import sys
sys.path.append('../')
import game_common
+import parser
class GameError(Exception):
pos_yx[1] -= 1
+class Map(game_common.Map):
+
+ def get_line(self, y):
+ width = self.size[1]
+ return self.terrain[y * width:(y + 1) * width]
+
+
class World(game_common.World):
def __init__(self):
super().__init__()
self.Thing = Thing # use local Thing class instead of game_common's
+ self.map_ = Map() # use extended child class
self.player_id = 0
def proceed_to_next_player_turn(self):
the player's task is finished, the loop breaks.
"""
while True:
- for thing in self.things[self.player_id+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_id]:
+ for thing in self.things[:player_i]:
thing.proceed()
- player = self.get_thing(self.player_id)
player.proceed(is_AI=False)
if player.task is None:
break
+ def get_player(self):
+ return self.get_thing(self.player_id)
+
class Task:
self.thing = thing
self.args = args
self.kwargs = kwargs
- self.todo = 1
+ self.todo = 3
def check(self):
if self.name == 'move':
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]:
+ 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]
+ pos_i = test_pos[0] * self.thing.world.map_.size[1] + test_pos[1]
+ map_tile = self.thing.world.map_.terrain[pos_i]
if map_tile != '.':
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._stencil = None
def task_wait(self):
- pass
+ return 'success'
def task_move(self, direction):
move_pos(direction, self.position)
+ return 'success'
def decide_task(self):
if self.position[1] > 1:
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
+ size = self.world.map_.size
+ m = Map(self.world.map_.size, '?'*size[0]*size[1])
+ y_me = self.position[0]
+ x_me = self.position[1]
+ for y in range(m.size[0]):
+ if y in (y_me - 1, y_me, y_me + 1):
+ for x in range(m.size[1]):
+ if x in (x_me - 1, x_me, x_me + 1):
+ pos = y * size[1] + x
+ m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:]
+ self._stencil = m
+ return self._stencil
+
+ def get_visible_map(self):
+ stencil = self.get_stencil()
+ size = self.world.map_.size
+ size_i = self.world.map_.size[0] * self.world.map_.size[1]
+ m = Map(size, ' '*size_i)
+ for i in range(size_i):
+ if stencil.terrain[i] == '.':
+ c = self.world.map_.terrain[i]
+ m.terrain = m.terrain[:i] + c + m.terrain[i+1:]
+ return m
+
+ def get_visible_things(self):
+ stencil = self.get_stencil()
+ visible_things = []
+ for thing in self.world.things:
+ print('DEBUG .....')
+ width = self.world.map_.size[1]
+ pos_i = thing.position[0] * width + thing.position[1]
+ if stencil.terrain[pos_i] == '.':
+ visible_things += [thing]
+ return visible_things
+
+
+class Commander():
+
+ def cmd_MOVE(self, direction):
+ """Set player task to 'move' with direction arg, finish player turn."""
+ if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
+ raise parser.ArgError('Move argument must be one of: '
+ 'UP, DOWN, RIGHT, LEFT')
+ 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.send(msg, connection_id)
+ cmd_ECHO.argtypes = 'string'
+
+ def cmd_ALL(self, msg, connection_id):
+ """Send msg to all clients."""
+ self.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'