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Improve map handling between client and server, add map scrolling.
[plomrogue2-experiments] / server_ / game.py
index 4cd28fba99b2ba13426da0563482ca5d21723209..df6a9f24a9314c41ae32ec38292ab8ece824425a 100644 (file)
@@ -2,6 +2,7 @@ import sys
 sys.path.append('../')
 import game_common
 import server_.map_
+from parser import ArgError
 
 
 class GameError(Exception):
@@ -10,12 +11,12 @@ class GameError(Exception):
 
 class World(game_common.World):
 
-    def __init__(self):
+    def __init__(self, game):
         super().__init__()
+        self.game = game
         self.player_id = 0
         # use extended local classes
         self.Thing = Thing
-        self.get_map_class = server_.map_.get_map_class
 
     def proceed_to_next_player_turn(self):
         """Run game world turns until player can decide their next step.
@@ -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:
 
@@ -84,12 +105,12 @@ 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')
-        else:
-            self.set_task('wait')
+        #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')
 
     def set_task(self, task_name, *args, **kwargs):
         self.task = Task(self, task_name, args, kwargs)
@@ -127,11 +148,7 @@ 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):
@@ -163,7 +180,8 @@ class Game(game_common.CommonCommandsMixin):
 
     def __init__(self, game_file_name):
         import server_.io
-        self.world = World()
+        self.map_manager = server_.map_.map_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.
@@ -179,8 +197,8 @@ class Game(game_common.CommonCommandsMixin):
             return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
 
         self.io.send('NEW_TURN ' + str(self.world.turn))
-        grid = self.world.map_.__class__.__name__[3:]
-        self.io.send('MAP ' + grid +' ' + stringify_yx(self.world.map_.size))
+        self.io.send('MAP ' + self.world.map_.geometry +\
+                     ' ' + 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)))
@@ -189,6 +207,9 @@ 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.
@@ -254,7 +275,7 @@ 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):
@@ -270,3 +291,11 @@ 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'