+
+ def reality_bubble():
+
+ def regenerate_chunk_from_map_stats(map_):
+ import math
+ max_stat = self.max_map_awakeness
+ for t_type in map_.stats:
+ stat = map_.stats[t_type]
+ to_create = stat['population'] // max_stat
+ mod_created = int(self.rand.randint(0, max_stat - 1) <
+ (stat['population'] % max_stat))
+ to_create = (stat['population'] // max_stat) + mod_created
+ if to_create == 0:
+ continue
+ average_health = None
+ if stat['health'] > 0:
+ average_health = math.ceil(stat['health'] /
+ stat['population'])
+ for i in range(to_create):
+ t = self.add_thing_at_random(map_pos, t_type)
+ if average_health:
+ t.health = average_health
+ #if hasattr(t, 'health'):
+ # print('DEBUG create', t.type_, t.health)
+
+ for map_pos in self.maps:
+ m = self.maps[map_pos]
+ if map_pos in self.player.close_maps:
+
+ # Newly inside chunks are regenerated from .stats.
+ if not m.awake:
+ #print('DEBUG regen stats', map_pos, m.stats)
+ regenerate_chunk_from_map_stats(m)
+
+ # Inside chunks are set to max .awake and don't collect
+ # stats.
+ m.awake = self.max_map_awakeness
+ m.stats = {}
+
+ # Outside chunks grow distant through .awake decremention.
+ # They collect .stats until they fall asleep – then any things
+ # inside are disappeared.
+ elif m.awake > 0:
+ m.awake -= 1
+ # We iterate over a list comprehension of self.things,
+ # since we might delete elements of self.things.
+ for t in [t for t in self.things]:
+ if t.position[0] == map_pos:
+ if not t.type_ in m.stats:
+ m.stats[t.type_] = {'population': 0,
+ 'health': 0}
+ m.stats[t.type_]['population'] += 1
+ if isinstance(t, ThingAnimate):
+ m.stats[t.type_]['health'] += t.health
+ if not m.awake:
+ # TODO: Handle inventory.
+ del self.things[self.things.index(t)]
+ #if not m.awake:
+ # print('DEBUG sleep stats', map_pos, m.stats)
+
+ while True:
+ player_i = self.things.index(self.player)
+ proceed_world()
+ reality_bubble()