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server.py
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server.py
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from random import randint
from config import *
from messages import Messages
from common.utilities.geometry import Point, euclidean_distance
import controllers.objects
import controllers.dungeon
import common.models.creatures
from sockets import TCPServer
from Queue import Queue
TCP_SERVER = TCPServer('localhost', 4446)
# start the player on a random position (not blocked)
dungeon = controllers.dungeon.Dungeon()
messages = Messages()
def random_unblocked_pos(objects, depth):
pos = Point(randint(1, MAP_WIDTH - 1), randint(1, MAP_HEIGHT - 1), depth)
existing_objects = [o for o in objects if o.position == pos]
if not dungeon.is_blocked(pos) and len(existing_objects) == 0:
return pos
return random_unblocked_pos(objects, depth)
def generate_monsters():
new_monsters = []
for level_idx in xrange(0, NUM_LEVELS):
for _ in xrange(0, MAX_LEVEL_MONSTERS):
pos = random_unblocked_pos(new_monsters, level_idx)
monster = controllers.objects.create_random_monster(pos)
new_monsters.append(monster)
return new_monsters
def generate_items():
new_items = []
for level_idx in xrange(0, NUM_LEVELS):
for _ in xrange(0, MAX_LEVEL_ITEMS):
pos = random_unblocked_pos(new_items, level_idx)
item = controllers.objects.create_random_item(pos)
new_items.append(item)
return new_items
ppos = random_unblocked_pos([], 0)
player = common.models.creatures.Player(ppos)
monsters = generate_monsters()
items = generate_items()
def attack(source, target):
target.hp -= max(0, source.power - target.defense)
messages.add('%s attacks %s.' % (source.name, target.name))
def filter_by_pos(objects, pos):
return next((o for o in objects if o.position == pos), None)
def move_player(dx, dy, dz):
new_pos = player.position.add(Point(dx, dy, dz))
monster = filter_by_pos(monsters, new_pos)
if monster is not None:
attack(player, monster)
elif not dungeon.is_blocked(new_pos):
player.position = new_pos
player.update_fov(dungeon.is_blocked)
dungeon.update_explored(player)
def take_turn_monster(monster):
if monster.died:
return
#close enough, attack!
if euclidean_distance(player.position, monster.position) < 2:
attack(monster, player)
return
#if the monster sees the player, update its target position
if player.is_in_fov(monster.position):
monster.target_pos = player.position
if monster.target_pos not in (None, monster.position):
#move towards player if far away
if euclidean_distance(monster.position, monster.target_pos) >= 2:
path = dungeon.get_path(monster.position, monster.target_pos)
if path is not None:
new_pos = Point(path[0], path[1], monster.position.z)
if not dungeon.is_blocked(new_pos) and filter_by_pos(monsters, new_pos) is None:
monster.position = new_pos
def take_turn():
global monsters
dungeon.compute_path()
level_monsters = [m for m in monsters if m.position.z == player.position.z]
for monster in level_monsters:
take_turn_monster(monster)
monsters = filter(lambda x: not x.died, monsters)
def take_item_from_player(item):
messages.add('You dropped a ' + item.name + '.')
player.remove_item(item)
item.position = player.position
items.append(item)
def give_item_to_player():
item = filter_by_pos(items, player.position)
if item and item.position == player.position:
if player.add_item(item) is True:
messages.add('You picked a %s! (%s)' % (item.name, item.key))
items.remove(item)
else:
messages.add('Your inventory is full')
#############################################
# Initialization & Main Loop
#############################################
move_player(0, 0, 0)
message_queue = Queue()
def send(send_dungeon=False):
depth = player.position.z
data = {}
if send_dungeon:
data['dungeon'] = dungeon._model.json()
data['player'] = player.json()
data['monsters'] = [m.json() for m in monsters if m.position.z == depth]
data['items'] = [i.json() for i in items if i.position.z == depth]
data['messages'] = messages.toList()
TCP_SERVER.broadcast(data)
def recv_forever(put_queue):
while not player.died:
TCP_SERVER.receive(put_queue)
if not put_queue.empty():
data = put_queue.get()
print(data)
if 'new-user' in data.keys():
send(send_dungeon=True)
elif 'move' in data.keys():
dx, dy = data['move']
move_player(dx, dy, 0)
elif 'climb' in data.keys():
new_level = dungeon.climb_stairs(player.position)
move_player(0, 0, new_level - player.position.z)
send(send_dungeon=True)
elif 'get' in data.keys():
give_item_to_player()
elif 'drop' in data.keys():
item_key = data['drop']
item = player.get_item(item_key)
if item is not None:
take_item_from_player(item)
elif 'use-left' in data.keys():
item = player.get_item(data['use-left'])
player.weapon_right = item
player.inventory.remove(item)
elif 'use-right' in data.keys():
item = player.get_item(data['use-right'])
player.weapon_right = item
player.remove_item(item)
elif 'wear' in data.keys():
item = player.get_item(data['wear'])
player.armour = item
player.remove_item(item)
elif 'cast' in data.keys():
player.hp += HEAL_AMOUNT
player.remove_item(player.get_item(data['cast']))
put_queue.task_done()
take_turn()
if player.died:
messages.add('You died. Game over.')
send()
recv_forever(message_queue)
TCP_SERVER.close()