-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 eat_vs_hunger_threshold(thingtype):
- """Return satiation cost of eating for type. Good food for it must be >."""
- hunger_unit = hunger_per_turn(thingtype)
- actiontype = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"] == "use"][0]
- return world_db["ThingActions"][actiontype]["TA_EFFORT"] * hunger_unit
-
-
-def update_map_memory(t, age_map=True):
- """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
-
- def age_some_memdepthmap_on_nonfov_cells():
- # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
- # ord_v = ord("v")
- # ord_0 = ord("0")
- # ord_9 = ord("9")
- # for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
- # if not ord_v == t["fovmap"][pos]
- # if ord_0 <= t["T_MEMDEPTHMAP"][pos]
- # if ord_9 > t["T_MEMDEPTHMAP"][pos]
- # if not rand.next() % (2 **
- # (t["T_MEMDEPTHMAP"][pos] - 48))]:
- # t["T_MEMDEPTHMAP"][pos] += 1
- memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
- fovmap = c_pointer_to_bytearray(t["fovmap"])
- libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
-
- if not t["T_MEMMAP"]:
- t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
- if not t["T_MEMDEPTHMAP"]:
- t["T_MEMDEPTHMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
- ord_v = ord("v")
- ord_0 = ord("0")
- for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
- if ord_v == t["fovmap"][pos]]:
- t["T_MEMDEPTHMAP"][pos] = ord_0
- t["T_MEMMAP"][pos] = world_db["MAP"][pos]
- if age_map:
- age_some_memdepthmap_on_nonfov_cells()
- t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
- if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
- + mt[2]]]
- for id in [id for id in world_db["Things"]
- if not world_db["Things"][id]["carried"]]:
- 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_POSX"]
- if ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]:
- t["T_MEMTHING"].append((type, y, x))
-
-
-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=None):
- """Return val_string if integer >= min & (if max set) <= max, else None."""
- try:
- val = int(val_string)
- if val < min or (max is not None and val > max):
- raise ValueError
- return val
- except ValueError:
- msg = "Ignoring: Please use integer >= " + str(min)
- if max is not None:
- msg += " and <= " + str(max)
- msg += "."
- print(msg)
- return None
-
-
-def setter(category, key, min, max=None):
- """Build setter for world_db([category + "s"][id])[key] to >=min/<=max."""
- if category is None:
- def f(val_string):
- val = integer_test(val_string, min, max)
- if None != val:
- world_db[key] = val
- else:
- if category == "Thing":
- id_store = command_tid
- decorator = test_Thing_id
- elif category == "ThingType":
- id_store = command_ttid
- decorator = test_ThingType_id
- elif category == "ThingAction":
- id_store = command_taid
- decorator = test_ThingAction_id
-
- @decorator
- def f(val_string):
- val = integer_test(val_string, min, max)
- if None != val:
- world_db[category + "s"][id_store.id][key] = val
- return f
-
-
-def build_fov_map(t):
- """Build Thing's FOV map."""
- t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
- fovmap = c_pointer_to_bytearray(t["fovmap"])
- map = c_pointer_to_bytearray(world_db["MAP"])
- if libpr.build_fov_map(t["T_POSY"], t["T_POSX"], fovmap, map):
- raise RuntimeError("Malloc error in build_fov_Map().")
-
-
-def decrement_lifepoints(t):
- """Decrement t's lifepoints by 1, and if to zero, corpse it.
-
- If t is the player avatar, only blank its fovmap, so that the client may
- still display memory data. On non-player things, erase fovmap and memory.
- Dying actors drop all their things.
- """
- t["T_LIFEPOINTS"] -= 1
- if 0 == t["T_LIFEPOINTS"]:
- for id in t["T_CARRIES"]:
- t["T_CARRIES"].remove(id)
- world_db["Things"][id]["T_POSY"] = t["T_POSY"]
- world_db["Things"][id]["T_POSX"] = t["T_POSX"]
- world_db["Things"][id]["carried"] = False
- t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
- if world_db["Things"][0] == t:
- t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
- log("You die.")
- log("See README on how to start over.")
