X-Git-Url: https://plomlompom.com/repos/%7B%7Bprefix%7D%7D/balance?a=blobdiff_plain;f=server%2Fworld.py;h=84a3fc15ae05cc8549db191dcc68730581cd952d;hb=1c3d2bf4aefbdb73b4932c1d158a77ada9643b4d;hp=7940f70d700f177be5c9bce75374e8f8de0fcab9;hpb=fbfdf2ed32f5fed64b3940c84c0b0b0aa814818b;p=plomrogue diff --git a/server/world.py b/server/world.py index 7940f70..84a3fc1 100644 --- a/server/world.py +++ b/server/world.py @@ -1,3 +1,8 @@ +# This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3 +# or any later version. For details on its copyright, license, and warranties, +# see the file NOTICE in the root directory of the PlomRogue source package. + + from server.config.world_data import world_db from server.io import log from server.utils import rand, libpr, c_pointer_to_bytearray @@ -8,19 +13,18 @@ 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 be - marked '.' in prol_map. If there are several map cell candidates, one is + marked "." in prol_map. If there are several map cell candidates, one is selected randomly. """ - from server.config.world_data import directions_db + from server.config.world_data import directions_db, symbols_passable from server.utils import mv_yx_in_dir_legal 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 sorted(directions_db.keys())]: mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"]) - if mv_result[0] and ord('.') == prol_map[mv_result[1] - * world_db["MAP_LENGTH"] - + mv_result[2]]: + c = prol_map[mv_result[1] + world_db["MAP_LENGTH"] + mv_result[2]] + if mv_result[0] and str(c) in symbols_passable: candidates.append((mv_result[1], mv_result[2])) if len(candidates): i = rand.next() % len(candidates) @@ -82,24 +86,18 @@ def build_fov_map(t): raise RuntimeError("Malloc error in build_fov_Map().") -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"], - "T_ARGUMENT": 0, - "T_PROGRESS": 0, - "T_SATIATION": 0, - "T_COMMAND": 0, - "T_TYPE": type, - "T_POSY": pos[0], - "T_POSX": pos[1], - "T_CARRIES": [], - "carried": False, - "T_MEMTHING": [], - "T_MEMMAP": False, - "T_MEMDEPTHMAP": False, - "fovmap": False - } + from server.config.world_data import thing_defaults + thing = {} + for key in thing_defaults: + thing[key] = thing_defaults[key] + if type(thing[key]) == list: + thing[key] = thing[key][:] + thing["T_LIFEPOINTS"] = world_db["ThingTypes"][_type]["TT_LIFEPOINTS"] + thing["T_TYPE"] = _type + thing["T_POSY"] = pos[0] + thing["T_POSX"] = pos[1] if world_db["WORLD_ACTIVE"] and thing["T_LIFEPOINTS"]: build_fov_map(thing) return thing @@ -171,65 +169,6 @@ def set_world_inactive(): world_db["WORLD_ACTIVE"] = 0 -def make_map(): - """(Re-)make island map. - - Let "~" represent water, "." land, "X" trees: Build island shape randomly, - start with one land cell in the middle, then go into cycle of repeatedly - selecting a random sea cell and transforming it into land if it is neighbor - 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] - length = world_db["MAP_LENGTH"] - ind = y % 2 - diag_west = x + (ind > 0) - diag_east = x + (ind < (length - 1)) - pos = (y * length) + x - if (y > 0 and diag_east - and type == chr(world_db["MAP"][pos - length + ind])) \ - or (x < (length - 1) - and type == chr(world_db["MAP"][pos + 1])) \ - or (y < (length - 1) and diag_east - and type == chr(world_db["MAP"][pos + length + ind])) \ - or (y > 0 and diag_west - and type == chr(world_db["MAP"][pos - length - (not ind)])) \ - or (x > 0 - and type == chr(world_db["MAP"][pos - 1])) \ - or (y < (length - 1) and diag_west - and type == chr(world_db["MAP"][pos + length - (not ind)])): - return True - return False - - world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2)) - length = world_db["MAP_LENGTH"] - add_half_width = (not (length % 2)) * int(length / 2) - world_db["MAP"][int((length ** 2) / 2) + add_half_width] = ord(".") - while (1): - y = rand.next() % length - x = rand.next() % length - pos = (y * length) + x - if "~" == chr(world_db["MAP"][pos]) and is_neighbor((y, x), "."): - if y == 0 or y == (length - 1) or x == 0 or x == (length - 1): - break - world_db["MAP"][pos] = ord(".") - n_trees = int((length ** 2) / 16) - i_trees = 0 - while (i_trees <= n_trees): - single_allowed = rand.next() % 32 - y = rand.next() % length - x = rand.next() % length - pos = (y * length) + x - if "." == chr(world_db["MAP"][pos]) \ - and ((not single_allowed) or is_neighbor((y, x), "X")): - world_db["MAP"][pos] = ord("X") - i_trees += 1 - # This all-too-precise replica of the original C code misses iter_limit(). - - def make_world(seed): """(Re-)build game world, i.e. map, things, to a new turn 1 from seed. @@ -241,6 +180,8 @@ def make_world(seed): 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. """ + from server.config.world_data import symbols_passable + from server.config.misc import make_map_func def free_pos(): i = 0 @@ -249,7 +190,8 @@ def make_world(seed): while 1: y = rand.next() % world_db["MAP_LENGTH"] x = rand.next() % world_db["MAP_LENGTH"] - if "." == chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]): + if chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]) in \ + symbols_passable: break i += 1 if i == 65535: @@ -287,7 +229,7 @@ def make_world(seed): "No thing action with name 'wait' defined.") return world_db["Things"] = {} - make_map() + make_map_func() world_db["WORLD_ACTIVE"] = 1 world_db["TURN"] = 1 for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]): @@ -309,8 +251,7 @@ def make_world(seed): def turn_over(): """Run game world and its inhabitants until new player input expected.""" - from server.config.actions import action_db - from server.ai import ai + from server.config.actions import action_db, ai_func id = 0 whilebreaker = False while world_db["Things"][0]["T_LIFEPOINTS"]: @@ -331,7 +272,7 @@ def turn_over(): if 0 == id: whilebreaker = True break - ai(Thing) + ai_func(Thing) try_healing(Thing) hunger(Thing) if Thing["T_LIFEPOINTS"]: