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player.lua
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player.lua
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--[[
Copyright (c) 2006 Florian Wesch <fw@dividuum.de>. All Rights Reserved.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
]]--
------------------------------------------------------------------------
-- Unsicheres Zeugs weg
------------------------------------------------------------------------
-- save traceback function
_TRACEBACK = debug.traceback
-- save in registry for usage within 'out of cycles' handler
save_in_registry('traceback', debug.traceback)
save_in_registry = nil
dofile = nil -- would allow file loading
loadfile = nil -- no file loading
_VERSION = nil -- who cares
newproxy = nil -- huh?
gcinfo = nil -- no access to the garbage collector
os = nil -- no os access
package = nil -- package support is not needed
io = nil -- disable io
load = nil -- no file loading
module = nil -- module support not needed
-- limit strings accepted by loadstring to 16k
do
local orig_loadstring = loadstring
local check_code_size = string.len
local error = error
loadstring = function(code, name)
if check_code_size(code) > 16384 then
error("code too large")
else
return orig_loadstring(code, name)
end
end
end
-- provide thread tracing function
do
local sethook = debug.sethook
local getinfo = debug.getinfo
local type, error, print = type, error, print
thread_trace = function(thread, text)
if type(thread) ~= "thread" then
error("arg #1 is not a thread")
end
local dumper = function(what, where)
local info = getinfo(2, "nlS")
print(text .. ":" .. info.source .. ":" .. info.currentline)
end
sethook(thread, dumper, "l")
end
thread_untrace = function(thread)
if type(thread) ~= "thread" then
error("arg #1 is not a thread")
end
sethook(thread)
end
end
debug = nil -- no debugging functions
collectgarbage()
collectgarbage = nil -- no access to the garbage collector
------------------------------------------------------------------------
-- Creature Klasse
------------------------------------------------------------------------
Creature = {}
function Creature:moveto(tx, ty)
local x, y = self:pos()
if x == tx and y == ty then
-- Um Endlosschleifen mit einer einzelnen
-- moveto Anweisung zu verhindern.
self:wait_for_next_round()
return true
end
if not self:set_path(tx, ty) then
self:wait_for_next_round()
return false
end
self:begin_walk_path()
local review = game_time()
while self:is_walking() do
self:wait_for_next_round()
if game_time() > review + 500 then
self:set_path(tx, ty)
review = game_time()
end
end
x, y = self:pos()
return x == tx and y == ty
end
function Creature:heal()
self:begin_healing()
while self:is_healing() do
self:wait_for_next_round()
end
end
function Creature:eat()
self:begin_eating()
while self:is_eating() do
self:wait_for_next_round()
end
end
function Creature:feed(target)
if not self:set_target(target) then
return
end
self:begin_feeding()
while self:is_feeding() do
self:wait_for_next_round()
end
end
function Creature:attack(target)
if not self:set_target(target) then
return
end
self:begin_attacking()
while self:is_attacking() do
self:wait_for_next_round()
end
end
function Creature:convert(to_type)
if not self:set_conversion(to_type) then
return false
end
self:begin_converting()
while self:is_converting() do
self:wait_for_next_round()
end
return self:type() == to_type
end
function Creature:suicide()
suicide(self.id)
end
function Creature:nearest_enemy()
return nearest_enemy(self.id)
end
function Creature:set_path(x, y)
return set_path(self.id, x, y)
end
function Creature:set_target(c)
return set_target(self.id, c)
end
function Creature:set_conversion(t)
return set_convert(self.id, t)
end
function Creature:pos()
return get_pos(self.id)
end
function Creature:speed()
return get_speed(self.id)
end
function Creature:health()
return get_health(self.id)
end
function Creature:food()
return get_food(self.id)
end
function Creature:max_food()
return get_max_food(self.id)
end
function Creature:tile_food()
return get_tile_food(self.id)
end
function Creature:tile_type()
return get_tile_type(self.id)
end
function Creature:type()
return get_type(self.id)
end
function Creature:screen_message(msg)
return set_message(self.id, msg)
end
function Creature:begin_idling()
return set_state(self.id, CREATURE_IDLE)
end
function Creature:begin_walk_path()
return set_state(self.id, CREATURE_WALK)
end
function Creature:begin_healing()
return set_state(self.id, CREATURE_HEAL)
end
function Creature:begin_eating()
return set_state(self.id, CREATURE_EAT)
end
function Creature:begin_attacking()
return set_state(self.id, CREATURE_ATTACK)
end
function Creature:begin_converting()
return set_state(self.id, CREATURE_CONVERT)
end
function Creature:begin_spawning()
return set_state(self.id, CREATURE_SPAWN)
end
function Creature:begin_feeding()
return set_state(self.id, CREATURE_FEED)
end
function Creature:is_idle()
return get_state(self.id) == CREATURE_IDLE
end
function Creature:is_healing()
return get_state(self.id) == CREATURE_HEAL
end
function Creature:is_walking()
return get_state(self.id) == CREATURE_WALK
end
function Creature:is_eating()
return get_state(self.id) == CREATURE_EAT
end
function Creature:is_attacking()
return get_state(self.id) == CREATURE_ATTACK
end
function Creature:is_converting()
return get_state(self.id) == CREATURE_CONVERT
end
function Creature:is_spawning()
return get_state(self.id) == CREATURE_SPAWN
end
function Creature:is_feeding()
return get_state(self.id) == CREATURE_FEED
end
function Creature:sleep(msec)
local time = game_time()
while time + msec >= game_time() do
self:wait_for_next_round()
end
end
function Creature:main_restarter()
while true do
self:main()
self:wait_for_next_round()
end
end
function Creature:restart()
set_state(self.id, CREATURE_IDLE)
self.thread = coroutine.create(self.main_restarter)
if self.onRestart then
local ok, msg = pcall(self.onRestart, self)
if not ok then
print("restarting main failed: " .. msg)
end
else
print("onRestart method deleted")
end
end
function Creature:wait_for_next_round()
if can_yield then
coroutine.yield()
else
print("-----------------------------------------------------------")
print("Error: A called function wanted to wait_for_next_round().")
