+ 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
+
+ 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):
+ self.map_manager = server_.map_.map_manager
+ self.task_manager = server_.tasks.task_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."""
+
+ self.io.send('TURN ' + str(self.world.turn))
+ self.io.send('MAP ' + self.world.map_.geometry +\
+ ' ' + server_.io.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, server_.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_,
+ server_.io.stringify_yx(thing.position)))
+ player = self.world.get_player()
+ self.io.send('PLAYER_POS %s' % (server_.io.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 ' + server_.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 TURN occurs; after 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_SWITCH_PLAYER(self):
+ player = self.world.get_player()
+ player.set_task('WAIT')
+ thing_ids = [t.id_ for t in self.world.things]
+ player_index = thing_ids.index(player.id_)
+ if player_index == len(thing_ids) - 1:
+ self.world.player_id = thing_ids[0]
+ else:
+ self.world.player_id = thing_ids[player_index + 1]
+ 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):
+ self.world.make_new(geometry, yx, seed)
+ cmd_GEN_WORLD.argtypes = 'string:geometry yx_tuple:pos string'
+
+ def get_command_signature(self, command_name):
+ from functools import partial
+
+ def cmd_TASK_colon(task_name, *args):
+ self.world.get_player().set_task(task_name, args)
+ self.proceed()
+
+ def cmd_SET_TASK_colon(task_name, thing_id, todo, *args):
+ t = self.world.get_thing(thing_id, False)
+ if t is None:
+ raiseArgError('No such Thing.')
+ task_class = self.task_manager.get_task_class(task_name)
+ t.task = task_class(t, args)
+ t.task.todo = todo
+
+ def task_prefixed(command_name, task_prefix, task_command,
+ argtypes_prefix=''):
+ func = None
+ argtypes = ''
+ if command_name[:len(task_prefix)] == task_prefix:
+ task_name = command_name[len(task_prefix):]
+ task_manager_reply = self.task_manager.get_task_class(task_name)
+ if task_manager_reply is not None:
+ func = partial(task_command, task_name)
+ task_class = task_manager_reply
+ argtypes = task_class.argtypes
+ if func is not None:
+ return func, argtypes_prefix + argtypes
+ return None, argtypes
+
+ func, argtypes = task_prefixed(command_name, 'TASK:', cmd_TASK_colon)
+ if func:
+ return func, argtypes
+ func, argtypes = task_prefixed(command_name, 'SET_TASK:',
+ cmd_SET_TASK_colon,
+ 'int:nonneg int:nonneg ')
+ if func:
+ return func, argtypes
+ func_candidate = 'cmd_' + command_name
+ if hasattr(self, func_candidate):
+ func = getattr(self, func_candidate)
+ if hasattr(func, 'argtypes'):
+ argtypes = func.argtypes
+ return func, argtypes
+
+ def get_string_options(self, string_option_type):
+ if string_option_type == 'geometry':
+ return self.map_manager.get_map_geometries()
+ elif string_option_type == 'direction':
+ return self.world.map_.get_directions()
+ return None
+
+ def cmd_PLAYER_ID(self, id_):
+ # TODO: test whether valid thing ID
+ self.world.player_id = id_
+ cmd_PLAYER_ID.argtypes = 'int:nonneg'
+
+ def cmd_TURN(self, n):
+ self.world.turn = n
+ cmd_TURN.argtypes = 'int:nonneg'
+
+ def cmd_SAVE(self):
+
+ def write(f, msg):
+ f.write(msg + '\n')
+
+ save_file_name = self.io.game_file_name + '.save'
+ with open(save_file_name, 'w') as f:
+ write(f, 'TURN %s' % self.world.turn)
+ write(f, 'MAP ' + self.world.map_.geometry + ' ' + server_.io.stringify_yx(self.world.map_.size))
+ for y, line in self.world.map_.lines():
+ write(f, 'TERRAIN_LINE %5s %s' % (y, server_.io.quote(line)))
+ for thing in self.world.things:
+ write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
+ write(f, 'THING_POS %s %s' % (thing.id_,
+ server_.io.stringify_yx(thing.position)))
+ task = thing.task
+ if task is not None:
+ task_args = task.get_args_string()
+ write(f, 'SET_TASK:%s %s %s %s' % (task.name, thing.id_,
+ task.todo, task_args))
+ write(f, 'PLAYER_ID %s' % self.world.player_id)
+ cmd_SAVE.dont_save = True