I've been in kind of a blah mood lately. To the point that I didn't really feel like struggling for huge new insights at all this weekend. Hopefully, that passes, because I really don't want to get mired in mediocrity any time soon. Anyway, you didn't come here to hear me being a whiny little bitch, so let me share the small insights I have had the energy to pursue.
First off, quickproject is fairly useful. It's missing some stuff I obsess over (I'm specifically thinking license boilerplate generators and an automatic git init
+.gitignore
call), and it does one or two small details in a way I don't like (mainly to do with the README file), but it still beats writing the package
and asd
file by hand. Next time I don't particularly feel like hunting down large insights, I'll probably fork this little utility and add the stuff I want. Between this and quicklisp, it's about high time I get a reasonably-sized pile of money together and send it to Zach, because that fucker earned it if anyone has.
With that out of the way, here's what I ended up using a chunk of my weekend to do. Unlike my previous piece on Hunchentoot development, this is meant to be less a lesson and more of an open code review by the invisible peanut gallery. Pot shots and patches are welcome. I've had this idea of putting together a turn-based web-game for a while now, and that's the sort of thing that doesn't really require any kind of deep learning. Just some straightforward thinking from first principles, and some light iteration. So, I whipped out quickproject
and whipped up an 0.01
. Lets start with the asd
and package
;;;; strifebarge.asd
(asdf:defsystem #:strifebarge
:serial t
:depends-on (#:hunchentoot
#:cl-who
#:ironclad
#:parenscript
#:cl-css
#:swank
#:clsql)
:components ((:file "package")
(:file "util")
(:file "model") (:file "space") (:file "board") (:file "game")
(:file "strifebarge")))
;;;; package.lisp
(defpackage #:strifebarge
(:use #:cl #:cl-who #:clsql #:hunchentoot #:parenscript)
(:import-from #:swank #:find-definition-for-thing)
(:import-from #:ironclad
#:encrypt-in-place #:decrypt-in-place #:make-cipher #:digest-sequence
#:octets-to-integer #:integer-to-octets
#:ascii-string-to-byte-array #:byte-array-to-hex-string)
(:shadow #:get-time))
(in-package #:strifebarge)
(defparameter *web-server* (start (make-instance 'hunchentoot:easy-acceptor :port 5050)))
And actually, now that I look at them, those clearly include things I haven't used, and may not for a while yet. I'll keep them around for the moment, but I'm leaving a mental note here that I really don't need anything past :hunchentoot
and :cl-who
just yet.
By the way, a significant chunk of this was quickproject
-generated. I added the :import-from
clauses, and some of the :file
declarations, but that's pretty much it. The rest of it was created by running quickproject:make-project
with the appropriate inputs. Moving right along, lets start with the meat of this thing
;;;; strifebarge.lisp
(in-package #:strifebarge)
(defparameter *game* nil)
(define-easy-handler (index :uri "/") ()
(let ((players (list (make-player 'carrier 'cruiser 'destroyer)
(make-player 'carrier 'cruiser 'destroyer))))
(echo (apply #'make-game players) (car players))))
(define-easy-handler (new-game :uri "/new-game") (player-count)
(let* ((p-count (if player-count (parse-integer player-count) 2))
(players (loop for i from 1 to p-count
collect (make-player 'carrier 'cruiser 'destroyer))))
(setf *game* (apply #'make-game players))
(redirect "/join-game")))
(define-easy-handler (join-game :uri "/join-game") ()
(assert (and (not (null (waiting-for *game*)))
(null (session-value :player))))
(setf (session-value :player) (pop (waiting-for *game*)))
(redirect "/show-game"))
(define-easy-handler (show-game :uri "/show-game") ()
(assert (not (null (session-value :player))))
(echo *game* (session-value :player)))
(define-easy-handler (quit-game :uri "/quit-game") ()
(assert (not (null (session-value :player))))
(push (waiting-for *game*) (session-value :player))
(setf (session-value :player) nil)
"You have quit the game")
(define-easy-handler (turn :uri "/turn") (x y)
(assert (and (eq (car (turn-stack *game*)) (session-value :player))
(stringp x) (stringp y)))
(advance-turn *game*)
(fire *game* (session-value :player) (parse-integer x) (parse-integer y))
(redirect "/show-game"))
strifebarge
contains all the HTTP handlers this project uses. I've implemented a test handler (index
), which does nothing now that I'm past working up the echo
methods. It's also possible to create a new-game
, join
or quit
a game, show
the current state of a game board, and take a turn
[1].
