import shutil
import time
import ctypes
+import math
class RandomnessIO:
"""Fill IO files DB with proper file( path)s. Write process IO test string.
Ensure IO files directory at server/. Remove any old input file if found.
- Set up new input file for reading, and new output file for writing. Start
+ Set up new input file for reading, and new output file for appending. Start
output file with process hash line of format PID + " " + floated UNIX time
(io_db["teststring"]). Raise SystemExit if file is found at path of either
record or save file plus io_db["tmp_suffix"].
io_db["verbose"] = False
io_db["record_chunk"] = ""
os.makedirs(io_db["path_server"], exist_ok=True)
- io_db["file_out"] = open(io_db["path_out"], "w")
+ io_db["file_out"] = open(io_db["path_out"], "a")
strong_write(io_db["file_out"], io_db["teststring"] + "\n")
if os.access(io_db["path_in"], os.F_OK):
os.remove(io_db["path_in"])
io_db["file_record"].close()
+def log(msg):
+ """Send "msg" to log."""
+ strong_write(io_db["file_out"], "LOG " + msg + "\n")
+
+
def obey(command, prefix, replay=False, do_record=False):
"""Call function from commands_db mapped to command's first token.
is called (and io_db["record_chunk"] written) if 15 seconds have passed
since the last time it was called. The prefix string is inserted into the
server's input message between its beginning 'input ' and ':'. All activity
- is preceded by a server_test() call.
+ is preceded by a server_test() call. Commands that start with a lowercase
+ letter are ignored when world_db["WORLD_ACTIVE"] is False/0.
"""
server_test()
if io_db["verbose"]:
and len(tokens) == commands_db[tokens[0]][0] + 1:
if commands_db[tokens[0]][1]:
commands_db[tokens[0]][2](*tokens[1:])
+ elif tokens[0][0].islower() and not world_db["WORLD_ACTIVE"]:
+ print("Ignoring lowercase-starting commands when world inactive.")
elif replay:
print("Due to replay mode, reading command as 'go on in record'.")
line = io_db["file_record"].readline()
if time.time() > io_db["save_wait"] + 15:
atomic_write(io_db["path_record"], io_db["record_chunk"],
do_append=True)
- save_world()
+ if world_db["WORLD_ACTIVE"]:
+ save_world()
io_db["record_chunk"] = ""
io_db["save_wait"] = time.time()
io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"]
return '"' + string.replace('"', '\u005C"') + '"'
def mapsetter(key):
- def helper(id):
+ def helper(id=None):
string = ""
- if world_db["Things"][id][key]:
- map = world_db["Things"][id][key]
+ if key == "MAP" or world_db["Things"][id][key]:
+ map = world_db["MAP"] if key == "MAP" \
+ else world_db["Things"][id][key]
length = world_db["MAP_LENGTH"]
for i in range(length):
line = map[i * length:(i * length) + length].decode()
string = ""
for key in sorted(world_db.keys()):
if (not isinstance(world_db[key], dict)) and key != "MAP" and \
- key != "WORLD_ACTIVE" and key != "SEED_MAP":
+ key != "WORLD_ACTIVE":
string = string + key + " " + str(world_db[key]) + "\n"
- string = string + "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n"
+ string = string + mapsetter("MAP")()
string = string + helper("ThingActions", "TA_ID")
string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False})
for id in sorted(world_db["ThingTypes"].keys()):
"""Write worldstate file if io_db["worldstate_updateable"] is set."""
if io_db["worldstate_updateable"]:
- def draw_visible_Things(map, run):
- for id in world_db["Things"]:
- type = world_db["Things"][id]["T_TYPE"]
- consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
- alive = world_db["ThingTypes"][type]["TT_LIFEPOINTS"]
- if (0 == run and not consumable and not alive) \
- or (1 == run and consumable and not alive) \
- or (2 == run and alive):
- y = world_db["Things"][id]["T_POSY"]
- x = world_db["Things"][id]["T_POSX"]
- fovflag = world_db["Things"][0]["fovmap"][(y * length) + x]
- if 'v' == chr(fovflag):
- c = world_db["ThingTypes"][type]["TT_SYMBOL"]
- map[(y * length) + x] = ord(c)
-
def write_map(string, map):
for i in range(length):
line = map[i * length:(i * length) + length].decode()
str(world_db["MAP_LENGTH"]) + "\n"
length = world_db["MAP_LENGTH"]
fov = bytearray(b' ' * (length ** 2))
- for pos in range(length ** 2):
- if 'v' == chr(world_db["Things"][0]["fovmap"][pos]):
- fov[pos] = world_db["MAP"][pos]
- for i in range(3):
- draw_visible_Things(fov, i)
+ ord_v = ord("v")
+ for pos in [pos for pos in range(length ** 2)
+ if ord_v == world_db["Things"][0]["fovmap"][pos]]:
+ fov[pos] = world_db["MAP"][pos]
+ length = world_db["MAP_LENGTH"]
+ for id in [id for tid in reversed(sorted(list(world_db["ThingTypes"])))
+ for id in world_db["Things"]
+ if not world_db["Things"][id]["carried"]
+ if world_db["Things"][id]["T_TYPE"] == tid
+ if world_db["Things"][0]["fovmap"][
+ world_db["Things"][id]["T_POSY"] * length
+ + world_db["Things"][id]["T_POSX"]] == ord_v]:
+ type = world_db["Things"][id]["T_TYPE"]
+ c = ord(world_db["ThingTypes"][type]["TT_SYMBOL"])
+ fov[world_db["Things"][id]["T_POSY"] * length
+ + world_db["Things"][id]["T_POSX"]] = c
string = write_map(string, fov)
mem = world_db["Things"][0]["T_MEMMAP"][:]
- for i in range(2):
- for mt in world_db["Things"][0]["T_MEMTHING"]:
- consumable = world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]
- if (i == 0 and not consumable) or (i == 1 and consumable):
- c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"]
- mem[(mt[1] * length) + mt[2]] = ord(c)
+ for mt in [mt for tid in reversed(sorted(list(world_db["ThingTypes"])))
+ for mt in world_db["Things"][0]["T_MEMTHING"]
+ if mt[0] == tid]:
+ c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"]
+ mem[(mt[1] * length) + mt[2]] = ord(c)
string = write_map(string, mem)
atomic_write(io_db["path_worldstate"], string, delete=False)
strong_write(io_db["file_out"], "WORLD_UPDATED\n")
obey(read_command(), "in file", do_record=True)
-def remake_map():
+def make_map():
"""(Re-)make island map.
