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Add very basic pathfinding AI.
[plomrogue2-experiments] / server_ / game.py
index 07dde9d5011144f155758a0304479b1c046a94df..968d30146a6b516fa4331631ccd1de9b0317b3fc 100644 (file)
@@ -2,6 +2,7 @@ import sys
 sys.path.append('../')
 import game_common
 import server_.map_
+from parser import ArgError
 
 
 class GameError(Exception):
@@ -44,6 +45,26 @@ 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]
+
 
 class Task:
 
@@ -84,16 +105,70 @@ class Thing(game_common.Thing):
         return 'success'
 
     def decide_task(self):
-        if self.position[1] > 1:
-            self.set_task('move', 'LEFT')
-        elif self.position[1] < 3:
-            self.set_task('move', 'RIGHT')
+        visible_things = self.get_visible_things()
+        target = None
+        for t in visible_things:
+            if t.type_ == 'human':
+                target = t.position
+                break
+        if target is None:
+            self.set_task('wait')
+            return
+        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
+        while shrunk:
+            shrunk = False
+            for pos in dijkstra_map:
+                if self.world.map_[pos] != '.':
+                    continue
+                neighbors = dijkstra_map.get_neighbors(pos)
+                for yx in neighbors:
+                    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(self.position)
+        n = n_max
+        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)
+        direction = None
+        for i_dir in range(len(neighbors)):
+            pos = neighbors[i_dir]
+            if pos is not None and dijkstra_map[pos] < n:
+                n = dijkstra_map[pos]
+                direction = dirs[i_dir]
+        #print('DEBUG result', direction)
+        if direction:
+            self.set_task('move', direction=direction)
+            #self.world.game.io.send('would move ' + direction)
         else:
             self.set_task('wait')
 
+
     def set_task(self, task_name, *args, **kwargs):
         self.task = Task(self, task_name, args, kwargs)
-        self.task.check()
+        self.task.check()  # will throw GameError if necessary
 
     def proceed(self, is_AI=True):
         """Further the thing in its tasks.
@@ -127,11 +202,7 @@ class Thing(game_common.Thing):
     def get_stencil(self):
         if self._stencil is not None:
             return self._stencil
-        m = self.world.map_.new_from_shape('?')
-        for pos in m:
-            if pos == self.position or m.are_neighbors(pos, self.position):
-                m[pos] = '.'
-        self._stencil = m
+        self._stencil = self.world.map_.get_fov_map(self.position)
         return self._stencil
 
     def get_visible_map(self):
@@ -190,6 +261,9 @@ class Game(game_common.CommonCommandsMixin):
             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.
@@ -255,7 +329,7 @@ class Game(game_common.CommonCommandsMixin):
         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):
@@ -271,3 +345,11 @@ class Game(game_common.CommonCommandsMixin):
     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):
+        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'