I did mention that this was an 0.01
, so the intense lack of usability should come as no surprise to you. Firstly, there is only one *game*
, stored in the global variable of the same name. For the moment, if anyone starts a new game, the old one gets clobbered. Secondly, note that turn order is maintained through an error mechanism. In the final game, those should actually display a little note along the lines of "It's not your turn yet", rather than vomiting a stack dump[2].
Lets take a closer look at how the turn mechanism is approached. It actually starts at the join-game
handler.
(define-easy-handler (join-game :uri "/join-game") ()
(assert (and (not (null (waiting-for *game*)))
(null (session-value :player))))
(setf (session-value :player) (pop (waiting-for *game*)))
(redirect "/show-game"))
The assert
here makes sure of two things:
- The game is waiting for at least one more player to join
- You have not already joined a game
As noted, if an assert
statement fails, you get an error. If they both succeed, you are assigned a player
record, stored in your session
, to track who you are for the duration of the game[3]. This is relevant in two ways. Firstly, the board
is displayed differently based on which player
is looking; we'll see more about this later, the only hint you get from this file is the call to echo
in show-game
.
(define-easy-handler (show-game :uri "/show-game") ()
(assert (not (null (session-value :player))))
(echo *game* (session-value :player)))
and secondly the player
record in your session determines when it's your turn.
(define-easy-handler (turn :uri "/turn") (x y)
(assert (and (eq (car (turn-stack *game*)) (session-value :player))
(stringp x) (stringp y)))
(advance-turn *game*)
(fire *game* (session-value :player) (parse-integer x) (parse-integer y))
(redirect "/show-game"))
Notice both that the assert
in this handler makes sure that the top player on the turn-stack
is the same as the player in your session
, and that part of the handler body calls the method advance-turn
on the current game before calling fire
and re-displaying the game board. That segues nicely into
;;;; game.lisp
(in-package :strifebarge)
;;;;;;;;;;;;;;;;;;;; game creation and setup
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defun make-player (&rest ship-types)
(let ((p (make-instance 'player)))
(setf (ships p)
(mapcar (lambda (s) (make-instance s :player p)) ship-types))
p))
(defun make-game (&rest players)
(let ((board (make-board (mapcan #'ships players))))
(make-instance 'game :board board
:players players
:waiting-for players
:turn-stack players)))
;;;;;;;;;;;;;;;;;;;; display
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod echo ((g game) (p player))
(with-html-output-to-string (*standard-output* nil :prologue t :indent t)
(:html (:body (echo (board g) p)))))
;;;;;;;;;;;;;;;;;;;; actions
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod advance-turn ((g game))
(if (cdr (turn-stack g))
(pop (turn-stack g))
(setf (turn-stack g) (players g))))
(defmethod fire ((g game) (p player) x y)
(let ((result (make-instance
(if (empty-space-at? (board g) x y) 'miss 'hit)
:player p :x x :y y)))
(push result (history g))
(setf (move (space-at (board g) x y)) result)
result))
The creation and setup functions give you a pretty good idea of how player
s and games
are represented. For now, a player
is just an object that has one or more ship
s[4]. A game
is a slightly more complex construct; it has a board
as well as a collection of players
, a turn-stack
and list of players that haven't shown up yet[5]. We'll discuss the board
a bit later, lets get into how player
s and the game
function
. Um. I mean: function.
For the moment, echo
ing a game
just passes the buck to echo
ing a board
for the current player. There will eventually be things other than the board, such as various stat displays, and a turn counter. The interesting stuff here is advance-turn
and fire
.
(defmethod advance-turn ((g game))
(if (cdr (turn-stack g))
(pop (turn-stack g))
(setf (turn-stack g) (players g))))
After reading this, it should be perfectly obvious what the turn stack is, and how it enforces actions. It just starts off as a copy of the list of players
participating in the game, and we pop
the top record off each time a turn is passed. Once we get down to the last player in the stack, we copy out the list of players
instead of pop
ing again. That keeps the game circular.
(defmethod fire ((g game) (p player) x y)
(let ((result (make-instance
(if (empty-space-at? (board g) x y) 'miss 'hit)
:player p :x x :y y)))
(push result (history g))
(setf (move (space-at (board g) x y)) result)
result))
fire
makes a new hit
or miss
marker[6] and attaches it to the space ... I mean, space
... at the given coordinates. It also records the move
in the game
s history
.