Let "~" represent water, "." land, "X" trees: Build island shape randomly,
to land. The cycle ends when a land cell is due to be created at the map's
border. Then put some trees on the map (TODO: more precise algorithm desc).
"""
+
def is_neighbor(coordinates, type):
y = coordinates[0]
x = coordinates[1]
and type == chr(world_db["MAP"][pos + length - (not ind)])):
return True
return False
- store_seed = rand.seed
- rand.seed = world_db["SEED_MAP"]
+
world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
length = world_db["MAP_LENGTH"]
add_half_width = (not (length % 2)) * int(length / 2)
and ((not single_allowed) or is_neighbor((y, x), "X")):
world_db["MAP"][pos] = ord("X")
i_trees += 1
- rand.seed = store_seed
# This all-too-precise replica of the original C code misses iter_limit().
+def eat_vs_hunger_threshold(thingtype):
+ """Return satiation cost of eating for type. Good food for it must be >."""
+ hunger_unit = hunger_per_turn(thingtype)
+ actiontype = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"] == "use"][0]
+ return world_db["ThingActions"][actiontype]["TA_EFFORT"] * hunger_unit
+
+
def update_map_memory(t, age_map=True):
"""Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
+
def age_some_memdepthmap_on_nonfov_cells():
# OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
# ord_v = ord("v")
memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
fovmap = c_pointer_to_bytearray(t["fovmap"])
libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
+
if not t["T_MEMMAP"]:
t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
if not t["T_MEMDEPTHMAP"]:
t["T_MEMDEPTHMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
ord_v = ord("v")
ord_0 = ord("0")
- ord_space = ord(" ")
for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
if ord_v == t["fovmap"][pos]]:
t["T_MEMDEPTHMAP"][pos] = ord_0
- if ord_space == t["T_MEMMAP"][pos]:
- t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+ t["T_MEMMAP"][pos] = world_db["MAP"][pos]
if age_map:
age_some_memdepthmap_on_nonfov_cells()
- for mt in [mt for mt in t["T_MEMTHING"]
- if ord_v == t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
- + mt[2]]]:
- t["T_MEMTHING"].remove(mt)
+ t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
+ if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
+ + mt[2]]]
for id in [id for id in world_db["Things"]
if not world_db["Things"][id]["carried"]]:
type = world_db["Things"][id]["T_TYPE"]
raise RuntimeError("Malloc error in build_fov_Map().")
+def log_help():
+ """Send quick usage info to log."""
+ log("LOG See README file for help.")
+
+
def decrement_lifepoints(t):
"""Decrement t's lifepoints by 1, and if to zero, corpse it.
If t is the player avatar, only blank its fovmap, so that the client may
still display memory data. On non-player things, erase fovmap and memory.
+ Dying actors drop all their things.
"""
t["T_LIFEPOINTS"] -= 1
if 0 == t["T_LIFEPOINTS"]:
+ for id in t["T_CARRIES"]:
+ t["T_CARRIES"].remove(id)
+ world_db["Things"][id]["T_POSY"] = t["T_POSY"]
+ world_db["Things"][id]["T_POSX"] = t["T_POSX"]
+ world_db["Things"][id]["carried"] = False
t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
if world_db["Things"][0] == t:
t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
- strong_write(io_db["file_out"], "LOG You die.\n")
+ log("You die.")
+ log("See README on how to start over.")
else:
t["fovmap"] = False
t["T_MEMMAP"] = False
def actor_wait(t):
"""Make t do nothing (but loudly, if player avatar)."""
if t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You wait.\n")
+ log("You wait")
def actor_move(t):
t["T_POSY"], t["T_POSX"])
if 1 == move_result[0]:
pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- passable = "." == chr(world_db["MAP"][pos])
hitted = [id for id in world_db["Things"]
if world_db["Things"][id] != t
if world_db["Things"][id]["T_LIFEPOINTS"]
if t == world_db["Things"][0]:
hitted_type = world_db["Things"][hit_id]["T_TYPE"]
hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
- strong_write(io_db["file_out"], "LOG You wound "
- + hitted_name + ".\n")
+ log("You WOUND" + hitted_name + ".")
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
- strong_write(io_db["file_out"], "LOG " + hitter_name +
- " wounds you.\n")
+ log(hitter_name +" WOUNDS you.")
decrement_lifepoints(world_db["Things"][hit_id])
return
+ passable = "." == chr(world_db["MAP"][pos])
dir = [dir for dir in directions_db
if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
if passable:
world_db["Things"][id]["T_POSX"] = move_result[2]
build_fov_map(t)
if t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
- elif t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
+ log("You MOVE " + dir + ".")
def actor_pick_up(t):
- """Make t pick up (topmost?) Thing from ground into inventory."""
- # Topmostness is actually not defined so far. Picks Thing with highest ID.
+ """Make t pick up (topmost?) Thing from ground into inventory.
+
+ Define topmostness by how low the thing's type ID is.
+ """
ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
if not world_db["Things"][id]["carried"]
if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
if len(ids):
- highest_id = 0
- for id in ids:
- if id > highest_id:
- highest_id = id
- world_db["Things"][highest_id]["carried"] = True
- t["T_CARRIES"].append(highest_id)
+ lowest_tid = -1
+ for iid in ids:
+ tid = world_db["Things"][iid]["T_TYPE"]
+ if lowest_tid == -1 or tid < lowest_tid:
+ id = iid
+ lowest_tid = tid
+ world_db["Things"][id]["carried"] = True
+ t["T_CARRIES"].append(id)
if t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You pick up an object.\n")
- elif t == world_db["Things"][0]:
- err = "You try to pick up an object, but there is none."
- strong_write(io_db["file_out"], "LOG " + err + "\n")
+ log("You PICK UP an object.")
def actor_drop(t):
t["T_CARRIES"].remove(id)
world_db["Things"][id]["carried"] = False
if t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You drop an object.\n")
- elif t == world_db["Things"][0]:
- err = "You try to drop an object, but you own none."
- strong_write(io_db["file_out"], "LOG " + err + "\n")
+ log("You DROP an object.")
def actor_use(t):
if len(t["T_CARRIES"]):
id = t["T_CARRIES"][t["T_ARGUMENT"]]
type = world_db["Things"][id]["T_TYPE"]
- if world_db["ThingTypes"][type]["TT_CONSUMABLE"]:
+ if world_db["ThingTypes"][type]["TT_TOOL"] == "food":
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
- t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
if t == world_db["Things"][0]:
- strong_write(io_db["file_out"],
- "LOG You consume this object.\n")
+ log("You CONSUME this object.")
elif t == world_db["Things"][0]:
- strong_write(io_db["file_out"],
- "LOG You try to use this object, but fail.\n")
- elif t == world_db["Things"][0]:
- strong_write(io_db["file_out"],
- "LOG You try to use an object, but you own none.\n")
+ log("You try to use this object, but FAIL.")
-def thingproliferation(t):
- """To chance of 1/TT_PROLIFERATE, create t offspring in neighbor cell.
+def thingproliferation(t, prol_map):
+ """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.
- Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be
- passable and not be inhabited by a Thing of the same type, or, if Thing is
- animate, any other animate Thing. If there are several map cell candidates,
- one is selected randomly.
+ Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
+ marked '.' in prol_map. If there are several map cell candidates, one is
+ selected randomly.
"""
- def test_cell(t, y, x):
- if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
- for id in [id for id in world_db["Things"]
- if y == world_db["Things"][id]["T_POSY"]
- if x == world_db["Things"][id]["T_POSX"]
- if (t["T_TYPE"] == world_db["Things"][id]["T_TYPE"])
- or (t["T_LIFEPOINTS"] and
- world_db["Things"][id]["T_LIFEPOINTS"])]:
- return False
- return True
- return False
prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)):
candidates = []
- for dir in [directions_db[key] for key in directions_db]:
+ for dir in [directions_db[key] for key in sorted(directions_db.keys())]:
mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
- if mv_result[0] and test_cell(t, mv_result[1], mv_result[2]):
+ if mv_result[0] and ord('.') == prol_map[mv_result[1]
+ * world_db["MAP_LENGTH"]
+ + mv_result[2]]:
candidates.append((mv_result[1], mv_result[2]))
if len(candidates):
i = rand.next() % len(candidates)
def try_healing(t):
- """Grow t's HP to a 1/32 chance if < HP max, satiation > 0, and waiting.
+ """If t's HP < max, increment them if well-nourished, maybe waiting."""
+ if t["T_LIFEPOINTS"] < \
+ world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]:
+ wait_id = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
+ wait_divider = 8 if t["T_COMMAND"] == wait_id else 1
+ testval = int(abs(t["T_SATIATION"]) / wait_divider)
+ if (testval <= 1 or 1 == (rand.next() % testval)):
+ t["T_LIFEPOINTS"] += 1
+ if t == world_db["Things"][0]:
+ log("You HEAL.")
- On success, decrease satiation score by 32.
- """
- if t["T_SATIATION"] > 0 \
- and t["T_LIFEPOINTS"] < \
- world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
- and 0 == (rand.next() % 31) \
- and t["T_COMMAND"] == [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"] ==
- "wait"][0]:
- t["T_LIFEPOINTS"] += 1
- t["T_SATIATION"] -= 32
- if t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You heal.\n")
+
+def hunger_per_turn(type_id):
+ """The amount of satiation score lost per turn for things of given type."""
+ return int(math.sqrt(world_db["ThingTypes"][type_id]["TT_LIFEPOINTS"]))
def hunger(t):
"""Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
if t["T_SATIATION"] > -32768:
- t["T_SATIATION"] -= 1
- testbase = t["T_SATIATION"] if t["T_SATIATION"] >= 0 else -t["T_SATIATION"]
- if not world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]:
- raise RuntimeError("A thing that should not hunger is hungering.")
- stomach = int(32767 / world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"])
- if int(int(testbase / stomach) / ((rand.next() % stomach) + 1)):
+ t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"])
+ if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
if t == world_db["Things"][0]:
- strong_write(io_db["file_out"], "LOG You suffer from hunger.\n")
+ if t["T_SATIATION"] < 0:
+ log("You SUFFER from hunger.")
+ else:
+ log("You SUFFER from over-eating.")
decrement_lifepoints(t)
The path-wise nearest target is chosen, via the shortest available path.
Target must not be t. On succcess, return positive value, else False.
