X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=server_%2Fgame.py;h=bcf41b7ddeb10bd50f3283da04b76c898bb00c7a;hb=4fc1e457d1a4b4497334f3141a372d525d25bcfe;hp=e24b30aad2958df13fecebd9b10cce416289d686;hpb=523a3f079075159a16fa172ec99084c17e120044;p=plomrogue2-experiments diff --git a/server_/game.py b/server_/game.py index e24b30a..bcf41b7 100644 --- a/server_/game.py +++ b/server_/game.py @@ -1,34 +1,119 @@ +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 Map(game_common.Map): + + def __getitem__(self, yx): + return self.terrain[self.get_position_index(yx)] + + def __setitem__(self, yx, c): + pos_i = self.get_position_index(yx) + self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:] + + def __iter__(self): + """Iterate over YX position coordinates.""" + for y in range(self.size[0]): + for x in range(self.size[1]): + yield [y, x] + + def lines(self): + width = self.size[1] + for y in range(self.size[0]): + yield (y, self.terrain[y * width:(y + 1) * width]) + + # The following is used nowhere, so not implemented. + #def items(self): + # for y in range(self.size[0]): + # for x in range(self.size[1]): + # yield ([y, x], self.terrain[self.get_position_index([y, x])]) + + @property + def size_i(self): + return self.size[0] * self.size[1] + + def get_directions(self): + directions = [] + for name in dir(self): + if name[:5] == 'move_': + directions += [name[5:]] + return directions + + def new_from_shape(self, init_char): + return Map(self.size, init_char*self.size_i) + + #def are_neighbors(self, pos_1, pos_2): + # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1) + + def are_neighbors(self, pos_1, pos_2): + if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1: + return True + elif abs(pos_1[0] - pos_2[0]) == 1: + if pos_1[0] % 2 == 0: + if pos_2[1] in (pos_1[1], pos_1[1] - 1): + return True + elif pos_2[1] in (pos_1[1], pos_1[1] + 1): + return True + return False + + def move(self, start_pos, direction): + mover = getattr(self, 'move_' + direction) + new_pos = mover(start_pos) + if new_pos[0] < 0 or new_pos[1] < 0 or \ + new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]: + raise GameError('would move outside map bounds') + return new_pos + + def move_LEFT(self, start_pos): + return [start_pos[0], start_pos[1] - 1] + + def move_RIGHT(self, start_pos): + return [start_pos[0], start_pos[1] + 1] + #def move_UP(self, start_pos): + # return [start_pos[0] - 1, start_pos[1]] -class World: + #def move_DOWN(self, start_pos): + # return [start_pos[0] + 1, start_pos[1]] + + def move_UPLEFT(self, start_pos): + if start_pos[0] % 2 == 0: + return [start_pos[0] - 1, start_pos[1] - 1] + else: + return [start_pos[0] - 1, start_pos[1]] + + def move_UPRIGHT(self, start_pos): + if start_pos[0] % 2 == 0: + return [start_pos[0] - 1, start_pos[1]] + else: + return [start_pos[0] - 1, start_pos[1] + 1] + + def move_DOWNLEFT(self, start_pos): + if start_pos[0] % 2 == 0: + return [start_pos[0] + 1, start_pos[1] - 1] + else: + return [start_pos[0] + 1, start_pos[1]] + + def move_DOWNRIGHT(self, start_pos): + if start_pos[0] % 2 == 0: + return [start_pos[0] + 1, start_pos[1]] + else: + return [start_pos[0] + 1, start_pos[1] + 1] + + +class World(game_common.World): def __init__(self): - self.turn = 0 - self.map_size = (5, 5) - self.map_ = 'xxxxx' +\ - 'x...x' +\ - 'x.X.x' +\ - 'x...x' +\ - 'xxxxx' - self.things = [ - Thing(self, 'human', [3, 3]), - Thing(self, 'monster', [1, 1]) - ] - self.player_i = 0 - self.player = self.things[self.player_i] + super().__init__() + self.Thing = Thing # use local Thing class instead of game_common's + self.Map = Map # use local Map class instead of game_common's + self.map_ = Map() # use extended child class + self.player_id = 0 def proceed_to_next_player_turn(self): """Run game world turns until player can decide their next step. @@ -43,15 +128,21 @@ class World: the player's task is finished, the loop breaks. """ while True: - for thing in self.things[self.player_i+1:]: + player = self.get_player() + player_i = self.things.index(player) + for thing in self.things[player_i+1:]: thing.proceed() self.turn += 1 - for thing in self.things[:self.player_i]: + for thing in self.things[:player_i]: thing.proceed() - self.player.proceed(is_AI=False) - if self.player.task is None: + player.proceed(is_AI=False) + if player.task is None: break + def get_player(self): + return self.get_thing(self.player_id) + + class Task: def __init__(self, thing, name, args=(), kwargs={}): @@ -59,7 +150,7 @@ class Task: self.thing = thing self.args = args self.kwargs = kwargs - self.todo = 1 + self.todo = 3 def check(self): if self.name == 'move': @@ -67,31 +158,28 @@ class Task: 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_[pos_i] - if map_tile != '.': + 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: +class Thing(game_common.Thing): - def __init__(self, world, type_, position): - self.world = world - self.type_ = type_ - self.position = position + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) self.task = Task(self, 'wait') + self.last_task_result = None + self._stencil = None def task_wait(self): - pass + return 'success' def task_move(self, direction): - move_pos(direction, self.position) + self.position = self.world.map_.move(self.position, direction) + return 'success' def decide_task(self): if self.position[1] > 1: @@ -101,21 +189,181 @@ class Thing: else: self.set_task('wait') - def set_task(self, task, *args, **kwargs): - self.task = Task(self, task, args, kwargs) + 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. + 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. + + Before doing anything, ensures an empty map visibility stencil + and checks that task is still possible, and aborts it + otherwise (for AI things, decides a new task). + """ + self._stencil = None + try: + self.task.check() + except GameError as e: + self.task = None + self.last_task_result = e + if is_AI: + self.decide_task() + return self.task.todo -= 1 if self.task.todo <= 0: task = getattr(self, 'task_' + self.task.name) - task(*self.task.args, **self.task.kwargs) + self.last_task_result = task(*self.task.args, **self.task.kwargs) self.task = None if is_AI and self.task is None: self.decide_task() + + 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 + return self._stencil + + def get_visible_map(self): + stencil = self.get_stencil() + 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: + if stencil[thing.position] == '.': + visible_things += [thing] + return visible_things + + +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): + import server_.io + self.world = World() + 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.""" + + 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('MAP ' + 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))) + 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))) + + 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 ' + self.io.quote(msg)) + self.send_gamestate() + + def cmd_FIB(self, numbers, connection_id): + """Reply with n-th Fibonacci numbers, n taken from tokens[1:]. + + 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 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. + + 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: + 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_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') + self.proceed() + + def cmd_GET_GAMESTATE(self, connection_id): + """Send game state jto caller.""" + self.send_gamestate(connection_id) + + def cmd_ECHO(self, msg, connection_id): + """Send msg to caller.""" + self.io.send(msg, connection_id) + cmd_ECHO.argtypes = 'string' + + def cmd_ALL(self, msg, connection_id): + """Send msg to all clients.""" + 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'