import curses
import queue
import threading
+import time
from plomrogue.game import GameBase
from plomrogue.parser import Parser
from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex
game.player_id = player_id
cmd_PLAYER_ID.argtypes = 'int:nonneg'
-def cmd_THING_POS(game, thing_id, position):
- t = game.get_thing(thing_id, True)
- t.position = position
-cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+def cmd_THING(game, yx, thing_type, thing_id):
+ t = game.get_thing(thing_id)
+ if not t:
+ t = ThingBase(game, thing_id)
+ game.things += [t]
+ t.position = yx
+ t.type_ = thing_type
+cmd_THING.argtypes = 'yx_tuple:nonneg string:thing_type int:nonneg'
def cmd_THING_NAME(game, thing_id, name):
- t = game.get_thing(thing_id, True)
- t.name = name
+ t = game.get_thing(thing_id)
+ if t:
+ t.name = name
cmd_THING_NAME.argtypes = 'int:nonneg string'
+def cmd_THING_CHAR(game, thing_id, c):
+ t = game.get_thing(thing_id)
+ if t:
+ t.player_char = c
+cmd_THING_CHAR.argtypes = 'int:nonneg char'
+
def cmd_MAP(game, geometry, size, content):
map_geometry_class = globals()['MapGeometry' + geometry]
game.map_geometry = map_geometry_class(size)
}
cmd_MAP.argtypes = 'string:map_geometry yx_tuple:pos string'
+def cmd_FOV(game, content):
+ game.fov = content
+cmd_FOV.argtypes = 'string'
+
def cmd_MAP_CONTROL(game, content):
game.map_control_content = content
cmd_MAP_CONTROL.argtypes = 'string'
game.tui.switch_mode('play')
if game.tui.mode.shows_info:
game.tui.query_info()
- player = game.get_thing(game.player_id, False)
- if player.position in game.portals:
- game.tui.teleport_target_host = game.portals[player.position]
- game.tui.switch_mode('teleport')
game.turn_complete = True
game.tui.do_refresh = True
cmd_GAME_STATE_COMPLETE.argtypes = ''
cmd_PORTAL.argtypes = 'yx_tuple:nonneg string'
def cmd_PLAY_ERROR(game, msg):
- game.tui.flash()
+ game.tui.log_msg('? ' + msg)
+ game.tui.flash = True
game.tui.do_refresh = True
cmd_PLAY_ERROR.argtypes = 'string'
game.tasks = tasks_comma_separated.split(',')
cmd_TASKS.argtypes = 'string'
+def cmd_THING_TYPE(game, thing_type, symbol_hint):
+ game.thing_types[thing_type] = symbol_hint
+cmd_THING_TYPE.argtypes = 'string char'
+
+def cmd_TERRAIN(game, terrain_char, terrain_desc):
+ game.terrains[terrain_char] = terrain_desc
+cmd_TERRAIN.argtypes = 'char string'
+
def cmd_PONG(game):
pass
cmd_PONG.argtypes = ''
class Game(GameBase):
- thing_type = ThingBase
turn_complete = False
tasks = {}
+ thing_types = {}
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.register_command(cmd_CHAT)
self.register_command(cmd_PLAYER_ID)
self.register_command(cmd_TURN)
- self.register_command(cmd_THING_POS)
+ self.register_command(cmd_THING)
+ self.register_command(cmd_THING_TYPE)
self.register_command(cmd_THING_NAME)
+ self.register_command(cmd_THING_CHAR)
+ self.register_command(cmd_TERRAIN)
self.register_command(cmd_MAP)
self.register_command(cmd_MAP_CONTROL)
self.register_command(cmd_PORTAL)
self.register_command(cmd_GAME_ERROR)
self.register_command(cmd_PLAY_ERROR)
self.register_command(cmd_TASKS)
+ self.register_command(cmd_FOV)
self.map_content = ''
self.player_id = -1
self.info_db = {}
self.portals = {}
+ self.terrains = {}
def get_string_options(self, string_option_type):
if string_option_type == 'map_geometry':
return ['Hex', 'Square']
+ elif string_option_type == 'thing_type':
+ return self.thing_types.keys()
return None
def get_command(self, command_name):
self.mode_edit = self.Mode('edit', 'This mode allows you to change the map tile you currently stand on (if your map editing password authorizes you so). Just enter any printable ASCII character to imprint it on the ground below you.')
