libpr.result_y.restype = ctypes.c_uint8
libpr.result_x.restype = ctypes.c_uint8
libpr.set_maplength(world_db["MAP_LENGTH"])
+ libpr.build_fov_map.argtypes = [ctypes.c_uint8, ctypes.c_uint8,
+ ctypes.c_char_p, ctypes.c_char_p]
+ libpr.build_fov_map.restype = ctypes.c_uint8
return libpr
Keep building return string until a newline is encountered. Pause between
unsuccessful reads, and after too much waiting, run server_test().
"""
- wait_on_fail = 1
+ wait_on_fail = 0.03333
max_wait = 5
now = time.time()
command = ""
string = write_map(string, fov)
mem = world_db["Things"][0]["T_MEMMAP"][:]
for i in range(2):
- for memthing in world_db["Things"][0]["T_MEMTHING"]:
- type = world_db["Things"][memthing[0]]["T_TYPE"]
- consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ 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"][type]["TT_SYMBOL"]
- mem[(memthing[1] * length) + memthing[2]] = ord(c)
+ 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)
strong_write(io_db["file_out"], "WORLD_UPDATED\n")
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)
if " " == chr(t["T_MEMMAP"][pos]):
t["T_MEMMAP"][pos] = world_db["MAP"][pos]
continue
- # TODO: Aging of MEMDEPTHMAP.
- for memthing in t["T_MEMTHING"]:
- y = world_db["Things"][memthing[0]]["T_POSY"]
- x = world_db["Things"][memthing[0]]["T_POSX"]
- if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
- t["T_MEMTHING"].remove(memthing)
+ if ord('0') <= t["T_MEMDEPTHMAP"][pos] \
+ and ord('9') >= t["T_MEMDEPTHMAP"][pos] \
+ and not rand.next() % (2 ** (t["T_MEMDEPTHMAP"][pos] - 48)):
+ t["T_MEMDEPTHMAP"][pos] += 1
+ for mt in [mt for mt in t["T_MEMTHING"]
+ if "v" == chr(t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
+ + mt[2]])]:
+ t["T_MEMTHING"].remove(mt)
for id in world_db["Things"]:
type = world_db["Things"][id]["T_TYPE"]
if not world_db["ThingTypes"][type]["TT_LIFEPOINTS"]:
y = world_db["Things"][id]["T_POSY"]
- x = world_db["Things"][id]["T_POSY"]
+ x = world_db["Things"][id]["T_POSX"]
if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
t["T_MEMTHING"].append((type, y, x))
def build_fov_map(t):
"""Build Thing's FOV map."""
t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
- # DUMMY so far. Just builds an all-visible map.
+ maptype = ctypes.c_char * len(world_db["MAP"])
+ test = libpr.build_fov_map(t["T_POSY"], t["T_POSX"],
+ maptype.from_buffer(t["fovmap"]),
+ maptype.from_buffer(world_db["MAP"]))
+ if test:
+ raise RuntimeError("Malloc error in build_fov_Map().")
def decrement_lifepoints(t):
strong_write(io_db["file_out"], "LOG It dies.\n")
+def mv_yx_in_dir_legal(dir, y, x):
+ """Wrapper around libpr.mv_yx_in_dir_legal to simplify its use."""
+ dir_c = dir.encode("ascii")[0]
+ test = libpr.mv_yx_in_dir_legal_wrap(dir_c, y, x)
+ if -1 == test:
+ raise RuntimeError("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
+ return (test, libpr.result_y(), libpr.result_x())
+
+
def actor_wait(t):
"""Make t do nothing (but loudly, if player avatar)."""
if t == world_db["Things"][0]:
def actor_move(t):
"""If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
- dir_c = t["T_ARGUMENT"].encode("ascii")[0]
- legal_move = libpr.mv_yx_in_dir_legal_wrap(dir_c, t["T_POSY"], t["T_POSX"])
passable = False
- if -1 == legal_move:
- raise SystemExit("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
- elif 1 == legal_move:
- pos = (libpr.result_y() * world_db["MAP_LENGTH"]) + libpr.result_x()
+ move_result = mv_yx_in_dir_legal(t["T_ARGUMENT"], 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 world_db["Things"][id]["T_POSY"] == libpr.result_y()
- if world_db["Things"][id]["T_POSX"] == libpr.result_x()]
+ if world_db["Things"][id]["T_POSY"] == move_result[1]
+ if world_db["Things"][id]["T_POSX"] == move_result[2]]
if len(hitted):
- hitted = hitted[0]
- decrement_lifepoints(world_db["Things"][hitted])
+ hit_id = hitted[0]
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
hitter = "You" if t == world_db["Things"][0] else hitter_name
- hitted_type = world_db["Things"][hitted]["T_TYPE"]
+ hitted_type = world_db["Things"][hit_id]["T_TYPE"]
hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
- hitted = "you" if hitted == world_db["Things"][0] else hitted_name
+ hitted = "you" if hit_id == 0 else hitted_name
verb = " wound " if hitter == "You" else " wounds "
- strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted + \
+ strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted +
".\n")
+ decrement_lifepoints(world_db["Things"][hit_id])
return
dir = [dir for dir in directions_db
if directions_db[dir] == t["T_ARGUMENT"]][0]
if passable:
- t["T_POSY"] = libpr.result_y()
- t["T_POSX"] = libpr.result_x()
+ t["T_POSY"] = move_result[1]
+ t["T_POSX"] = move_result[2]
for id in t["T_CARRIES"]:
- world_db["Things"][id]["T_POSY"] = libpr.result_y()
- world_db["Things"][id]["T_POSX"] = libpr.result_x()
+ world_db["Things"][id]["T_POSY"] = move_result[1]
+ world_db["Things"][id]["T_POSX"] = move_result[2]
build_fov_map(t)
strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
else:
def actor_use(t):
"""Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
- # Original wrongly featured lifepoints increase through consumable!