Filters:
- "a": Thing in FOV is below a certain distance, animate, but of ThingType
- that is not t's, and starts out weaker than t is; build path as
- avoiding things of t's ThingType
- "f": neighbor cell (not inhabited by any animate Thing) further away from
- animate Thing not further than x steps away and in FOV and of a
- ThingType that is not t's, and starts out stronger or as strong as t
- is currently; or (cornered), if no such flight cell, but Thing of
- above criteria is too near,1 a cell closer to it, or, if less near,
- just wait
- "c": Thing in memorized map is consumable
+ "a": Thing in FOV is animate, but of ThingType, starts out weaker than t
+ is, and its corpse would be healthy food for t
+ "f": move away from an enemy – any visible actor whose thing type has more
+ TT_LIFEPOINTS than t LIFEPOINTS, and might find t's corpse healthy
+ food – if it is closer than n steps, where n will shrink as t's hunger
+ grows; if enemy is too close, move towards (attack) the enemy instead;
+ if no fleeing is possible, nor attacking useful, wait; don't tread on
+ non-enemies for fleeing
+ "c": Thing in memorized map is consumable of sufficient nutrition for t
"s": memory map cell with greatest-reachable degree of unexploredness
"""
raise RuntimeError("No score map allocated for "
"zero_score_map_where_char_on_memdepthmap().")
+ def set_map_score_at_thingpos(id, score):
+ pos = world_db["Things"][id]["T_POSY"] * world_db["MAP_LENGTH"] \
+ + world_db["Things"][id]["T_POSX"]
+ set_map_score(pos, score)
+
def set_map_score(pos, score):
test = libpr.set_map_score(pos, score)
if test:
raise RuntimeError("No score map allocated for get_map_score().")
return result
+ def animate_in_fov(Thing):
+ if Thing["carried"] or Thing == t or not Thing["T_LIFEPOINTS"]:
+ return False
+ pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
+ if ord("v") == t["fovmap"][pos]:
+ return True
+
+ def good_attack_target(v):
+ eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
+ type = world_db["ThingTypes"][v["T_TYPE"]]
+ type_corpse = world_db["ThingTypes"][type["TT_CORPSE_ID"]]
+ if t["T_LIFEPOINTS"] > type["TT_LIFEPOINTS"] \
+ and type_corpse["TT_TOOL"] == "food" \
+ and type_corpse["TT_TOOLPOWER"] > eat_cost:
+ return True
+ return False
+
+ def good_flee_target(m):
+ own_corpse_id = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
+ corpse_type = world_db["ThingTypes"][own_corpse_id]
+ targetness = 0 if corpse_type["TT_TOOL"] != "food" \
+ else corpse_type["TT_TOOLPOWER"]
+ type = world_db["ThingTypes"][m["T_TYPE"]]
+ if t["T_LIFEPOINTS"] < type["TT_LIFEPOINTS"] \
+ and targetness > eat_vs_hunger_threshold(m["T_TYPE"]):
+ return True
+ return False
+
def seeing_thing():
- if t["fovmap"] and ("a" == filter or "f" == filter):
+ if t["fovmap"] and "a" == filter:
for id in world_db["Things"]:
- Thing = world_db["Things"][id]
- if Thing != t and Thing["T_LIFEPOINTS"] and \
- t["T_TYPE"] != Thing["T_TYPE"] and \
- 'v' == chr(t["fovmap"][(Thing["T_POSY"]
- * world_db["MAP_LENGTH"])
- + Thing["T_POSX"]]):
- ThingType = world_db["ThingTypes"][Thing["T_TYPE"]]
- if ("f" == filter and ThingType["TT_LIFEPOINTS"] >=
- t["T_LIFEPOINTS"]) \
- or ("a" == filter and ThingType["TT_LIFEPOINTS"] <
- t["T_LIFEPOINTS"]):
+ if animate_in_fov(world_db["Things"][id]):
+ if good_attack_target(world_db["Things"][id]):
+ return True
+ elif t["fovmap"] and "f" == filter:
+ for id in world_db["Things"]:
+ if animate_in_fov(world_db["Things"][id]):
+ if good_flee_target(world_db["Things"][id]):
return True
elif t["T_MEMMAP"] and "c" == filter:
+ eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
for mt in t["T_MEMTHING"]:
if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
+ mt[2]]) \
- and world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]:
+ and world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" \
+ and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] \
+ > eat_cost:
return True
return False
set_cells_passable_on_memmap_to_65534_on_scoremap()
if "a" == filter:
for id in world_db["Things"]:
- Thing = world_db["Things"][id]
- pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \
- + Thing["T_POSX"]
- if t != Thing and Thing["T_LIFEPOINTS"] and \
- t["T_TYPE"] != Thing["T_TYPE"] and \
- ord_v == t["fovmap"][pos] and \
- t["T_LIFEPOINTS"] > \
- world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
- set_map_score(pos, 0)
- elif t["T_TYPE"] == Thing["T_TYPE"]:
- set_map_score(pos, 65535)
+ if animate_in_fov(world_db["Things"][id]) \
+ and good_attack_target(world_db["Things"][id]):
+ set_map_score_at_thingpos(id, 0)
elif "f" == filter:
- for id in [id for id in world_db["Things"]
- if world_db["Things"][id]["T_LIFEPOINTS"]]:
- Thing = world_db["Things"][id]
- pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \
- + Thing["T_POSX"]
- if t["T_TYPE"] != Thing["T_TYPE"] and \
- ord_v == t["fovmap"][pos] and \
- t["T_LIFEPOINTS"] <= \
- world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
- set_map_score(pos, 0)
+ for id in world_db["Things"]:
+ if animate_in_fov(world_db["Things"][id]) \
+ and good_flee_target(world_db["Things"][id]):
+ set_map_score_at_thingpos(id, 0)
elif "c" == filter:
+ eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
for mt in [mt for mt in t["T_MEMTHING"]
if ord_blank != t["T_MEMMAP"][mt[1]
* world_db["MAP_LENGTH"]
+ mt[2]]
- if world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]]:
+ if world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
+ if world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"]
+ > eat_cost]:
set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
elif "s" == filter:
zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
+ if "a" != filter:
+ for id in world_db["Things"]:
+ if animate_in_fov(world_db["Things"][id]):
+ if "f" == filter:
+ pos = world_db["Things"][id]["T_POSY"] \
+ * world_db["MAP_LENGTH"] \
+ + world_db["Things"][id]["T_POSX"]
+ if 0 == get_map_score(pos):
+ continue
+ set_map_score_at_thingpos(id, 65535)
def rand_target_dir(neighbors, cmp, dirs):
candidates = []
dirs = "edcxsw"
eye_pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
neighbors = get_neighbor_scores(dirs, eye_pos)
- if "f" == filter:
- inhabited = [world_db["Things"][id]["T_POSY"]
- * world_db["MAP_LENGTH"]
- + world_db["Things"][id]["T_POSX"]
- for id in world_db["Things"]
- if world_db["Things"][id]["T_LIFEPOINTS"]]
- for i in range(len(dirs)):
- mv_yx_in_dir_legal(dirs[i], t["T_POSY"], t["T_POSX"])
- pos_cmp = libpr.result_y() * world_db["MAP_LENGTH"] \
- + libpr.result_x()
- for pos in [pos for pos in inhabited if pos == pos_cmp]:
- neighbors[i] = 65535
- break
minmax_start = 0 if "f" == filter else 65535 - 1
minmax_neighbor = minmax_start
for i in range(len(dirs)):
if minmax_neighbor != minmax_start:
dir_to_target = rand_target_dir(neighbors, minmax_neighbor, dirs)
if "f" == filter:
+ distance = get_map_score(eye_pos)
+ fear_distance = world_db["MAP_LENGTH"]
+ if t["T_SATIATION"] < 0 and math.sqrt(-t["T_SATIATION"]) > 0:
+ fear_distance = fear_distance / math.sqrt(-t["T_SATIATION"])
+ attack_distance = 1
if not dir_to_target:
- if 1 == get_map_score(eye_pos):
- dir_to_target = rand_target_dir(neighbors, 0, dirs)
- elif 3 >= get_map_score(eye_pos):
+ if attack_distance >= distance:
+ dir_to_target = rand_target_dir(neighbors,
+ distance - 1, dirs)
+ elif fear_distance >= distance:
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if
world_db["ThingActions"][id]["TA_NAME"]
== "wait"][0]
return 1
- elif dir_to_target and 3 < get_map_score(eye_pos):
+ elif dir_to_target and fear_distance < distance:
dir_to_target = 0
- elif "a" == filter and 10 <= get_map_score(eye_pos):
- dir_to_target = 0
return dir_to_target
dir_to_target = False
return dir_to_target
-def standing_on_consumable(t):
- """Return True/False whether t is standing on a consumable."""
+def standing_on_food(t):
+ """Return True/False whether t is standing on healthy consumable."""
+ eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
+ if not world_db["Things"][id]["carried"]
if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
if world_db["Things"][id]["T_POSX"] == t["T_POSX"]
if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
- ["TT_CONSUMABLE"]]:
+ ["TT_TOOL"] == "food"
+ if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+ ["TT_TOOLPOWER"] > eat_cost]:
return True
return False
def get_inventory_slot_to_consume(t):
- """Return slot Id of strongest consumable in t's inventory, else -1."""
- cmp_consumability = 0
+ """Return invent. slot of healthiest consumable(if any healthy),else -1."""
+ cmp_food = -1
selection = -1
i = 0
+ eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
for id in t["T_CARRIES"]:
type = world_db["Things"][id]["T_TYPE"]
- if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability:
- cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
- selection = i
+ if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
+ and world_db["ThingTypes"][type]["TT_TOOLPOWER"]:
+ nutvalue = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
+ tmp_cmp = abs(t["T_SATIATION"] + nutvalue - eat_cost)
+ if (cmp_food < 0 and tmp_cmp < abs(t["T_SATIATION"])) \
+ or tmp_cmp < cmp_food:
+ cmp_food = tmp_cmp
+ selection = i
i += 1
return selection
def ai(t):
- """Determine next command/argment for actor t via AI algorithms.
-
- AI will look for, and move towards, enemies (animate Things not of their
- own ThingType); if they see none, they will consume consumables in their
- inventory; if there are none, they will pick up what they stand on if they
- stand on consumables; if they stand on none, they will move towards the
- next consumable they see or remember on the map; if they see or remember
- none, they will explore parts of the map unseen since ever or for at least
- one turn; if there is nothing to explore, they will simply wait.
- """
+ """Determine next command/argment for actor t via AI algorithms."""
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
- if not get_dir_to_target(t, "f"):
- sel = get_inventory_slot_to_consume(t)
- if -1 != sel:
- t["T_COMMAND"] = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"]
- == "use"][0]
- t["T_ARGUMENT"] = sel
- elif standing_on_consumable(t):
+ if get_dir_to_target(t, "f"):
+ return
+ sel = get_inventory_slot_to_consume(t)
+ if -1 != sel:
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"]
+ == "use"][0]
+ t["T_ARGUMENT"] = sel
+ elif standing_on_food(t):
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if world_db["ThingActions"][id]["TA_NAME"]
== "pick_up"][0]
- elif (not get_dir_to_target(t, "c")) and \
- (not get_dir_to_target(t, "a")):
- get_dir_to_target(t, "s")
+ else:
+ going_to_known_food_spot = get_dir_to_target(t, "c")
+ if not going_to_known_food_spot:
+ aiming_for_walking_food = get_dir_to_target(t, "a")
+ if not aiming_for_walking_food:
+ get_dir_to_target(t, "s")
def turn_over():
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
+ proliferable_map = world_db["MAP"][:]
+ for id in [id for id in world_db["Things"]
+ if not world_db["Things"][id]["carried"]]:
+ y = world_db["Things"][id]["T_POSY"]
+ x = world_db["Things"][id]["T_POSX"]
+ proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
for id in [id for id in world_db["Things"]]: # Only what's from start!
if not id in world_db["Things"] or \
world_db["Things"][id]["carried"]: # May have been consumed or
break
ai(Thing)
try_healing(Thing)
- Thing["T_PROGRESS"] += 1
- taid = [a for a in world_db["ThingActions"]
- if a == Thing["T_COMMAND"]][0]
- ThingAction = world_db["ThingActions"][taid]
- if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
- eval("actor_" + ThingAction["TA_NAME"])(Thing)
- Thing["T_COMMAND"] = 0
- Thing["T_PROGRESS"] = 0
hunger(Thing)
- thingproliferation(Thing)
+ if Thing["T_LIFEPOINTS"]:
+ Thing["T_PROGRESS"] += 1
+ taid = [a for a in world_db["ThingActions"]
+ if a == Thing["T_COMMAND"]][0]
+ ThingAction = world_db["ThingActions"][taid]
+ if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+ eval("actor_" + ThingAction["TA_NAME"])(Thing)
+ Thing["T_COMMAND"] = 0
+ Thing["T_PROGRESS"] = 0
+ thingproliferation(Thing, proliferable_map)
if whilebreaker:
break
world_db["TURN"] += 1
return id
+def command_plugin(str_plugin):
+ """Run code in plugins/[str_plugin]."""
+ if (str_plugin.replace("_", "").isalnum()
+ and os.access("plugins/" + str_plugin, os.F_OK)):
+ exec(open("plugins/" + str_plugin).read())
+ return
+ print("Bad plugin name:", str_plugin)
+
+
def command_ping():
"""Send PONG line to server output file."""
strong_write(io_db["file_out"], "PONG\n")
def command_quit():
"""Abort server process."""
if None == opts.replay:
- save_world()
+ if world_db["WORLD_ACTIVE"]:
+ save_world()
atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
raise SystemExit("received QUIT command")
pos = (y * world_db["MAP_LENGTH"]) + x
strong_write(io_db["file_out"], "THINGS_HERE START\n")
if "v" == chr(world_db["Things"][0]["fovmap"][pos]):
- for id in world_db["Things"]:
- if y == world_db["Things"][id]["T_POSY"] \
- and x == world_db["Things"][id]["T_POSX"] \
- and not world_db["Things"][id]["carried"]:
- type = world_db["Things"][id]["T_TYPE"]
- name = world_db["ThingTypes"][type]["TT_NAME"]
- strong_write(io_db["file_out"], name + "\n")
+ for id in [id for tid in sorted(list(world_db["ThingTypes"]))
+ for id in world_db["Things"]
+ if not world_db["Things"][id]["carried"]
+ if world_db["Things"][id]["T_TYPE"] == tid
+ if y == world_db["Things"][id]["T_POSY"]
+ if x == world_db["Things"][id]["T_POSX"]]:
+ type = world_db["Things"][id]["T_TYPE"]
+ name = world_db["ThingTypes"][type]["TT_NAME"]
+ strong_write(io_db["file_out"], name + "\n")
else:
- for mt in world_db["Things"][0]["T_MEMTHING"]:
- if y == mt[1] and x == mt[2]:
- name = world_db["ThingTypes"][mt[0]]["TT_NAME"]
- strong_write(io_db["file_out"], name + "\n")
+ for mt in [mt for tid in sorted(list(world_db["ThingTypes"]))
+ for mt in world_db["Things"][0]["T_MEMTHING"]
+ if mt[0] == tid if y == mt[1] if x == mt[2]]:
+ name = world_db["ThingTypes"][mt[0]]["TT_NAME"]
+ strong_write(io_db["file_out"], name + "\n")
strong_write(io_db["file_out"], "THINGS_HERE END\n")
else:
print("Ignoring: Invalid map coordinates.")
print("Ignoring: Command only works on existing worlds.")
-def play_commander(action, args=False):
- """Setter for player's T_COMMAND and T_ARGUMENT, then calling turn_over().
+def set_command(action):
+ """Set player's T_COMMAND, then call turn_over()."""
+ id = [x for x in world_db["ThingActions"]
+ if world_db["ThingActions"][x]["TA_NAME"] == action][0]
+ world_db["Things"][0]["T_COMMAND"] = id
+ turn_over()
- T_ARGUMENT is set to direction char if action=="wait",or 8-bit int if args.
- """
- def set_command():
- id = [x for x in world_db["ThingActions"]
- if world_db["ThingActions"][x]["TA_NAME"] == action][0]
- world_db["Things"][0]["T_COMMAND"] = id
- turn_over()
+def play_wait():
+ """Try "wait" as player's T_COMMAND."""
+ set_command("wait")
+
+
+def play_pickup():
+ """Try "pick_up" as player's T_COMMAND"."""
+ t = world_db["Things"][0]
+ ids = [id for id in world_db["Things"] if id
+ if not world_db["Things"][id]["carried"]
+ if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
+ if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
+ if not len(ids):
+ log("NOTHING to pick up.")
+ else:
+ set_command("pick_up")
- def set_command_and_argument_int(str_arg):
+
+def play_drop(str_arg):
+ """Try "drop" as player's T_COMMAND, int(str_arg) as T_ARGUMENT / slot."""