self.mode_annotate = self.Mode('annotate', 'This mode allows you to add/edit a comment on the tile you are currently standing on (provided your map editing password authorizes you so). Hit Return to leave.', has_input_prompt=True, shows_info=True)
self.mode_portal = self.Mode('portal', 'This mode allows you to imprint/edit/remove a teleportation target on the ground you are currently standing on (provided your map editing password authorizes you so). Enter or edit a URL to imprint a teleportation target; enter emptiness to remove a pre-existing teleportation target. Hit Return to leave.', has_input_prompt=True, shows_info=True)
- self.mode_chat = self.Mode('chat', 'This mode allows you to engage in chit-chat with other users. Any line you enter into the input prompt that does not start with a "/" will be sent to all users. Lines that start with a "/" are used for commands like:', has_input_prompt=True)
+ self.mode_chat = self.Mode('chat', 'This mode allows you to engage in chit-chat with other users. Any line you enter into the input prompt that does not start with a "/" will be sent out to nearby players – but barriers and distance will reduce what they can read, so stand close to them to ensure they get your message. Lines that start with a "/" are used for commands like:', has_input_prompt=True)
self.mode_waiting_for_server = self.Mode('waiting_for_server', 'Waiting for a server response.', is_intro=True)
self.mode_login = self.Mode('login', 'Pick your player name.', has_input_prompt=True, is_intro=True)
self.mode_post_login_wait = self.Mode('post_login_wait', 'Waiting for a server response.', is_intro=True)
- self.mode_teleport = self.Mode('teleport', 'Follow the instructions to re-connect and log-in to another server, or enter anything else to abort.', has_input_prompt=True)
self.mode_password = self.Mode('password', 'This mode allows you to change the password that you send to authorize yourself for editing password-protected map tiles. Hit return to confirm and leave.', has_input_prompt=True)
self.game = Game()
self.game.tui = self
'switch_to_study': '?',
'switch_to_edit': 'm',
'flatten': 'F',
+ 'take_thing': 'z',
+ 'drop_thing': 'u',
+ 'teleport': 'p',
'toggle_map_mode': 'M',
'hex_move_upleft': 'w',
'hex_move_upright': 'e',
for k in keys_conf:
self.keys[k] = keys_conf[k]
self.show_help = False
+ self.disconnected = True
+ self.force_instant_connect = True
+ self.input_lines = []
+ self.fov = ''
+ self.flash = False
curses.wrapper(self.loop)
- def flash(self):
- curses.flash()
+ def connect(self):
+
+ def handle_recv(msg):
+ if msg == 'BYE':
+ self.socket.close()
+ else:
+ self.queue.put(msg)
+
+ self.log_msg('@ attempting connect')
+ socket_client_class = PlomSocketClient
+ if self.host.startswith('ws://') or self.host.startswith('wss://'):
+ socket_client_class = WebSocketClient
+ try:
+ self.socket = socket_client_class(handle_recv, self.host)
+ self.socket_thread = threading.Thread(target=self.socket.run)
+ self.socket_thread.start()
+ self.disconnected = False
+ self.game.thing_types = {}
+ self.game.terrains = {}
+ self.socket.send('TASKS')
+ self.socket.send('TERRAINS')
+ self.socket.send('THING_TYPES')
+ self.switch_mode('login')
+ except ConnectionRefusedError:
+ self.log_msg('@ server connect failure')
+ self.disconnected = True
+ self.switch_mode('waiting_for_server')
+ self.do_refresh = True
+
+ def reconnect(self):
+ self.log_msg('@ attempting reconnect')
+ self.send('QUIT')
+ time.sleep(0.1) # FIXME necessitated by some some strange SSL race
+ # conditions with ws4py, find out what exactly
+ self.switch_mode('waiting_for_server')
+ self.connect()
def send(self, msg):
try:
self.socket.send(msg)
except (BrokenPipeError, BrokenSocketConnection):
self.log_msg('@ server disconnected :(')
+ self.disconnected = True
+ self.force_instant_connect = True
self.do_refresh = True
def log_msg(self, msg):
self.map_mode = 'terrain'
self.mode = getattr(self, 'mode_' + mode_name)
if self.mode.shows_info:
- player = self.game.get_thing(self.game.player_id, False)