print("-----------------------------------------------------------")
error("cannot continue")
end
end
------------------------------------------------------------------------
-- praktisches
------------------------------------------------------------------------
function p(x)
if type(x) == "table" then
print("+--- Table: " .. tostring(x))
for key, val in pairs(x) do
print("| " .. tostring(key) .. " " .. tostring(val))
end
print("+-----------------------")
else
print(type(x) .. " - " .. tostring(x))
end
end
------------------------------------------------------------------------
-- Von Telnet ueber r/i aufrufbare Funktionen
------------------------------------------------------------------------
function restart()
for id, creature in pairs(creatures) do
creature.message = nil
creature:restart()
end
end
function info()
for id, creature in pairs(creatures) do
print(creature .. ":")
print("------------------------------")
if creature.message then
print("current message: " .. creature.message)
end
if type(creature.thread) == 'thread' then
print(_TRACEBACK(creature.thread,
"thread status : " .. coroutine.status(creature.thread),
coroutine.status(creature.thread) == "dead" and 0 or 1))
end
print()
end
end
------------------------------------------------------------------------
-- Callbacks von C
------------------------------------------------------------------------
function this_function_call_fails_if_cpu_limit_exceeded() end
-- Globales Array alle Kreaturen
creatures = {}
function player_think(events)
can_yield = false
-- Gesetzt nach Rundenstart und/oder Joinen
if _player_created then
_player_created = nil
if onGameStart then
local ok, msg = pcall(onGameStart)
if not ok then
print("onGameStart failed: " .. msg)
end
end
end
-- Events abarbeiten
for n, event in ipairs(events) do
local event_type, id, other = unpack(event)
if event_type == CREATURE_SPAWNED then
-- id = id der neuen creature, other = id des parents oder -1
local parent = other ~= -1 and other or nil
local creature = {}
setmetatable(creature, {
__index = Creature,
__tostring = function(self)
local x, y = get_pos(self.id)
local states = { [0]="idle", [1]="walk", [2]="heal", [3]="eat",
[4]="attack", [5]="convert", [6]="spawn", [7]="feed"}
return "<creature " .. self.id .." [" .. x .. "," .. y .."] " ..
"type " .. get_type(self.id) ..", health " .. get_health(self.id) .. ", " ..
"food " .. get_food(self.id) .. ", state " .. states[get_state(self.id)] .. ">"
end,
__concat = function (op1, op2)
return tostring(op1) .. tostring(op2)
end
})
creatures[id] = creature
creature.id = id
if creature.onSpawned then
local ok, msg = pcall(creature.onSpawned, creature, parent)
if not ok then
print("onSpawned failed: " .. msg)
end
else
print("onSpawned method deleted")
end
creature:restart()
elseif event_type == CREATURE_KILLED then
-- id = id der getoeteten creature, other = id des killers oder -1
local killer = other ~= -1 and other or nil
assert(creatures[id])
if creatures[id].onKilled then
local ok, msg = pcall(creatures[id].onKilled, creatures[id], killer)
if not ok then
print("cannot call onKilled: " .. msg)
end
else
print("onKilled method deleted")
end
creatures[id] = nil
elseif event_type == CREATURE_ATTACKED then
-- id = id der angegriffenen creature, other = id des angreifers
if creatures[id].onAttacked then
local ok, msg = pcall(creatures[id].onAttacked, creatures[id], other)
if not ok then
print("onAttacked failed: " .. msg)
end
else
print("onAttacked method deleted")
end
else
error("invalid event " .. event_type)
end
end
-- Vor jeder Runde eventuell vorhandene Funktion onRoundStart aufrufen
if onRoundStart then
local ok, msg = pcall(onRoundStart)
if not ok then
print("onRoundEnd failed: " .. msg)
end
end
can_yield = true
-- Vorhandene Kreaturen durchlaufen
for id, creature in pairs(creatures) do
if type(creature.thread) ~= 'thread' then
creature.message = 'uuh. self.thread is not a coroutine.'
elseif coroutine.status(creature.thread) == 'dead' then
if not creature.message then
creature.message = 'main() terminated (maybe it was killed for using too much cpu/memory?)'
end
else
if creature.debug then
thread_trace(creature.thread, creature.id)
else
thread_untrace(creature.thread)
end
local ok, msg = coroutine.resume(creature.thread, creature)
if not ok then
creature.message = msg
-- Falls die Coroutine abgebrochen wurde, weil zuviel
-- CPU benutzt wurde, so triggert folgeder Funktions
-- Aufruf den Abbruch von player_think. Um zu ermitteln,
-- wo zuviel CPU gebraucht wurde, kann der Traceback
-- in creature.message mittels 'i' angezeigt werden.
this_function_call_fails_if_cpu_limit_exceeded()
end
end
end
can_yield = false
-- Nach jeder Runde eventuell vorhandene Funktion onRoundEnd aufrufen
if onRoundEnd then
local ok, msg = pcall(onRoundEnd)
if not ok then
print("onRoundEnd failed: " .. msg)
end
end
end
------------------------------------------------------------------------
-- Default Laden
------------------------------------------------------------------------
require 'player-default'
require = nil