sys.path.append('../')
import game_common
import server_.map_
+from parser import ArgError
class GameError(Exception):
class World(game_common.World):
- def __init__(self):
+ def __init__(self, game):
super().__init__()
+ self.game = game
self.player_id = 0
# use extended local classes
self.Thing = Thing
- self.get_map_class = server_.map_.get_map_class
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
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:
return 'success'
def decide_task(self):
- if self.position[1] > 1:
- self.set_task('move', 'LEFT')
- elif self.position[1] < 3:
- self.set_task('move', 'RIGHT')
+ visible_things = self.get_visible_things()
+ target = None
+ for t in visible_things:
+ if t.type_ == 'human':
+ target = t.position
+ break
+ if target is None:
+ self.set_task('wait')
+ return
+ 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)
else:
self.set_task('wait')
+
def set_task(self, task_name, *args, **kwargs):
self.task = Task(self, task_name, args, kwargs)
- self.task.check()
+ self.task.check() # will throw GameError if necessary
def proceed(self, is_AI=True):
"""Further the thing in its tasks.
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
+ self._stencil = self.world.map_.get_fov_map(self.position)
return self._stencil
def get_visible_map(self):
def __init__(self, game_file_name):
import server_.io
- self.world = World()
+ 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.
return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
self.io.send('NEW_TURN ' + str(self.world.turn))
- grid = self.world.map_.__class__.__name__[3:]
- self.io.send('MAP ' + grid +' ' + stringify_yx(self.world.map_.size))
+ 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)))
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.
self.proceed()
def cmd_GET_GAMESTATE(self, connection_id):
- """Send game state jto caller."""
+ """Send game state to caller."""
self.send_gamestate(connection_id)
def cmd_ECHO(self, msg, connection_id):
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'