X-Git-Url: https://plomlompom.com/repos/todo?a=blobdiff_plain;f=server_%2Fgame.py;h=e611a0ed825740cf9eff3bc74a2528738182236d;hb=992fc9b392c4318bd2fda31f526ea838b0138a9e;hp=4f31dc1fb5ff397665fa3b71143f4961d92085cb;hpb=827134a13175939231b85fbc159c013e0f024e78;p=plomrogue2-experiments diff --git a/server_/game.py b/server_/game.py index 4f31dc1..e611a0e 100644 --- a/server_/game.py +++ b/server_/game.py @@ -98,6 +98,7 @@ 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 +122,16 @@ 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: @@ -144,12 +148,182 @@ class Thing(game_common.Thing): if is_AI and self.task is None: self.decide_task() + def get_stencil(self): + if self._stencil is not None: + return self._stencil + size = self.world.map_.size + 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]): + if y in (y_me - 1, y_me, y_me + 1): + for x in range(m.size[1]): + if x in (x_me - 1, x_me, x_me + 1): + pos = y * size[1] + x + m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:] + self._stencil = m + return self._stencil + def get_visible_map(self): - return Map(self.world.map_.size, self.world.map_.terrain) + 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 CommandHandler(game_common.Commander): + + def __init__(self, game_file_name): + self.queues_out = {} + self.world = World() + self.parser = parser.Parser(self) + self.game_file_name = game_file_name + # 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 quote(self, string): + """Quote & escape string so client interprets it as single token.""" + quoted = [] + quoted += ['"'] + for c in string: + if c in {'"', '\\'}: + quoted += ['\\'] + quoted += [c] + quoted += ['"'] + return ''.join(quoted) + + def handle_input(self, input_, connection_id=None, store=True): + """Process input_ to command grammar, call command handler if found.""" + from inspect import signature + + def answer(connection_id, msg): + if connection_id: + self.send(msg, connection_id) + else: + print(msg) + try: + command = self.parser.parse(input_) + if command is None: + answer(connection_id, 'UNHANDLED_INPUT') + else: + if 'connection_id' in list(signature(command).parameters): + command(connection_id=connection_id) + else: + command() + if store: + with open(self.game_file_name, 'a') as f: + f.write(input_ + '\n') + except parser.ArgError as e: + answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e))) + except game.GameError as e: + answer(connection_id, 'GAME_ERROR ' + self.quote(str(e))) + + def send(self, msg, connection_id=None): + """Send message msg to server's client(s) via self.queues_out. + + If a specific client is identified by connection_id, only + sends msg to that one. Else, sends it to all clients + identified in self.queues_out. -class Commander(): + """ + if connection_id: + self.queues_out[connection_id].put(msg) + else: + for connection_id in self.queues_out: + self.queues_out[connection_id].put(msg) + + 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.send('NEW_TURN ' + str(self.world.turn)) + self.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.send('VISIBLE_MAP_LINE %5s %s' % + (y, self.quote(visible_map.get_line(y)))) + visible_things = self.world.get_player().get_visible_things() + for thing in visible_things: + self.send('THING_TYPE %s %s' % (thing.id_, thing.type_)) + self.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.send('TURN_FINISHED ' + str(self.world.turn)) + self.world.proceed_to_next_player_turn() + msg = str(self.world.get_player().last_task_result) + self.send('LAST_PLAYER_TASK_RESULT ' + self.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.send('CALCULATING …', connection_id) + results = self.pool.map(fib, numbers) + reply = ' '.join([str(r) for r in results]) + self.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.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.""" if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}: