print("Can't tokenize command string: " + str(err) + ".")
return
if len(tokens) > 0 and tokens[0] in commands_db \
- and len(tokens) >= commands_db[tokens[0]][0] + 1:
+ and len(tokens) == commands_db[tokens[0]][0] + 1:
if commands_db[tokens[0]][1]:
commands_db[tokens[0]][2]()
elif replay:
if do_record:
record(command)
save_world()
- else:
+ elif 0 != len(tokens):
print("Invalid command/argument, or bad number of tokens.")
def save_world():
# Dummy for saving all commands to reconstruct current world state.
# Misses same optimizations as record() from the original record().
- atomic_write(io_db["path_save"], "TURN " + str(world_db["TURN"]) + "\n")
+ string = ""
+ for key in world_db:
+ if dict != type(world_db[key]):
+ string = string + key + " " + str(world_db[key]) + "\n"
+ for id in world_db["ThingActions"]:
+ string = string + "TA_ID " + str(id) + "\n"
+ for key in world_db["ThingActions"][id]:
+ val = world_db["ThingActions"][id][key]
+ argument = "'" + val + "'" if str == type(val) else str(val)
+ string = string + key + " " + argument + "\n"
+ for id in world_db["ThingTypes"]:
+ string = string + "TT_ID " + str(id) + "\n"
+ for key in world_db["ThingTypes"][id]:
+ if not "TT_CORPSE_ID" == key:
+ val = world_db["ThingTypes"][id][key]
+ argument = "'" + val + "'" if str == type(val) else str(val)
+ string = string + key + " " + argument + "\n"
+ for id in world_db["ThingTypes"]:
+ string = string + "TT_ID " + str(id) + "\n" + "TT_CORPSE_ID " + \
+ str(world_db["ThingTypes"][id]["TT_CORPSE_ID"]) + "\n"
+ atomic_write(io_db["path_save"], string)
def obey_lines_in_file(path, name, do_record=False):
io_db["file_record"] = open(io_db["path_record"], "r")
io_db["file_record"].prefix = "record file line "
io_db["file_record"].line_n = 1
- while world_db["turn"] < opts.replay:
+ while world_db["TURN"] < opts.replay:
line = io_db["file_record"].readline()
if "" == line:
break
obey(read_command(), "in file", do_record=True)
-def command_makeworld(seed):
- """Mere dummy so far."""
- print("I would build a whole world now if only I knew how.")
+def remake_map():
+ # DUMMY.
+ print("I'd (re-)make the map now, if only I knew how.")
+
+
+def set_world_inactive():
+ """Set world_db["WORLD_ACTIVE"] to 0 and remove worldstate file."""
+ server_test()
+ if os.access(io_db["path_worldstate"], os.F_OK):
+ os.remove(io_db["path_worldstate"])
+ world_db["WORLD_ACTIVE"] = 0
+
+
+def integer_test(val_string, min, max):
+ """Return val_string if possible integer >= min and <= max, else None."""
+ try:
+ val = int(val_string)
+ if val < min or val > max:
+ raise ValueError
+ return val
+ except ValueError:
+ print("Ignoring: Please use integer >= " + str(min) + " and <= " +
+ str(max) + ".")
+ return None
+
+
+def worlddb_value_setter(key, min, max):
+ """Generate: Set world_db[key] to int(val_string) if >= min and <= max."""
+ def func(val_string):
+ val = integer_test(val_string, min, max)
+ if val:
+ world_db[key] = val
+ return func
def command_ping():
raise SystemExit("received QUIT command")
-def command_turn(turn_string):
- """Set turn to what's described in turn_string."""
- world_db["TURN"] = int(turn_string)
+def command_seedmap(seed_string):
+ """Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
+ worlddb_value_setter("SEED_MAP", 0, 4294967295)(seed_string)
+ remake_map()
+
+
+def command_makeworld(seed_string):
+ # DUMMY.
+ worlddb_value_setter("SEED_MAP", 0, 4294967295)(seed_string)
+ worlddb_value_setter("SEED_RANDOMNESS", 0, 4294967295)(seed_string)
+ # TODO: Test for existence of player thing and 'wait' thing action?
+
+
+def command_maplength(maplength_string):
+ # DUMMY.