+ player = self.game.get_thing(self.game.player_id)
self.explorer = YX(player.position.y, player.position.x)
if self.mode.name == 'waiting_for_server':
self.log_msg('@ waiting for server …')
self.send('LOGIN ' + quote(self.login_name))
else:
self.log_msg('@ enter username')
- elif self.mode.name == 'teleport':
- self.log_msg("@ May teleport to %s" % (self.teleport_target_host)),
- self.log_msg("@ Enter 'YES!' to enthusiastically affirm.");
self.restore_input_values()
def loop(self, stdscr):
- import time
import datetime
def safe_addstr(y, x, line):
stdscr.insstr(y, self.size.x - 2, ' ')
stdscr.addstr(y, x, cut)
- def connect():
-
- def handle_recv(msg):
- if msg == 'BYE':
- self.socket.close()
- else:
- self.queue.put(msg)
-
- socket_client_class = PlomSocketClient
- if self.host.startswith('ws://') or self.host.startswith('wss://'):
- socket_client_class = WebSocketClient
- while True:
- try:
- self.socket = socket_client_class(handle_recv, self.host)
- self.socket_thread = threading.Thread(target=self.socket.run)
- self.socket_thread.start()
- self.socket.send('TASKS')
- self.switch_mode('login')
- return
- except ConnectionRefusedError:
- self.log_msg('@ server connect failure, trying again …')
- draw_screen()
- stdscr.refresh()
- time.sleep(1)
-
- def reconnect():
- self.send('QUIT')
- time.sleep(0.1) # FIXME necessitated by some some strange SSL race
- # conditions with ws4py, find out what exactly
- self.switch_mode('waiting_for_server')
- connect()
-
def handle_input(msg):
command, args = self.parser.parse(msg)
command(*args)
self.explorer = target
self.query_info()
else:
- self.flash()
+ self.flash = True
def draw_history():
lines = []
if not self.game.turn_complete:
return
pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
- info = 'TERRAIN: %s\n' % self.game.map_content[pos_i]
- for t in self.game.things:
- if t.position == self.explorer:
- info += 'PLAYER @: %s\n' % t.name
- if self.explorer in self.game.portals:
- info += 'PORTAL: ' + self.game.portals[self.explorer] + '\n'
- else:
- info += 'PORTAL: (none)\n'
- if self.explorer in self.game.info_db:
- info += 'ANNOTATION: ' + self.game.info_db[self.explorer]
- else:
- info += 'ANNOTATION: waiting …'
+ info = 'outside field of view'
+ if self.game.fov[pos_i] == '.':
+ terrain_char = self.game.map_content[pos_i]
+ terrain_desc = '?'
+ if terrain_char in self.game.terrains:
+ terrain_desc = self.game.terrains[terrain_char]
+ info = 'TERRAIN: "%s" / %s\n' % (terrain_char, terrain_desc)
+ for t in self.game.things:
+ if t.position == self.explorer:
+ info += 'THING: %s / %s' % (t.type_,
+ self.game.thing_types[t.type_])
+ if hasattr(t, 'player_char'):
+ info += t.player_char
+ if hasattr(t, 'name'):
+ info += ' (%s)' % t.name
+ info += '\n'
+ if self.explorer in self.game.portals:
+ info += 'PORTAL: ' + self.game.portals[self.explorer] + '\n'
+ else:
+ info += 'PORTAL: (none)\n'
+ if self.explorer in self.game.info_db:
+ info += 'ANNOTATION: ' + self.game.info_db[self.explorer]
+ else:
+ info += 'ANNOTATION: waiting …'
lines = msg_into_lines_of_width(info, self.window_width)
height_header = 2
for i in range(len(lines)):
for y in range(self.game.map_geometry.size.y):
start = self.game.map_geometry.size.x * y
end = start + self.game.map_geometry.size.x
- map_lines_split += [list(map_content[start:end])]
+ map_lines_split += [[c + ' ' for c in map_content[start:end]]]
if self.map_mode == 'terrain':
+ for p in self.game.portals.keys():
+ map_lines_split[p.y][p.x] = 'P '
+ used_positions = []
for t in self.game.things:
- map_lines_split[t.position.y][t.position.x] = '@'
+ symbol = self.game.thing_types[t.type_]
+ meta_char = ' '
+ if hasattr(t, 'player_char'):
+ meta_char = t.player_char
+ if t.position in used_positions:
+ meta_char = '+'
+ map_lines_split[t.position.y][t.position.x] = symbol + meta_char
+ used_positions += [t.position]
if self.mode.shows_info:
- map_lines_split[self.explorer.y][self.explorer.x] = '?'
+ map_lines_split[self.explorer.y][self.explorer.x] = '??'
