From: Christian Heller Date: Wed, 12 Dec 2018 00:30:58 +0000 (+0100) Subject: Refactor. X-Git-Url: https://plomlompom.com/repos/?p=plomrogue2-experiments;a=commitdiff_plain;h=17984bc886e3a233b828a53354467bbda2c43692 Refactor. --- diff --git a/client.py b/client.py index b10ba90..fb88c7e 100755 --- a/client.py +++ b/client.py @@ -4,7 +4,7 @@ import plom_socket_io import socket import threading from parser import ArgError, Parser -from game import World +from game_common import World class Thing: diff --git a/game.py b/game.py deleted file mode 100644 index 83f3643..0000000 --- a/game.py +++ /dev/null @@ -1,141 +0,0 @@ -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 World: - - def __init__(self): - self.turn = 0 - self.map_size = (0, 0) - self.terrain_map = '' - self.things = [] - self.player_id = 0 - - def proceed_to_next_player_turn(self): - """Run game world turns until player can decide their next step. - - Iterates through all non-player things, on each step - furthering them in their tasks (and letting them decide new - ones if they finish). The iteration order is: first all things - that come after the player in the world things list, then - (after incrementing the world turn) all that come before the - player; then the player's .proceed() is run, and if it does - not finish his task, the loop starts at the beginning. Once - the player's task is finished, the loop breaks. - """ - while True: - for thing in self.things[self.player_id+1:]: - thing.proceed() - self.turn += 1 - for thing in self.things[:self.player_id]: - thing.proceed() - player = self.get_thing(self.player_id) - player.proceed(is_AI=False) - if player.task is None: - break - - def set_map_size(self, yx): - y, x = yx - self.map_size = (y, x) - self.terrain_map = '' - for y in range(self.map_size[0]): - self.terrain_map += '?' * self.map_size[1] - - def set_map_line(self, y, line): - width_map = self.map_size[1] - if y >= self.map_size[0]: - raise ArgError('too large row number %s' % y) - width_line = len(line) - if width_line > width_map: - raise ArgError('too large map line width %s' % width_line) - self.terrain_map = self.terrain_map[:y * width_map] + line + \ - self.terrain_map[(y + 1) * width_map:] - - def get_thing(self, i): - for thing in self.things: - if i == thing.id_: - return thing - t = Thing(self, i, '?', [0,0]) - self.things += [t] - return t - - -class Task: - - def __init__(self, thing, name, args=(), kwargs={}): - self.name = name - self.thing = thing - self.args = args - self.kwargs = kwargs - self.todo = 1 - - 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.terrain_map[pos_i] - if map_tile != '.': - raise GameError('would move into illegal terrain') - - -class Thing: - - def __init__(self, world, id_, type_, position): - self.world = world - self.id_ = id_ - self.type_ = type_ - self.position = position - self.task = Task(self, 'wait') - - def task_wait(self): - pass - - def task_move(self, direction): - move_pos(direction, self.position) - - 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') - - def set_task(self, task_name, *args, **kwargs): - self.task = Task(self, task_name, args, kwargs) - self.task.check() - - def proceed(self, is_AI=True): - """Further the thing in its tasks. - - Decrements .task.todo; if it thus falls to <= 0, enacts method whose - name is 'task_' + self.task.name and sets .task = None. If is_AI, calls - .decide_task to decide a self.task. - """ - self.task.todo -= 1 - if self.task.todo <= 0: - task = getattr(self, 'task_' + self.task.name) - task(*self.task.args, **self.task.kwargs) - self.task = None - if is_AI and self.task is None: - self.decide_task() diff --git a/game_common.py b/game_common.py new file mode 100644 index 0000000..6a77d9c --- /dev/null +++ b/game_common.py @@ -0,0 +1,45 @@ +from parser import ArgError + + +class World: + + def __init__(self): + self.turn = 0 + self.map_size = (0, 0) + self.terrain_map = '' + self.things = [] + self.Thing = Thing # child classes may use an extended Thing class here + + def set_map_size(self, yx): + y, x = yx + self.map_size = (y, x) + self.terrain_map = '' + for y in range(self.map_size[0]): + self.terrain_map += '?' * self.map_size[1] + + def set_map_line(self, y, line): + width_map = self.map_size[1] + if y >= self.map_size[0]: + raise ArgError('too large row number %s' % y) + width_line = len(line) + if width_line > width_map: + raise ArgError('too large map line width %s' % width_line) + self.terrain_map = self.terrain_map[:y * width_map] + line + \ + self.terrain_map[(y + 1) * width_map:] + + def get_thing(self, i): + for thing in self.things: + if i == thing.id_: + return thing + t = self.Thing(self, i) + self.things += [t] + return t + + +class Thing: + + def __init__(self, world, id_): + self.world = world + self.id_ = id_ + self.type_ = '?' + self.position = [0,0] diff --git a/server.py b/server.py index 63188f3..3e1ae6f 100755 --- a/server.py +++ b/server.py @@ -6,7 +6,7 @@ import queue import sys import os from parser import ArgError, Parser -from game import World, GameError +from server_.game import World, GameError # Avoid "Address already in use" errors. diff --git a/server_/game.py b/server_/game.py new file mode 100644 index 0000000..da2f611 --- /dev/null +++ b/server_/game.py @@ -0,0 +1,116 @@ +import sys +sys.path.append('../') +import game_common + + +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 World(game_common.World): + + def __init__(self): + super().__init__() + self.Thing = Thing # use local Thing class instead of game_common's + self.player_id = 0 + + def proceed_to_next_player_turn(self): + """Run game world turns until player can decide their next step. + + Iterates through all non-player things, on each step + furthering them in their tasks (and letting them decide new + ones if they finish). The iteration order is: first all things + that come after the player in the world things list, then + (after incrementing the world turn) all that come before the + player; then the player's .proceed() is run, and if it does + not finish his task, the loop starts at the beginning. Once + the player's task is finished, the loop breaks. + """ + while True: + for thing in self.things[self.player_id+1:]: + thing.proceed() + self.turn += 1 + for thing in self.things[:self.player_id]: + thing.proceed() + player = self.get_thing(self.player_id) + player.proceed(is_AI=False) + if player.task is None: + break + + +class Task: + + def __init__(self, thing, name, args=(), kwargs={}): + self.name = name + self.thing = thing + self.args = args + self.kwargs = kwargs + self.todo = 1 + + 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.terrain_map[pos_i] + if map_tile != '.': + raise GameError('would move into illegal terrain') + + +class Thing(game_common.Thing): + + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.task = Task(self, 'wait') + + def task_wait(self): + pass + + def task_move(self, direction): + move_pos(direction, self.position) + + 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') + + def set_task(self, task_name, *args, **kwargs): + self.task = Task(self, task_name, args, kwargs) + self.task.check() + + def proceed(self, is_AI=True): + """Further the thing in its tasks. + + Decrements .task.todo; if it thus falls to <= 0, enacts method whose + name is 'task_' + self.task.name and sets .task = None. If is_AI, calls + .decide_task to decide a self.task. + """ + self.task.todo -= 1 + if self.task.todo <= 0: + task = getattr(self, 'task_' + self.task.name) + task(*self.task.args, **self.task.kwargs) + self.task = None + if is_AI and self.task is None: + self.decide_task()