# TODO: Handle case where T_ARGUMENT matches nothing.
if len(t["T_CARRIES"]):
id = t["T_CARRIES"][t["T_ARGUMENT"]]
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ t["T_LIFEPOINTS"] += 1
+ # Wrongly increment HPs is a replica of the original code.
strong_write(io_db["file_out"], "LOG You consume this object.\n")
else:
strong_write(io_db["file_out"], "LOG You try to use this object," +
"you own none.\n")
+def thingproliferation(t):
+ """To chance of 1/TT_PROLIFERATE, create t offspring in 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.
+ """
+ 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]:
+ 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]):
+ candidates.append((mv_result[1], mv_result[2]))
+ if len(candidates):
+ i = rand.next() % len(candidates)
+ id = id_setter(-1, "Things")
+ newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
+ world_db["Things"][id] = newT
+
+
+def try_healing(t):
+ """Grow t's HP to a 1/32 chance if < HP max, satiation > 0, and waiting.
+
+ 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")
+ else:
+ name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+ strong_write(io_db["file_out"], "LOG " + name + "heals.\n")
+
+
+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)):
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You suffer from hunger.\n")
+ else:
+ name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+ strong_write(io_db["file_out"], "LOG " + name +
+ " suffers from hunger.\n")
+ decrement_lifepoints(t)
+
+
+def get_dir_to_nearest_target(t, c):
+ # Dummy
+ return False
+
+
+def standing_on_consumable(t):
+ """Return True/False whether t is standing on a consumable."""
+ for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
+ 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"]]:
+ 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
+ selection = -1
+ i = 0
+ 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
+ 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.
+ """
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
+ if not get_dir_to_nearest_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):
+ 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_nearest_target(t, "c")) and \
+ (not get_dir_to_nearest_target(t, "a")):
+ get_dir_to_nearest_target(t, "s")
+
+
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
- for id in [id for id in world_db["Things"]
- if world_db["Things"][id]["T_LIFEPOINTS"]]:
+ for id in [id for id in world_db["Things"]]:
+ if not id in world_db["Things"]: # Thing may have been consumed
+ continue # during turn …
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
if not Thing["T_COMMAND"]:
if 0 == id:
whilebreaker = True
break
- # DUMMY: ai(thing)
+ ai(Thing)
Thing["T_COMMAND"] = 1
- # DUMMY: try_healing
+ try_healing(Thing)
Thing["T_PROGRESS"] += 1
taid = [a for a in world_db["ThingActions"]
if a == Thing["T_COMMAND"]][0]
eval("actor_" + ThingAction["TA_NAME"])(Thing)
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
- # DUMMY: hunger
- # DUMMY: thingproliferation
+ hunger(Thing)
+ thingproliferation(Thing)
if whilebreaker:
break
world_db["TURN"] += 1
-def new_Thing(type, pos=(0,0)):
+def new_Thing(type, pos=(0, 0)):
"""Return Thing of type T_TYPE, with fovmap if alive and world active."""
thing = {
"T_LIFEPOINTS": world_db["ThingTypes"][type]["TT_LIFEPOINTS"],
for id in world_db["Things"]:
write_thing_if_here()
else:
- for id in world_db["Things"]["T_MEMTHING"]:
+ for id in world_db["Things"][0]["T_MEMTHING"]:
write_thing_if_here()
strong_write(io_db["file_out"], "THINGS_HERE END\n")
else:
# In contrast to the original,naming won't map a function to a ThingAction.
+def command_ai():
+ """Call ai() on player Thing, then turn_over()."""
+ ai(world_db["Things"][0])
+ turn_over()
+
+
"""Commands database.
Map command start tokens to ([0]) number of expected command arguments, ([1])
"pick_up": (0, False, play_commander("pick_up")),
"drop": (1, False, play_commander("drop", True)),
"use": (1, False, play_commander("use", True)),
+ "ai": (0, False, command_ai)
}