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Refactor.
[plomrogue2-experiments] / server_ / game.py
index df6a9f24a9314c41ae32ec38292ab8ece824425a..554bce6fb13f462e1e25878bbea0efaf4a02b66c 100644 (file)
@@ -2,13 +2,12 @@ import sys
 sys.path.append('../')
 import game_common
 import server_.map_
+import server_.io
+import server_.tasks
+from server_.game_error import GameError
 from parser import ArgError
 
 
-class GameError(Exception):
-    pass
-
-
 class World(game_common.World):
 
     def __init__(self, game):
@@ -66,55 +65,93 @@ class World(game_common.World):
         self.things = [player, npc]
 
 
-class Task:
-
-    def __init__(self, thing, name, args=(), kwargs={}):
-        self.name = name
-        self.thing = thing
-        self.args = args
-        self.kwargs = kwargs
-        self.todo = 3
+        return 'success'
 
-    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.world.map_.move(self.thing.position, direction)
-            if self.thing.world.map_[test_pos] != '.':
-                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):
-        self.position = self.world.map_.move(self.position, direction)
-        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.
@@ -133,17 +170,22 @@ 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:
@@ -179,8 +221,8 @@ def fib(n):
 class Game(game_common.CommonCommandsMixin):
 
     def __init__(self, game_file_name):
-        import server_.io
         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
@@ -192,23 +234,19 @@ class Game(game_common.CommonCommandsMixin):
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
-        def stringify_yx(tuple_):
-            """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
-            return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
-
-        self.io.send('NEW_TURN ' + str(self.world.turn))
+        self.io.send('TURN ' + str(self.world.turn))
         self.io.send('MAP ' + self.world.map_.geometry +\
-                     ' ' + stringify_yx(self.world.map_.size))
+                     ' ' + 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, self.io.quote(line)))
+            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_,
-                                              stringify_yx(thing.position)))
+                                              server_.io.stringify_yx(thing.position)))
         player = self.world.get_player()
-        self.io.send('PLAYER_POS %s' % (stringify_yx(player.position)))
+        self.io.send('PLAYER_POS %s' % (server_.io.stringify_yx(player.position)))
         self.io.send('GAME_STATE_COMPLETE')
 
     def proceed(self):
@@ -219,8 +257,8 @@ class Game(game_common.CommonCommandsMixin):
         """
         self.io.send('TURN_FINISHED ' + str(self.world.turn))
         self.world.proceed_to_next_player_turn()
-        msg = str(self.world.get_player().last_task_result)
-        self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
+        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):
@@ -238,16 +276,18 @@ class Game(game_common.CommonCommandsMixin):
     def cmd_INC_P(self, connection_id):
         """Increment world.turn, send game turn data to everyone.
 
-        To simulate game processing waiting times, a one second delay between
-        TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive
-        calculations are started as pool processes that need to be finished
-        until a further INC finishes the turn.
+        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).
 
-        This is just a demo structure for how the game loop could work when
-        parallelized. One might imagine a two-step game turn, with a non-action
-        step determining actor tasks (the AI determinations would take the
-        place of the fib calculations here), and an action step wherein these
-        tasks are performed (where now sleep(1) is).
         """
         from time import sleep
         if self.pool_result is not None:
@@ -258,20 +298,15 @@ class Game(game_common.CommonCommandsMixin):
         self.send_gamestate()
         self.pool_result = self.pool.map_async(fib, (35, 35))
 
-    def cmd_MOVE(self, direction):
-        """Set player task to 'move' with direction arg, finish player turn."""
-        import parser
-        legal_directions = self.world.map_.get_directions()
-        if direction not in legal_directions:
-            raise parser.ArgError('Move argument must be one of: ' +
-                                  ', '.join(legal_directions))
-        self.world.get_player().set_task('move', direction=direction)
-        self.proceed()
-    cmd_MOVE.argtypes = 'string'
-
-    def cmd_WAIT(self):
-        """Set player task to 'wait', finish player turn."""
-        self.world.get_player().set_task('wait')
+    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):
@@ -293,9 +328,89 @@ class Game(game_common.CommonCommandsMixin):
     cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
 
     def cmd_GEN_WORLD(self, geometry, yx, seed):
-        legal_grids = self.map_manager.get_map_geometries()
-        if geometry not in legal_grids:
-            raise ArgError('First map argument must be one of: ' +
-                           ', '.join(legal_grids))
         self.world.make_new(geometry, yx, seed)
-    cmd_GEN_WORLD.argtypes = 'string yx_tuple:pos string'
+    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