+ set_world_inactive()
+ # TODO: remove things, map
+ worlddb_value_setter("MAP_LENGTH", 1, 256)(maplength_string)
+
+
+def command_worldactive(worldactive_string):
+ # DUMMY.
+ val = integer_test(worldactive_string, 0, 1)
+ if val:
+ if 0 != world_db["WORLD_ACTIVE"] and 0 == val:
+ set_world_inactive()
+ elif 0 == world_db["WORLD_ACTIVE"]:
+ wait_exists = False
+ player_exists = False
+ map_exists = False
+ # TODO: perform tests:
+ # Is there thing action of name 'wait'?
+ # Is there a player thing?
+ # Is there a map?
+ if wait_exists and player_exists and map_exists:
+ # TODO: rebuild al things' FOVs, map memories
+ world_db["WORLD_ACTIVE"] = 1
+
+
+def command_ttid(id_string):
+ """Set ID of ThingType to manipulate. ID unused? Create new ThingType.
+
+ The ID of the ThingType to manipulate is stored as command_ttid.id. If
+ the integer of the input value is valid (>= -32768 and <= 32767), but <0 or
+ >255, a new ID is calculated: the lowest unused ID >=0 and <= 255.
+ """
+ id = integer_test(id_string, -32768, 32767)
+ if None != id:
+ if id in world_db["ThingTypes"]:
+ command_ttid.id = id
+ else:
+ if id < 0 or id > 255:
+ id = -1
+ while 1:
+ id = id + 1
+ if id not in world_db["ThingTypes"]:
+ break
+ if id > 255:
+ print("Ignoring: "
+ "No unused ID available to add to ID list.")
+ return
+ command_ttid.id = id
+ world_db["ThingTypes"][id] = {
+ "TT_NAME": "(none)",
+ "TT_CONSUMABLE": 0,
+ "TT_LIFEPOINTS": 0,
+ "TT_PROLIFERATE": 0,
+ "TT_START_NUMBER": 0,
+ "TT_SYMBOL": "?",
+ "TT_CORPSE_ID": id
+ }
+
+
+def test_for_id_maker(object, category):
+ """Return decorator testing for object having "id" attribute."""
+ def decorator(f):
+ def helper(*args):
+ if hasattr(object, "id"):
+ f(*args)
+ else:
+ print("Ignoring: No " + category +
+ " defined to manipulate yet.")
+ return helper
+ return decorator
+
+
+test_ThingType_id = test_for_id_maker(command_ttid, "ThingType")
+
+
+def ThingType_value_setter(key, min, max):
+ """Build: Set selected ThingType's [key] to int(val_string) >=min/<=max."""
+ @test_ThingType_id
+ def f(val_string):
+ val = integer_test(val_string, min, max)
+ if None != val:
+ world_db["ThingTypes"][command_ttid.id][key] = val
+ return f
+
+
+@test_ThingType_id
+def command_ttname(name):
+ """Set to name TT_NAME of selected ThingType."""
+ world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name
+
+
+@test_ThingType_id
+def command_ttsymbol(char):
+ """Set to char TT_SYMBOL of selected ThingType. """
+ if 1 == len(char):
+ world_db["ThingTypes"][command_ttid.id]["TT_SYMBOL"] = char
+ else:
+ print("Ignoring: Argument must be single character.")
+
+
+@test_ThingType_id
+def command_ttcorpseid(str_int):
+ """Set to int(str_int) TT_CORPSE_ID of selected ThingType."""
+ val = integer_test(str_int, 0, 255)
+ if None != val:
+ if val in world_db["ThingTypes"]:
+ world_db["ThingTypes"][command_ttid.id]["TT_CORPSE_ID"] = val
+ else:
+ print("Corpse ID belongs to no known object type.")
+
+
+def command_taid(id_string):
+ """Set ID of ThingAction to manipulate. ID unused? Create new ThingAction.
+
+ The ID of the ThingAction to manipulate is stored as command_taid.id. If
+ the integer of the input value is valid (>= 0 and <= 255), but 0, a new ID
+ is calculated: The lowest unused ID >0 and <= 255.
+ """
+ id = integer_test(id_string, 0, 255)
+ if None != id:
+ if id in world_db["ThingActions"]:
+ command_taid.id = id
+ else:
+ if 0 == id:
+ while 1:
+ id = id + 1
+ if id not in world_db["ThingActions"]:
+ break
+ if id > 255:
+ print("Ignoring: "
+ "No unused ID available to add to ID list.")