+ t = world_db["Things"][0]
+ if 0 == len(t["T_CARRIES"]):
+ log("You have NOTHING to drop in your inventory.")
+ else:
val = integer_test(str_arg, 0, 255)
- if None != val:
+ if None != val and val < len(t["T_CARRIES"]):
world_db["Things"][0]["T_ARGUMENT"] = val
- set_command()
-
- def set_command_and_argument_movestring(str_arg):
- if str_arg in directions_db:
- world_db["Things"][0]["T_ARGUMENT"] = ord(directions_db[str_arg])
- set_command()
+ set_command("drop")
else:
- print("Ignoring: Argument must be valid direction string.")
+ print("Illegal inventory index.")
+
- if action == "move":
- return set_command_and_argument_movestring
- elif args:
- return set_command_and_argument_int
+def play_use(str_arg):
+ """Try "use" as player's T_COMMAND, int(str_arg) as T_ARGUMENT / slot."""
+ t = world_db["Things"][0]
+ if 0 == len(t["T_CARRIES"]):
+ log("You have NOTHING to use in your inventory.")
else:
- return set_command
+ val = integer_test(str_arg, 0, 255)
+ if None != val and val < len(t["T_CARRIES"]):
+ id = t["T_CARRIES"][val]
+ type = world_db["Things"][id]["T_TYPE"]
+ if not world_db["ThingTypes"][type]["TT_TOOL"] == "food":
+ log("You CAN'T consume this thing.")
+ return
+ world_db["Things"][0]["T_ARGUMENT"] = val
+ set_command("use")
+ else:
+ print("Illegal inventory index.")
+
+
+def play_move(str_arg):
+ """Try "move" as player's T_COMMAND, str_arg as T_ARGUMENT / direction."""
+ t = world_db["Things"][0]
+ if not str_arg in directions_db:
+ print("Illegal move direction string.")
+ return
+ dir = ord(directions_db[str_arg])
+ move_result = mv_yx_in_dir_legal(chr(dir), t["T_POSY"], t["T_POSX"])
+ if 1 == move_result[0]:
+ pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
+ if ord(".") == world_db["MAP"][pos]:
+ world_db["Things"][0]["T_ARGUMENT"] = dir
+ set_command("move")
+ return
+ log("You CAN'T move there.")
def command_seedrandomness(seed_string):
rand.seed = val
-def command_seedmap(seed_string):
- """Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
- setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
- remake_map()
-
-
def command_makeworld(seed_string):
"""(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
- Seed rand with seed, fill it into world_db["SEED_MAP"]. Do more only with a
- "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType of
- TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_map()
- and set world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
+ Seed rand with seed. Do more only with a "wait" ThingAction and
+ world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
+ world_db["Things"] emptied, call make_map() and set
+ world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
other. Init player's memory map. Write "NEW_WORLD" line to out file.
+ Call log_help().
"""
def free_pos():
if None == val:
return
rand.seed = val
- world_db["SEED_MAP"] = val
player_will_be_generated = False
playertype = world_db["PLAYER_TYPE"]
for ThingType in world_db["ThingTypes"]:
player_will_be_generated = True
break
if not player_will_be_generated:
- print("Ignoring beyond SEED_MAP: " +
- "No player type with start number >0 defined.")
+ print("Ignoring: No player type with start number >0 defined.")
return
wait_action = False
for ThingAction in world_db["ThingActions"]:
"No thing action with name 'wait' defined.")
return
world_db["Things"] = {}
- remake_map()
+ make_map()
world_db["WORLD_ACTIVE"] = 1
world_db["TURN"] = 1
for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
id = id_setter(-1, "Things")
world_db["Things"][id] = new_Thing(playertype, free_pos())
+ if not world_db["Things"][0]["fovmap"]:
+ empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
+ world_db["Things"][0]["fovmap"] = empty_fovmap
update_map_memory(world_db["Things"][0])
for type in world_db["ThingTypes"]:
for i in range(world_db["ThingTypes"][type]["TT_START_NUMBER"]):
id = id_setter(-1, "Things")
world_db["Things"][id] = new_Thing(type, free_pos())
strong_write(io_db["file_out"], "NEW_WORLD\n")
+ log_help()
def command_maplength(maplength_string):
val = integer_test(maplength_string, 1, 256)
if None != val:
world_db["MAP_LENGTH"] = val
+ world_db["MAP"] = False
set_world_inactive()
world_db["Things"] = {}
libpr.set_maplength(val)
"""Toggle world_db["WORLD_ACTIVE"] if possible.
An active world can always be set inactive. An inactive world can only be
- set active with a "wait" ThingAction, and a player Thing (of ID 0). On
- activation, rebuild all Things' FOVs, and the player's map memory.
+ set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
+ map. On activation, rebuild all Things' FOVs, and the player's map memory.
+ Also call log_help().
"""
- # In original version, map existence was also tested (unnecessarily?).
val = integer_test(worldactive_string, 0, 1)
- if val:
+ if None != val:
if 0 != world_db["WORLD_ACTIVE"]:
if 0 == val:
set_world_inactive()
if 0 == Thing:
player_exists = True
break
- if wait_exists and player_exists:
+ if wait_exists and player_exists and world_db["MAP"]:
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
if 0 == id:
update_map_memory(world_db["Things"][id], False)
+ if not world_db["Things"][0]["T_LIFEPOINTS"]:
+ empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
+ world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
+ log_help()
+ else:
+ print("Ignoring: Not all conditions for world activation met.")
def test_for_id_maker(object, category):
def setter_map(maptype):
- """Set selected Thing's map of maptype's int(str_int)-th line to mapline.
+ """Set (world or Thing's) map of maptype's int(str_int)-th line to mapline.
