"""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"])
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.
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():
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):
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), and a
map. On activation, rebuild all Things' FOVs, and the player's map memory.
- Also call log_help().
"""
val = integer_test(worldactive_string, 0, 1)
if None != val:
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.")