Again, 0.01
, so neither of these functions actually deal damage to a given ship
, or end the game if a player has been eliminated. The turn sequence just goes on until all the players stop playing. Note one very intentional effect of this architecture though; the game supports n
player
s by default. It's not a two-player affair, but rather, as many as you like[7], as hinted at by the new-game
handler[8].
Before we deal with the space
and board
files, we should probably take a look at the model
. There are some non-obvious interactions, and I want to lay them bare before getting into how I put together the actual front end and hit tracking.
;;;; model.lisp
(in-package :strifebarge)
(defclass ship ()
((space-count :reader space-count :initarg :space-count)
(player :reader player :initarg :player)
(damage :accessor damage :initform 0)
(coords :accessor coords :initarg :coords)
(direction :accessor direction :initarg :direction)))
(defclass carrier (ship) ((space-count :initform 5)))
(defclass cruiser (ship) ((space-count :initform 3)))
(defclass destroyer (ship) ((space-count :initform 2)))
(defclass move ()
((player :reader player :initarg :player)
(x :reader x :initarg :x)
(y :reader y :initarg :y)))
(defclass hit (move) ())
(defclass miss (move) ())
(defclass player ()
((score :accessor score :initform 0)
(sunken :accessor sunken :initarg :sunken)
(ships :accessor ships :initarg :ships)))
(defclass board-space ()
((x :reader x :initarg :x)
(y :reader y :initarg :y)
(contents :accessor contents :initform nil)
(move :accessor move :initform nil)))
(defclass board ()
((width :reader width :initarg :width)
(height :reader height :initarg :height)
(spaces :accessor spaces :initarg :spaces)))
(defclass game ()
((board :accessor board :initarg :board)
(players :accessor players :initarg :players)
(waiting-for :accessor waiting-for :initarg :waiting-for)
(turn-stack :accessor turn-stack :initarg :turn-stack)
(history :accessor history :initform nil)))
You probably inferred the shape of the game
, player
and move
classes based on stuff I've already shown you. The reason that move
, hit
and miss
are implemented like this is twofold. First, it makes echo
ing simple[9], and second, it will eventually let me do clever things like color-coding shot markers per player.
The new stuff here is the ship
and associated classes. I've only implemented 3; a 5-space, a 3-space and a 2-space vessel, each of which just inherits from ship
and sets its space-count
. As you can see, they're already prepared to take damage, in addition to tracking their position, orientation and owner. Now that I really think about it, I'm not sure why I have a ship track its coordinates after being placed; it becomes completely irrelevant to the ship at that point. The space-count matters[10], but it makes no difference what specific spaces a given ship occupies and won't for a rather long while. That's definitely something I'll be removing after I finish this write-up.
The other new bits, which may help understand the rest of the files so I'll dwell on them a moment, are the board
and space
classes.
(defclass board-space ()
((x :reader x :initarg :x)
(y :reader y :initarg :y)
(contents :accessor contents :initform nil)
(move :accessor move :initform nil)))
A board-space has an x
and y
coordinate, as well as initially empty contents
and move
slots. You already saw what move
does; when a space
is fired upon, it's marked as either a hit or a miss using a shot flag[11]. The contents
are exactly what you'd expect; each occupied space
carries a pointer to the ship
it contains.
(defclass board ()
((width :reader width :initarg :width)
(height :reader height :initarg :height)
(spaces :accessor spaces :initarg :spaces)))
Last one, and then we can round out the methods. A board
caches its width
and height
, as well as keeping the full spaces
grid. What a grid looks like is non-obvious from just the class declaration, so this is actually the perfect segue into
;;;; board.lisp
(in-package :strifebarge)
;;;;;;;;;;;;;;;;;;;; board creation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defun empty-grid (width height)
(loop for y from 0 to height
collect (loop for x from 0 to width collect (make-space x y))))
(defun empty-board (width height)
(make-instance 'board
:spaces (empty-grid width height)
:width width
:height height))
;;;;;;;;;;;;;;;;;;;; board setup
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod space-at ((b board) x y) (nth x (nth y (spaces b))))
(defmethod assign-ship-spaces ((s ship) direction x y)
(loop for i from 0 to (- (space-count s) 1)
if (eq :vertical direction)
collect (cons x (+ i y))
else
collect (cons (+ i x) y)))
(defmethod position-ship ((s ship) (b board))
(let* ((x (random (- (width b) (space-count s))))
(y (random (- (height b) (space-count s))))
(direction (pick '(:vertical :horizontal)))
(ship-spaces (assign-ship-spaces s direction x y)))
(if (every (lambda (p) (empty-space-at? b (car p) (cdr p))) ship-spaces)
(progn
(setf (coords s) ship-spaces
(direction s) direction)
(loop for (x . y) in ship-spaces
do (setf (contents (space-at b x y)) s)))
(position-ship s b))))
(defun make-board (list-of-ships)
(let* ((width (+ 5 (* 2 (length list-of-ships))))
(height (+ 5 (* 2 (length list-of-ships))))
(board (empty-board width height)))
(dolist (s list-of-ships) (position-ship s board))
board))
;;;;;;;;;;;;;;;;;;;; display
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod echo ((b board) (p player))
(with-html-output (*standard-output* nil :indent t)
(:table :id "game-board"
(mapc (lambda (row)
(htm (:tr (mapc (lambda (s) (echo s p)) row))))
(spaces b)))))
As you can see, that's the chunkiest single file in the package, and that's because it implements creating a board
as well as placing ship
s[12]. Firstly, looking at empty-board
and space-at
should clear up what a board
looks like. It's a list of lists of spaces[13].