map_lines = []
if type(self.game.map_geometry) == MapGeometryHex:
indent = 0
for line in map_lines_split:
- map_lines += [indent*' ' + ' '.join(line)]
+ map_lines += [indent*' ' + ''.join(line)]
indent = 0 if indent else 1
else:
for line in map_lines_split:
- map_lines += [' '.join(line)]
+ map_lines += [''.join(line)]
window_center = YX(int(self.size.y / 2),
int(self.window_width / 2))
- player = self.game.get_thing(self.game.player_id, False)
+ player = self.game.get_thing(self.game.player_id)
center = player.position
if self.mode.shows_info:
center = self.explorer
content += "Available actions:\n"
if 'MOVE' in self.game.tasks:
content += "[%s] – move player\n" % ','.join(self.movement_keys)
+ if 'PICK_UP' in self.game.tasks:
+ content += "[%s] – take thing under player\n" % self.keys['take_thing']
+ if 'DROP' in self.game.tasks:
+ content += "[%s] – drop carried thing\n" % self.keys['drop_thing']
if 'FLATTEN_SURROUNDINGS' in self.game.tasks:
content += "[%s] – flatten player's surroundings\n" % self.keys['flatten']
+ content += '[%s] – teleport to other space\n' % self.keys['teleport']
content += 'Other modes available from here:\n'
content += '[%s] – chat mode\n' % self.keys['switch_to_chat']
content += '[%s] – study mode\n' % self.keys['switch_to_study']
content += '[%s] – play mode\n' % self.keys['switch_to_play']
elif self.mode == self.mode_chat:
content += '/nick NAME – re-name yourself to NAME\n'
- content += '/msg USER TEXT – send TEXT to USER\n'
+ #content += '/msg USER TEXT – send TEXT to USER\n'
content += '/%s or /play – switch to play mode\n' % self.keys['switch_to_play']
content += '/%s or /study – switch to study mode\n' % self.keys['switch_to_study']
for i in range(self.size.y):
self.explorer = YX(0, 0)
self.input_ = ''
input_prompt = '> '
- connect()
- last_ping = datetime.datetime.now()
- interval = datetime.timedelta(seconds=30)
+ interval = datetime.timedelta(seconds=5)
+ last_ping = datetime.datetime.now() - interval
while True:
+ if self.disconnected and self.force_instant_connect:
+ self.force_instant_connect = False
+ self.connect()
now = datetime.datetime.now()
if now - last_ping > interval:
- self.send('PING')
+ if self.disconnected:
+ self.connect()
+ else:
+ self.send('PING')
last_ping = now
+ if self.flash:
+ curses.flash()
+ self.flash = False
if self.do_refresh:
draw_screen()
self.do_refresh = False
self.input_ = ""
self.switch_mode('play')
elif self.mode == self.mode_chat and key == '\n':
- if self.input_[0] == '/':
+ if self.input_ == '':
+ continue
+ if self.input_[0] == '/': # FIXME fails on empty input
if self.input_ in {'/' + self.keys['switch_to_play'], '/play'}:
self.switch_mode('play')
elif self.input_ in {'/' + self.keys['switch_to_study'], '/study'}:
self.switch_mode('study')
- elif self.input_ == '/reconnect':
- reconnect()
elif self.input_.startswith('/nick'):
tokens = self.input_.split(maxsplit=1)
if len(tokens) == 2:
self.send('NICK ' + quote(tokens[1]))
else:
self.log_msg('? need login name')
- elif self.input_.startswith('/msg'):
- tokens = self.input_.split(maxsplit=2)
- if len(tokens) == 3:
- self.send('QUERY %s %s' % (quote(tokens[1]),
- quote(tokens[2])))
- else:
- self.log_msg('? need message target and message')
else:
self.log_msg('? unknown command')
else:
quote(self.password)))
self.input_ = ""
self.switch_mode('play')
- elif self.mode == self.mode_teleport and key == '\n':
- if self.input_ == 'YES!':
- self.host = self.teleport_target_host
- reconnect()
- else:
- self.log_msg('@ teleport aborted')
- self.switch_mode('play')
- self.input_ = ''
elif self.mode == self.mode_study:
if key == self.keys['switch_to_chat']:
self.switch_mode('chat')
elif key == self.keys['flatten'] and\
'FLATTEN_SURROUNDINGS' in self.game.tasks:
self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
+ elif key == self.keys['take_thing'] and 'PICK_UP' in self.game.tasks:
+ self.send('TASK:PICK_UP')
+ elif key == self.keys['drop_thing'] and 'DROP' in self.game.tasks:
+ self.send('TASK:DROP')
+ elif key == self.keys['teleport']:
+ player = self.game.get_thing(self.game.player_id)
+ if player.position in self.game.portals:
+ self.host = self.game.portals[player.position]
+ self.reconnect()
+ else:
+ self.flash = True
+ self.log_msg('? not standing on portal')
elif key in self.movement_keys and 'MOVE' in self.game.tasks:
self.send('TASK:MOVE ' + self.movement_keys[key])
elif self.mode == self.mode_edit:
self.send('TASK:WRITE %s %s' % (key, quote(self.password)))
self.switch_mode('play')
-TUI('localhost:5000')
+#TUI('localhost:5000')
+TUI('wss://plomlompom.com/rogue_chat/')