X-Git-Url: https://plomlompom.com/repos/feed.xml?a=blobdiff_plain;f=server_%2Fgame.py;h=c881f8e2ad98c2aa62b62cd742e5e45226aae18f;hb=52a7b4e9b1ef3e38701409d963f49033c23d4eaf;hp=f6a5e9e2437ccd92ffe15e131986da91f8c061d0;hpb=3576b6cfa39467478565b704de0160fc48c9a181;p=plomrogue2-experiments diff --git a/server_/game.py b/server_/game.py index f6a5e9e..c881f8e 100644 --- a/server_/game.py +++ b/server_/game.py @@ -1,7 +1,6 @@ import sys sys.path.append('../') import game_common -import parser class GameError(Exception): @@ -98,6 +97,7 @@ class Thing(game_common.Thing): super().__init__(*args, **kwargs) self.task = Task(self, 'wait') self.last_task_result = None + self._stencil = None def task_wait(self): return 'success' @@ -121,13 +121,16 @@ class Thing(game_common.Thing): 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). - Before doing anything, 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: @@ -144,9 +147,11 @@ class Thing(game_common.Thing): if is_AI and self.task is None: self.decide_task() - def get_visible_map(self): + def get_stencil(self): + if self._stencil is not None: + return self._stencil size = self.world.map_.size - m = Map(size, ' '*size[0]*size[1]) + 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]): @@ -154,15 +159,121 @@ class Thing(game_common.Thing): for x in range(m.size[1]): if x in (x_me - 1, x_me, x_me + 1): pos = y * size[1] + x - c = self.world.map_.terrain[pos] - m.terrain = m.terrain[:pos] + c + m.terrain[pos+1:] + 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: + 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 + + +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.Commander): + + 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_SIZE ' + stringify_yx(self.world.map_.size)) + visible_map = self.world.get_player().get_visible_map() + for y in range(self.world.map_.size[0]): + self.io.send('VISIBLE_MAP_LINE %5s %s' % + (y, self.io.quote(visible_map.get_line(y)))) + 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:]. -class Commander(): + 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 if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}: raise parser.ArgError('Move argument must be one of: ' 'UP, DOWN, RIGHT, LEFT') @@ -181,12 +292,12 @@ class Commander(): def cmd_ECHO(self, msg, connection_id): """Send msg to caller.""" - self.send(msg, connection_id) + self.io.send(msg, connection_id) cmd_ECHO.argtypes = 'string' def cmd_ALL(self, msg, connection_id): """Send msg to all clients.""" - self.send(msg) + self.io.send(msg) cmd_ALL.argtypes = 'string' def cmd_TERRAIN_LINE(self, y, terrain_line):