The ship
placement methods are worth a slightly closer look
(defmethod assign-ship-spaces ((s ship) direction x y)
(loop for i from 0 to (- (space-count s) 1)
if (eq :vertical direction)
collect (cons x (+ i y))
else
collect (cons (+ i x) y)))
(defmethod position-ship ((s ship) (b board))
(let* ((x (random (- (width b) (space-count s))))
(y (random (- (height b) (space-count s))))
(direction (pick '(:vertical :horizontal)))
(ship-spaces (assign-ship-spaces s direction x y)))
(if (every (lambda (p) (empty-space-at? b (car p) (cdr p))) ship-spaces)
(progn
(setf (coords s) ship-spaces
(direction s) direction)
(loop for (space-x . space-y) in ship-spaces
do (setf (contents (space-at b space-x space-y)) s)))
(position-ship s b))))
The position-ship
method takes a ship and a board and positions the ship on the board. It does this by randomly picking a starting x
/y
coordinate and direction
. Those are fed into assign-ship-spaces
which returns a list of (x . y)
corresponding to the space
s this ship
will take up[14]. Once we have that, we check whether all of the generated spaces are currently empty, and if they aren't[15], we try again. If the given spaces are clear, we[16] store those spaces in the ships' coords
and the direction in direction
[17] before assigning ship pointers to the appropriate space
s on the board
. Tadaah! That was the most complicated piece of this game.
make-board
is fairly self-explanatory; it takes a list of ship
s and determines width
/height
of the map based on how many there are, then places each ship
and returns the resulting board
instance. The board
s' echo
method should make perfect sense now that you've seen what a board
is; in order to echo
one, we start an HTML table and map echo
over each space
in each row of the board
. Before we look at space
, lets just zoom in on one part of position-ship
. Specifically, the part that reads
...
(direction (pick '(:vertical :horizontal)))
...
pick
isn't actually a Lisp primitive, but it's fairly simple to define. Here's
;;;; util.lisp
(in-package :strifebarge)
(defun pick (a-list)
"Randomly selects an element from the given list with equal probability."
(nth (random (length a-list)) a-list))
(defun range (a b)
"Returns a list of numbers starting with a and ending with b inclusive."
(loop for i from a to b collect i))
Both are fairly self-explanatory. range
is a second utility function I defined for an earlier iteration of the codebase, but ended up refactoring out all calls to it. I'm still keeping it, probably more out of superstition than anything else. In fact, never mind, I'm adding one to the list of things I need to trim once I finish writing this.
Ok, all that out of the way, lets finally take a look at
;;;; space.lisp
(in-package :strifebarge)
;;;;;;;;;;;;;;;;;;;; creation and setup
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defun make-space (x y)
(make-instance 'board-space :x x :y y))
;;;;;;;;;;;;;;;;;;;; predicates
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod empty-space? ((s board-space)) (null (contents s)))
(defmethod empty-space-at? ((b board) x y) (null (contents (space-at b x y))))
;;;;;;;;;;;;;;;;;;;; display
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod echo ((s board-space) (p player))
(with-html-output (*standard-output* nil :indent t)
(:td (cond ((move s) (echo (move s) p))
((and (contents s) (eq (player (contents s)) p)) (str "#"))
(t (htm (:a :href (format nil "/turn?x=~a&y=~a" (x s) (y s)) "~")))))))
(defmethod echo ((m hit) (p player))
(with-html-output (*standard-output* nil :indent t)
"X"))
(defmethod echo ((m miss) (p player))
(with-html-output (*standard-output* nil :indent t)
"O"))
I told you the hard part concluded with make-board
earlier. make-space
is a self-explanatory shortcut to using the raw make-instance
[18]. The empty
predicates are shorthand for checking whether a given space
(or a space
given by specified coordinates on a board
) is empty.
