+
+ def get_stencil(self):
+ if self._stencil is not None:
+ return self._stencil
+ self._stencil = self.world.map_.get_fov_map(self.position)
+ 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.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.
+ 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 ' + 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)))
+ 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)))
+ 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.
+
+ 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 to 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'
+
+ 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'