+ return
+ command_taid.id = id
+ world_db["ThingActions"][id] = {
+ "TA_EFFORT": 1,
+ "TA_NAME": "wait"
+ }
+
+
+test_ThingAction_id = test_for_id_maker(command_taid, "ThingAction")
+
+
+@test_ThingAction_id
+def command_taeffort(str_int):
+ """Set to int(str_int) TA_EFFORT of selected ThingAction."""
+ val = integer_test(str_int, 0, 255)
+ if None != val:
+ world_db["ThingActions"][command_taid.id]["TA_EFFORT"] = val
+
+
+@test_ThingAction_id
+def command_taname(name):
+ """Set to name TA_NAME of selected ThingAction.
+
+ The name must match a valid thing action function. If after the name
+ setting no ThingAction with name "wait" remains, call set_world_inactive().
+ """
+ if name == "wait" or name == "move" or name == "use" or name == "drop" \
+ or name == "pick_up":
+ world_db["ThingActions"][command_taid.id]["TA_NAME"] = name
+ if 1 == world_db["WORLD_ACTIVE"]:
+ wait_defined = False
+ for id in world_db["ThingActions"]:
+ if "wait" == world_db["ThingActions"][id]["TA_NAME"]:
+ wait_defined = True
+ break
+ if not wait_defined:
+ set_world_inactive()
+ else:
+ print("Ignoring: Invalid action name.")
+ # In contrast to the original,naming won't map a function to a ThingAction.
"""Commands database.
-Map command start tokens to ([0]) minimum number of expected command arguments,
-([1]) the command's meta-ness (i.e. is it to be written to the record file, is
-it to be ignored in replay mode if read from server input file), and ([2]) a
-function to be called on it.
+Map command start tokens to ([0]) number of expected command arguments, ([1])
+the command's meta-ness (i.e. is it to be written to the record file, is it to
+be ignored in replay mode if read from server input file), and ([2]) a function
+to be called on it.
"""
commands_db = {
"QUIT": (0, True, command_quit),
"PING": (0, True, command_ping),
"MAKE_WORLD": (1, False, command_makeworld),
- "TURN": (1, False, command_turn)
+ "SEED_MAP": (1, False, command_seedmap),
+ "SEED_RANDOMNESS": (1, False, worlddb_value_setter("SEED_RANDOMNESS",
+ 0, 4294967295)),
+ "TURN": (1, False, worlddb_value_setter("TURN", 0, 65535)),
+ "PLAYER_TYPE": (1, False, worlddb_value_setter("PLAYER_TYPE", 0, 255)),
+ "MAP_LENGTH": (1, False, command_maplength),
+ "WORLD_ACTIVE": (1, False, command_worldactive),
+ "TA_ID": (1, False, command_taid),
+ "TA_EFFORT": (1, False, command_taeffort),
+ "TA_NAME": (1, False, command_taname),
+ "TT_ID": (1, False, command_ttid),
+ "TT_NAME": (1, False, command_ttname),
+ "TT_SYMBOL": (1, False, command_ttsymbol),
+ "TT_CORPSE_ID": (1, False, command_ttcorpseid),
+ "TT_CONSUMABLE": (1, False, ThingType_value_setter("TT_CONSUMABLE",
+ 0, 65535)),
+ "TT_START_NUMBER": (1, False, ThingType_value_setter("TT_START_NUMBER",
+ 0, 255)),
+ "TT_PROLIFERATE": (1, False, ThingType_value_setter("TT_PROLIFERATE",
+ 0, 255)),
+ "TT_LIFEPOINTS": (1, False, ThingType_value_setter("TT_LIFEPOINTS",
+ 0, 255))
}
-"""World state database,"""
+"""World state database. With sane default values."""
world_db = {
- "TURN": 0
+ "TURN": 1,
+ "SEED_MAP": 0,
+ "SEED_RANDOMNESS": 0,
+ "PLAYER_TYPE": 0,
+ "MAP_LENGTH": 64,
+ "WORLD_ACTIVE": 0,
+ "ThingActions": {},
+ "ThingTypes": {},
+ "Things": {}
}