- If Thing has no map of maptype yet, initialize it with ' ' bytes first.
+ If no map of maptype exists yet, initialize it with ' ' bytes first.
"""
- @test_Thing_id
- def helper(str_int, mapline):
+
+ def valid_map_line(str_int, mapline):
val = integer_test(str_int, 0, 255)
if None != val:
if val >= world_db["MAP_LENGTH"]:
elif len(mapline) != world_db["MAP_LENGTH"]:
print("Map line length is unequal map width.")
else:
- length = world_db["MAP_LENGTH"]
- map = None
- if not world_db["Things"][command_tid.id][maptype]:
- map = bytearray(b' ' * (length ** 2))
- else:
- map = world_db["Things"][command_tid.id][maptype]
- map[val * length:(val * length) + length] = mapline.encode()
+ return val
+ return None
+
+ def nonThingMap_helper(str_int, mapline):
+ val = valid_map_line(str_int, mapline)
+ if None != val:
+ length = world_db["MAP_LENGTH"]
+ if not world_db["MAP"]:
+ map = bytearray(b' ' * (length ** 2))
+ else:
+ map = world_db["MAP"]
+ map[val * length:(val * length) + length] = mapline.encode()
+ if not world_db["MAP"]:
+ world_db["MAP"] = map
+
+ @test_Thing_id
+ def ThingMap_helper(str_int, mapline):
+ val = valid_map_line(str_int, mapline)
+ if None != val:
+ length = world_db["MAP_LENGTH"]
+ if not world_db["Things"][command_tid.id][maptype]:
+ map = bytearray(b' ' * (length ** 2))
+ else:
+ map = world_db["Things"][command_tid.id][maptype]
+ map[val * length:(val * length) + length] = mapline.encode()
+ if not world_db["Things"][command_tid.id][maptype]:
world_db["Things"][command_tid.id][maptype] = map
- return helper
+
+ return nonThingMap_helper if maptype == "MAP" else ThingMap_helper
+
def setter_tpos(axis):
def command_ttid(id_string):
"""Set ID of ThingType to manipulate. ID unused? Create new one.
- Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, others: 0.
+ Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, TT_TOOL to
+ "", others: 0.
"""
id = id_setter(id_string, "ThingTypes", command_ttid)
if None != id:
world_db["ThingTypes"][id] = {
"TT_NAME": "(none)",
- "TT_CONSUMABLE": 0,
+ "TT_TOOLPOWER": 0,
"TT_LIFEPOINTS": 0,
"TT_PROLIFERATE": 0,
"TT_START_NUMBER": 0,
"TT_SYMBOL": "?",
- "TT_CORPSE_ID": id
+ "TT_CORPSE_ID": id,
+ "TT_TOOL": ""
}
world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name
+@test_ThingType_id
+def command_tttool(name):
+ """Set TT_TOOL of selected ThingType."""
+ world_db["ThingTypes"][command_ttid.id]["TT_TOOL"] = name
+
+
@test_ThingType_id
def command_ttsymbol(char):
"""Set TT_SYMBOL of selected ThingType. """
to be called on it.
"""
commands_db = {
+ "PLUGIN": (1, True, command_plugin),
"QUIT": (0, True, command_quit),
"PING": (0, True, command_ping),
"THINGS_HERE": (2, True, command_thingshere),
"MAKE_WORLD": (1, False, command_makeworld),
- "SEED_MAP": (1, False, command_seedmap),
"SEED_RANDOMNESS": (1, False, command_seedrandomness),
"TURN": (1, False, setter(None, "TURN", 0, 65535)),
"PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)),
"MAP_LENGTH": (1, False, command_maplength),
"WORLD_ACTIVE": (1, False, command_worldactive),
+ "MAP": (2, False, setter_map("MAP")),
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"TA_NAME": (1, False, command_taname),
"TT_ID": (1, False, command_ttid),
"TT_NAME": (1, False, command_ttname),
+ "TT_TOOL": (1, False, command_tttool),
"TT_SYMBOL": (1, False, command_ttsymbol),
"TT_CORPSE_ID": (1, False, command_ttcorpseid),
- "TT_CONSUMABLE": (1, False, setter("ThingType", "TT_CONSUMABLE",
- 0, 65535)),
+ "TT_TOOLPOWER": (1, False, setter("ThingType", "TT_TOOLPOWER", 0, 65535)),
"TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER",
0, 255)),
"TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
- 0, 255)),
+ 0, 65535)),
"TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
"T_ID": (1, False, command_tid),
"T_ARGUMENT": (1, False, setter("Thing", "T_ARGUMENT", 0, 255)),
"T_MEMTHING": (3, False, command_tmemthing),
"T_POSY": (1, False, setter_tpos("Y")),
"T_POSX": (1, False, setter_tpos("X")),
- "wait": (0, False, play_commander("wait")),
- "move": (1, False, play_commander("move")),
- "pick_up": (0, False, play_commander("pick_up")),
- "drop": (1, False, play_commander("drop", True)),
- "use": (1, False, play_commander("use", True)),
+ "wait": (0, False, play_wait),
+ "move": (1, False, play_move),
+ "pick_up": (0, False, play_pickup),
+ "drop": (1, False, play_drop),
+ "use": (1, False, play_use),
"ai": (0, False, command_ai)
}
+# TODO: Unhandled cases: (Un-)killing animates (esp. player!) with T_LIFEPOINTS.
"""World state database. With sane default values. (Randomness is in rand.)"""
world_db = {
"TURN": 0,
"MAP_LENGTH": 64,
- "SEED_MAP": 0,
"PLAYER_TYPE": 0,
"WORLD_ACTIVE": 0,
+ "MAP": False,
"ThingActions": {},
"ThingTypes": {},
"Things": {}