 
 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.map_ = Map()  # use extended child class
+        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.
@@ -61,63 +44,114 @@ 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]
+
+
+        return 'success'
 
-class Task:
-
-    def __init__(self, thing, name, args=(), kwargs={}):
-        self.name = name
-        self.thing = thing
-        self.args = args
-        self.kwargs = kwargs
-        self.todo = 3
-
-    def check(self):
-        if self.name == 'move':
-            if len(self.args) > 0:
-                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.map_.terrain[pos_i]
-            if map_tile != '.':
-                raise GameError('would move into illegal terrain')
-            for t in self.thing.world.things:
-                if t.position == test_pos:
-                    raise GameError('would move into other thing')
 
 
 class Thing(game_common.Thing):
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
-        self.task = Task(self, 'wait')
-        self.last_task_result = None
+        self.task = self.world.game.task_manager.get_task_class('WAIT')(self)
+        self._last_task_result = None
         self._stencil = None
 
-    def task_wait(self):
-        return 'success'
-
-    def task_move(self, direction):
-        move_pos(direction, self.position)
-        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
+        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):
-        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')
+        # 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, **kwargs):
-        self.task = Task(self, task_name, args, kwargs)
-        self.task.check()
+    def set_task(self, task_name, args=()):
+        task_class = self.world.game.task_manager.get_task_class(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.
@@ -136,86 +170,247 @@ class Thing(game_common.Thing):
             self.task.check()
         except GameError as e:
             self.task = None
-            self.last_task_result = e
+            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:
-            task = getattr(self, 'task_' + self.task.name)
-            self.last_task_result = task(*self.task.args, **self.task.kwargs)
+            self._last_task_result = self.task.do()
             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
-        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
+        self._stencil = self.world.map_.get_fov_map(self.position)
         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:]
+        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:
-            width = self.world.map_.size[1]
-            pos_i = thing.position[0] * width + thing.position[1]
-            if stencil.terrain[pos_i] == '.':
+            if stencil[thing.position] == '.':
                 visible_things += [thing]
         return visible_things
 
 
-class Commander():
+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):
+        self.map_manager = server_.map_.map_manager
+        self.task_manager = server_.tasks.task_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
+
+    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 ' + self.world.map_.geometry +\
+                     ' ' + server_.io.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, server_.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_,
+                                              server_.io.stringify_yx(thing.position)))
+        player = self.world.get_player()
+        self.io.send('PLAYER_POS %s' % (server_.io.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 ' + server_.io.quote(msg))
+        self.send_gamestate()
+
+    def cmd_FIB(self, numbers, connection_id):
+        """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
 
-    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')
-        self.world.get_player().set_task('move', direction=direction)
-        self.proceed()
-    cmd_MOVE.argtypes = 'string'
+        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 TURN occurs; after 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).
 
-    def cmd_WAIT(self):
-        """Set player task to 'wait', finish player turn."""
-        self.world.get_player().set_task('wait')
+        """
+        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_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_GET_GAMESTATE(self, connection_id):
-        """Send game state jto caller."""
+        """Send game state to caller."""
         self.send_gamestate(connection_id)
 
     def cmd_ECHO(self, msg, connection_id):
         """Send msg to caller."""
-        self.send(msg, connection_id)
+        self.io.send(msg, connection_id)
     cmd_ECHO.argtypes = 'string'
 
     def cmd_ALL(self, msg, connection_id):
         """Send msg to all clients."""
-        self.send(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):
+        self.world.make_new(geometry, yx, seed)
+    cmd_GEN_WORLD.argtypes = 'string:geometry yx_tuple:pos string'
+
+    def get_command_signature(self, command_name):
+        from functools import partial
+
+        def cmd_TASK_colon(task_name, *args):
+            self.world.get_player().set_task(task_name, args)
+            self.proceed()
+
+        def cmd_SET_TASK_colon(task_name, thing_id, todo, *args):
+            t = self.world.get_thing(thing_id, False)
+            if t is None:
+                raiseArgError('No such Thing.')
+            task_class = self.task_manager.get_task_class(task_name)
+            t.task = task_class(t, args)
+            t.task.todo = todo
+
+        def task_prefixed(command_name, task_prefix, task_command,
+                          argtypes_prefix=''):
+            func = None
+            argtypes = ''
+            if command_name[:len(task_prefix)] == task_prefix:
+                task_name = command_name[len(task_prefix):]
+                task_manager_reply = self.task_manager.get_task_class(task_name)
+                if task_manager_reply is not None:
+                    func = partial(task_command, task_name)
+                    task_class = task_manager_reply
+                    argtypes = task_class.argtypes
+            if func is not None:
+                return func, argtypes_prefix + argtypes
+            return None, argtypes
+
+        func, argtypes = task_prefixed(command_name, 'TASK:', cmd_TASK_colon)
+        if func:
+            return func, argtypes
+        func, argtypes = task_prefixed(command_name, 'SET_TASK:',
+                                         cmd_SET_TASK_colon,
+                                         'int:nonneg int:nonneg ')
+        if func:
+            return func, argtypes
+        func_candidate = 'cmd_' + command_name
+        if hasattr(self, func_candidate):
+            func = getattr(self, func_candidate)
+            if hasattr(func, 'argtypes'):
+                argtypes = func.argtypes
+        return func, argtypes
+
+    def get_string_options(self, string_option_type):
+        if string_option_type == 'geometry':
+            return self.map_manager.get_map_geometries()
+        elif string_option_type == 'direction':
+            return self.world.map_.get_directions()
+        return None
+
+    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_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 ' + self.world.map_.geometry + ' ' + server_.io.stringify_yx(self.world.map_.size))
+            for y, line in self.world.map_.lines():
+                write(f, 'TERRAIN_LINE %5s %s' % (y, server_.io.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_,
+                                              server_.io.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