The last mystery is solved with the echo
methods here. A space
is echo
ed as a td
tag, but its contents depends on certain properties of the space
. First, if this space
has been fired upon, we echo
its shot marker[19]. Second, if the space hasn't been fired upon, but contains a ship belonging to the current player, we echo a marker for a ship
[20]. Finally, if all else fails, we output a shot link with the coordinates of the current space, and wrap it around "~" which looks sufficiently wave-like for this stage of development.
As an architectural aside, that last one is why we needed the more complex representation of space
s. I initially toyed with just having a simple 2-dimensional list of '([move] [contents])
, but that would have been both more difficult to abstract from other parts of the program[21], and it would have complicated emitting the coordinate link to /turn
.
So there, putting it all together, we've got a very simple[22] implementation of an HTTP-using multiplayer, turn-based, guessing/strategy game in Common Lisp with a grand total of 220 lines including comments[23]. Hopefully this step-by step has been useful to someone. If nothing else, it helped me figure out where I'm going next in a much more concrete way. I need to trim a few things, add some re-direction constructs to use in place of the assertions, get cracking on a sprite-set[24], and figure out a good way to periodically notify clients about new developments in the game[25]. That's it for the short term, once that's all done, I'll do another one of these little reflection/code-review articles.
If you feel like poking around the codebase for your own education, or for the purposes of patching, check out the github repo. I haven't actually decided what license I'm using yet, so maybe hold off on hacking on it until I get that cleared up.[26]
Footnotes
1 - [back] - Which fires a single shot on the specified space and passes the turn.
2 - [back] - Which is what failed assert
ions do.
3 - [back] - Incidentally, this is why I wanted to include :ironclad right out of the gate; as far as I know, Hunchentoot sessions aren't particularly spoof-resistant, so in a real game I'd want better player verification than this approach gives me. I'm assuming the final solution will take the form of IP and user-agent recording combined with a Diffie-Hellman handshake.
4 - [back] - It also has some other tracking slots, like score and how many ships they sank, but those don't get tracked quite yet.
5 - [back] - That'd be waiting-for
.
6 - [back] - Depending on whether the space being fired into is empty
or not, obviously.
7 - [back] - Though I probably should have the option of limiting the count through a config variable somewhere in the final.
8 - [back] - Which actually takes player-count
as an input, and defaults to 2.
9 - [back] - As you'll see when we get to the space
file.
10 - [back] - Or rather, will matter, once I start tracking ship damage.
11 - [back] - An instance of the move
class.
12 - [back] - Which is only non-trivial because we're breaking tradition by placing all ships on the same board, necessitating both random placing and preventing ship collisions.
13 - [back] - Subject to change to arrays in the final, but I can't be bothered to optimize at this point. On the upside, defining space-at
explicitly means that when I change the representation of a board, I'll only have to change that single function and the empty-
functions rather than tracking down every call to nth
.
14 - [back] - Taking into account this particular ships' length.
15 - [back] - Which would signal a collision with another ship.
16 - [back] - Uselessly
17 - [back] - The direction will actually be useful sooner rather than later; it will help figure out how to render a ship once I start using sprites instead of the plain grid display going on currently.
18 - [back] - This technique both saves some typing, and lets you be flexible about re-defining the representation of the object in question later. In this case, I could completely change how the game thinks of board-space
s, and all I'd really need to change is the code in this file.
19 - [back] - Currently, a hit
is represented as "X" and a miss
is "O".
20 - [back] - The current representation is "#" for all ships, this will eventually get complicated enough to call for another echo
method specializing on ship
, but that can wait until I actually get some graphics up ins.
21 - [back] - In the sense that changing a particular space
s' move
or contents
would have necessitated at least a little grubbing around with car
and cdr
.
22 - [back] - And still unplayable.
23 - [back] - And that's even before the cuts trims I said I'd make.
24 - [back] - Or try to find one.
25 - [back] - My intuition tells me that long-poll/comet won't be a very good fit for Hunchentoot's view of the world, so I'll need to figure something out.
26 - [back] - It'll definitely be an open one, I'm just not sure which, though currently leaning towards the AGPL since the point of this is a hobby-horse/educational project. In other words, definitely hold off if you're a GNU hater.