7 class GameError(Exception):
11 def move_pos(direction, pos_yx):
14 elif direction == 'DOWN':
16 elif direction == 'RIGHT':
18 elif direction == 'LEFT':
22 class Map(game_common.Map):
24 def get_line(self, y):
26 return self.terrain[y * width:(y + 1) * width]
29 class World(game_common.World):
33 self.Thing = Thing # use local Thing class instead of game_common's
34 self.map_ = Map() # use extended child class
37 def proceed_to_next_player_turn(self):
38 """Run game world turns until player can decide their next step.
40 Iterates through all non-player things, on each step
41 furthering them in their tasks (and letting them decide new
42 ones if they finish). The iteration order is: first all things
43 that come after the player in the world things list, then
44 (after incrementing the world turn) all that come before the
45 player; then the player's .proceed() is run, and if it does
46 not finish his task, the loop starts at the beginning. Once
47 the player's task is finished, the loop breaks.
50 player = self.get_player()
51 player_i = self.things.index(player)
52 for thing in self.things[player_i+1:]:
55 for thing in self.things[:player_i]:
57 player.proceed(is_AI=False)
58 if player.task is None:
62 return self.get_thing(self.player_id)
67 def __init__(self, thing, name, args=(), kwargs={}):
75 if self.name == 'move':
76 if len(self.args) > 0:
77 direction = self.args[0]
79 direction = self.kwargs['direction']
80 test_pos = self.thing.position[:]
81 move_pos(direction, test_pos)
82 if test_pos[0] < 0 or test_pos[1] < 0 or \
83 test_pos[0] >= self.thing.world.map_.size[0] or \
84 test_pos[1] >= self.thing.world.map_.size[1]:
85 raise GameError('would move outside map bounds')
86 pos_i = test_pos[0] * self.thing.world.map_.size[1] + test_pos[1]
87 map_tile = self.thing.world.map_.terrain[pos_i]
89 raise GameError('would move into illegal terrain')
90 for t in self.thing.world.things:
91 if t.position == test_pos:
92 raise GameError('would move into other thing')
95 class Thing(game_common.Thing):
97 def __init__(self, *args, **kwargs):
98 super().__init__(*args, **kwargs)
99 self.task = Task(self, 'wait')
100 self.last_task_result = None
106 def task_move(self, direction):
107 move_pos(direction, self.position)
110 def decide_task(self):
111 if self.position[1] > 1:
112 self.set_task('move', 'LEFT')
113 elif self.position[1] < 3:
114 self.set_task('move', 'RIGHT')
116 self.set_task('wait')
118 def set_task(self, task_name, *args, **kwargs):
119 self.task = Task(self, task_name, args, kwargs)
122 def proceed(self, is_AI=True):
123 """Further the thing in its tasks.
125 Decrements .task.todo; if it thus falls to <= 0, enacts method
126 whose name is 'task_' + self.task.name and sets .task =
127 None. If is_AI, calls .decide_task to decide a self.task.
129 Before doing anything, ensures an empty map visibility stencil
130 and checks that task is still possible, and aborts it
131 otherwise (for AI things, decides a new task).
137 except GameError as e:
139 self.last_task_result = e
144 if self.task.todo <= 0:
145 task = getattr(self, 'task_' + self.task.name)
146 self.last_task_result = task(*self.task.args, **self.task.kwargs)
148 if is_AI and self.task is None:
151 def get_stencil(self):
152 if self._stencil is not None:
154 size = self.world.map_.size
155 m = Map(self.world.map_.size, '?'*size[0]*size[1])
156 y_me = self.position[0]
157 x_me = self.position[1]
158 for y in range(m.size[0]):
159 if y in (y_me - 1, y_me, y_me + 1):
160 for x in range(m.size[1]):
161 if x in (x_me - 1, x_me, x_me + 1):
162 pos = y * size[1] + x
163 m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:]
167 def get_visible_map(self):
168 stencil = self.get_stencil()
169 size = self.world.map_.size
170 size_i = self.world.map_.size[0] * self.world.map_.size[1]
171 m = Map(size, ' '*size_i)
172 for i in range(size_i):
173 if stencil.terrain[i] == '.':
174 c = self.world.map_.terrain[i]
175 m.terrain = m.terrain[:i] + c + m.terrain[i+1:]
178 def get_visible_things(self):
179 stencil = self.get_stencil()
181 for thing in self.world.things:
182 width = self.world.map_.size[1]
183 pos_i = thing.position[0] * width + thing.position[1]
184 if stencil.terrain[pos_i] == '.':
185 visible_things += [thing]
186 return visible_things
189 class Commander(game_common.Commander):
191 def cmd_MOVE(self, direction):
192 """Set player task to 'move' with direction arg, finish player turn."""
193 if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
194 raise parser.ArgError('Move argument must be one of: '
195 'UP, DOWN, RIGHT, LEFT')
196 self.world.get_player().set_task('move', direction=direction)
198 cmd_MOVE.argtypes = 'string'
201 """Set player task to 'wait', finish player turn."""
202 self.world.get_player().set_task('wait')
205 def cmd_GET_GAMESTATE(self, connection_id):
206 """Send game state jto caller."""
207 self.send_gamestate(connection_id)
209 def cmd_ECHO(self, msg, connection_id):
210 """Send msg to caller."""
211 self.send(msg, connection_id)
212 cmd_ECHO.argtypes = 'string'
214 def cmd_ALL(self, msg, connection_id):
215 """Send msg to all clients."""
217 cmd_ALL.argtypes = 'string'
219 def cmd_TERRAIN_LINE(self, y, terrain_line):
220 self.world.map_.set_line(y, terrain_line)
221 cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'