+import sys
+sys.path.append('../')
+import game_common
+import server_.map_
+from parser import ArgError
+
+
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, game):
+ super().__init__()
+ self.game = game
+ self.player_id = 0
+ # use extended local classes
+ self.Thing = Thing
+
+ 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:
+ 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[:player_i]:
+ thing.proceed()
+ player.proceed(is_AI=False)
+ if player.task is None:
+ break
+
+ 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:
self.thing = thing
self.args = args
self.kwargs = kwargs
- self.todo = 1
+ self.todo = 3
def check(self):
if self.name == 'move':
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 != '.':
- raise GameError('would move into illegal terrain')
-
-
-class Thing:
-
- def __init__(self, world, type_, position):
- self.world = world
- self.type_ = type_
- self.position = position
+ test_pos = self.thing.world.map_.move(self.thing.position, direction)
+ if self.thing.world.map_[test_pos] != '.':
+ raise GameError(str(self.thing.id_) +
+ ' would move into illegal terrain')
+ for t in self.thing.world.things:
+ if t.position == test_pos:
+ raise GameError(str(self.thing.id_) +
+ ' 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)
+ self.position = self.world.map_.move(self.position, direction)
+ return 'success'
+
+ def move_towards_target(self, target):
+ dijkstra_map = type(self.world.map_)(self.world.map_.size)
+ n_max = 256
+ dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
+ dijkstra_map[target] = 0
+ shrunk = True
+ while shrunk:
+ shrunk = False
+ for pos in dijkstra_map:
+ if self.world.map_[pos] != '.':
+ continue
+ neighbors = dijkstra_map.get_neighbors(pos)
+ for yx in neighbors:
+ if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
+ dijkstra_map[pos] = dijkstra_map[yx] + 1
+ shrunk = True
+ #with open('log', 'a') as f:
+ # f.write('---------------------------------\n')
+ # for y, line in dijkstra_map.lines():
+ # for val in line:
+ # if val < 10:
+ # f.write(str(val))
+ # elif val == 256:
+ # f.write('x')
+ # else:
+ # f.write('~')
+ # f.write('\n')
+ neighbors = dijkstra_map.get_neighbors(self.position)
+ n = n_max
+ dirs = dijkstra_map.get_directions()
+ #print('DEBUG dirs', dirs)
+ #print('DEBUG neighbors', neighbors)
+ #debug_scores = []
+ #for pos in neighbors:
+ # if pos is None:
+ # debug_scores += [9000]
+ # else:
+ # debug_scores += [dijkstra_map[pos]]
+ #print('DEBUG debug_scores', debug_scores)
+ direction = None
+ for i_dir in range(len(neighbors)):
+ pos = neighbors[i_dir]
+ if pos is not None and dijkstra_map[pos] < n:
+ n = dijkstra_map[pos]
+ direction = dirs[i_dir]
+ #print('DEBUG result', direction)
+ if direction:
+ self.set_task('move', direction=direction)
+ #self.world.game.io.send('would move ' + direction)
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')
+ visible_things = self.get_visible_things()
+ target = None
+ for t in visible_things:
+ if t.type_ == 'human':
+ target = t.position
+ break
+ if target is not None:
+ try:
+ self.move_towards_target(target)
+ return
+ except GameError:
+ pass
+ self.set_task('wait')
+
- def set_task(self, task, *args, **kwargs):
- self.task = Task(self, task, args, kwargs)
- self.task.check()
+ def set_task(self, task_name, *args, **kwargs):
+ self.task = Task(self, task_name, args, kwargs)
+ self.task.check() # will throw GameError if necessary
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:
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('wait')
+ 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()
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('wait')
+ 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
-class World:
+ 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 __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]
+ 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'