class Game: ''' The Game encapsulates all of the information about a particular round of tunneler. It knows the state of the grid, the players, which particular timestep we are on, etc. ''' def __init__(self, playerHandlers, numRows, numCols, server): self.timestep = 0 self.changes = "" self.handlersReady = [] self.commands = [] self.bullets = [] self.nextBulletID = 3 self.server = server self.gameAlreadyOver = False self.grid = Grid(numRows, numCols) aBaseRow, aBaseCol = self.grid.createRandomBasePosition() bBaseRow, bBaseCol = self.grid.createRandomBasePosition() self.grid.addBase(aBaseRow, aBaseCol, A_BASE_UNIT) self.grid.addBase(bBaseRow, bBaseCol, B_BASE_UNIT) self.playerHandlers = playerHandlers self.createPlayers(aBaseRow, aBaseCol, bBaseRow, bBaseCol) self.sendInitialGameConditions() def createPlayers(self, aBaseRow, aBaseCol, bBaseRow, bBaseCol): ''' The players start off in the middle of their respective bases. This method creates the objects used to model them. ''' i = 1 while i < 3: playerRow = 0 playerCol = 0 if i == 1: playerRow = aBaseRow + int(math.ceil(BASE_SIZE / 2)) playerCol = aBaseCol + int(math.ceil(BASE_SIZE / 2)) else: playerRow = bBaseRow + int(math.ceil(BASE_SIZE / 2)) playerCol = bBaseCol + int(math.ceil(BASE_SIZE / 2)) self.playerHandlers[i-1].player = Player(i, playerRow, playerCol, self) self.playerHandlers[i-1].game = self i+= 1 def sendInitialGameConditions(self): ''' When both clients have connected and are ready to go, the server sends the initial data that each handler requires to create the initial gamestate. They are: Game start code - Indicates to the client that the game is starting Player id - These have been assigned by the server, so the client is just told if it's id 1 or id 2 numRows, numCols - The size of the grid Base Coordinates - The coordinates of the top left corners of the bases ''' print "Send init conditions" for playerHandler in self.playerHandlers: playerHandler.sendMessage("%d.%d.%d.%d.%d.%d.%d.%d;" %(GAME_START_CODE, playerHandler.player.id, self.grid.numRows, self.grid.numCols, self.grid.aBaseRow, self.grid.aBaseCol, self.grid.bBaseRow, self.grid.bBaseCol)) def addChange(self, change): if change != "": self.changes += change def terminateChangesForCurrentTimestep(self): ''' Simply adds the timestep to the change string and the terminating semi-colon. ''' self.changes += "%d;" % self.timestep; print self.changes def executeCommand(self, command): ''' Takes a command object (which was parsed and set up by the playerHandlers), and executes it. ''' player = "" handler = "" for h in self.playerHandlers: if h.player.id == command.id: player = h.player handler = h if command.move != NO_CHANGE: change = player.move(command.move) if change: self.addChange(change) if command.shoot != NO_CHANGE: change = player.shoot() if change: self.addChange(change) def playerAt(self, row, col): ''' Returns the the player at a particular row and col if there is player there, false if no player is at that location. ''' result = False for ph in self.playerHandlers: if ph.player.row == row and ph.player.col == col: result = ph.player break return result def bulletAt(self, row, col): ''' Returns the id of the bullet at a particular row and col if there is player there, false if no bullet is at that location. ''' result = False for bullet in self.bullets: if bullet.row == row and bullet == col: result = bullet.id break return result def spawnBullet(self, row, col, direction): ''' Spawns a new bullet in the grid, assigning it the next available bullet id. If the bullet is spawned on dirt, or another player, it is not actually created, the dirt or the player is simply damaged. ''' change = "" if self.grid.coordsInGrid(row, col): playerHit = self.playerAt(row, col) if self.grid.objectIsDirt(row, col): change = self.grid.damageDirt(row, col, BULLET_DIRT_DAMAGE) elif playerHit: change = playerHit.loseHealth(BULLET_PLAYER_DAMAGE) else: self.bullets.append(Bullet(self.nextBulletID, row, col, direction, self)) change = "%d.%d.%d.%d," %(MOBILE_SPAWN_CODE, self.nextBulletID, row, col) self.nextBulletID += 1 return change def destroyBullet(self, bullet): self.bullets.remove(bullet) return "%d.%d," % (MOBILE_DIE_CODE, bullet.id) def addCommand(self, cmd): ''' Adds a command from a PlayerHandler. There can only be one command per handler per timestep. ''' if len(self.commands) > 0 and cmd.id != self.commands[0].id or len(self.commands) == 0: self.commands.append(cmd) if len(self.commands) == 2: self.nextTimestep() self.commands = [] def nextTimestep(self): ''' This is where the magic happens. All of the commands are executed, any bullets that exist are moved along, and the players either lose or gain energy depending where they are on the grid. All of these changes are documented, and sent across the network to each of hte clients. ''' for cmd in self.commands: self.executeCommand(cmd) for bullet in self.bullets: # Bullets move twice per timestep firstChange = bullet.keepMoving() self.addChange(firstChange) if not re.search("%d.%d" % (MOBILE_DIE_CODE, bullet.id), firstChange): # The bullet should start off 1 unit away from the player when it's firt created if not bullet.justSpawned: self.addChange(bullet.keepMoving()) else: bullet.justSpawned = False for ph in self.playerHandlers: self.addChange(ph.player.passTimestep()) self.terminateChangesForCurrentTimestep() for playerHandler in self.playerHandlers: playerHandler.commitChanges(self.changes) self.changes = "" self.timestep += 1 def gameOver(self, playerWhoLost): ''' Tells the server and the clients that the game has ended. ''' if not self.gameAlreadyOver: self.addChange("%d.%d," % (GAME_OVER_CODE, playerWhoLost.id)) self.terminateChangesForCurrentTimestep() for playerHandler in self.playerHandlers: playerHandler.commitChanges(self.changes) self.server.gameOver() self.gameAlreadyOver = True