- else:
- t["fovmap"] = False
- t["T_MEMMAP"] = False
- t["T_MEMDEPTHMAP"] = False
- t["T_MEMTHING"] = []
-
-
-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]:
- log("You wait")
-
-
-def actor_move(t):
- """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
- passable = False
- move_result = mv_yx_in_dir_legal(chr(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]
- 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"] == move_result[1]
- if world_db["Things"][id]["T_POSX"] == move_result[2]]
- if len(hitted):
- hit_id = hitted[0]
- if t == world_db["Things"][0]:
- hitted_type = world_db["Things"][hit_id]["T_TYPE"]
- hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
- log("You WOUND" + hitted_name + ".")
- elif 0 == hit_id:
- hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
- log(hitter_name +" WOUNDS you.")
- decrement_lifepoints(world_db["Things"][hit_id])
- return
- passable = "." == chr(world_db["MAP"][pos])
- dir = [dir for dir in directions_db
- if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
- if passable:
- t["T_POSY"] = move_result[1]
- t["T_POSX"] = move_result[2]
- for id in t["T_CARRIES"]:
- world_db["Things"][id]["T_POSY"] = move_result[1]
- world_db["Things"][id]["T_POSX"] = move_result[2]
- build_fov_map(t)
- if t == world_db["Things"][0]:
- log("You MOVE " + dir + ".")
-
-
-def actor_pick_up(t):
- """Make t pick up (topmost?) Thing from ground into inventory.
-
- Define topmostness by how low the thing's type ID is.
- """
- ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
- if not world_db["Things"][id]["carried"]
- if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
- if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
- if len(ids):
- lowest_tid = -1
- for iid in ids:
- tid = world_db["Things"][iid]["T_TYPE"]
- if lowest_tid == -1 or tid < lowest_tid:
- id = iid
- lowest_tid = tid
- world_db["Things"][id]["carried"] = True
- t["T_CARRIES"].append(id)
- if t == world_db["Things"][0]:
- log("You PICK UP an object.")
-
-
-def actor_drop(t):
- """Make t rop Thing from inventory to ground indexed by T_ARGUMENT."""
- # 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)
- world_db["Things"][id]["carried"] = False
- if t == world_db["Things"][0]:
- log("You DROP an object.")
-
-
-def actor_use(t):
- """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
- # TODO: Handle case where T_ARGUMENT matches nothing.
- if len(t["T_CARRIES"]):
- id = t["T_CARRIES"][t["T_ARGUMENT"]]
- type = world_db["Things"][id]["T_TYPE"]
- if world_db["ThingTypes"][type]["TT_TOOL"] == "food":
- t["T_CARRIES"].remove(id)
- del world_db["Things"][id]
- t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
- if t == world_db["Things"][0]:
- log("You CONSUME this object.")
- elif t == world_db["Things"][0]:
- log("You try to use this object, but FAIL.")
-
-
-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
- selected randomly.
- """
- 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]]:
- 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):
- """If t's HP < max, increment them if well-nourished, maybe waiting."""
- if t["T_LIFEPOINTS"] < \
- world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]:
- wait_id = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
- wait_divider = 8 if t["T_COMMAND"] == wait_id else 1
- testval = int(abs(t["T_SATIATION"]) / wait_divider)
- if (testval <= 1 or 1 == (rand.next() % testval)):
- t["T_LIFEPOINTS"] += 1
- if t == world_db["Things"][0]:
- log("You HEAL.")
-
-
-def hunger_per_turn(type_id):
- """The amount of satiation score lost per turn for things of given type."""
- return int(math.sqrt(world_db["ThingTypes"][type_id]["TT_LIFEPOINTS"]))
-
-
-def hunger(t):
- """Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
- if t["T_SATIATION"] > -32768:
- t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"])
- if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
- if t == world_db["Things"][0]:
- if t["T_SATIATION"] < 0:
- log("You SUFFER from hunger.")
- else:
- log("You SUFFER from over-eating.")
- decrement_lifepoints(t)
-
-
-def get_dir_to_target(t, filter):
- """Try to set T_COMMAND/T_ARGUMENT for move to "filter"-determined target.
-
- The path-wise nearest target is chosen, via the shortest available path.
- Target must not be t. On succcess, return positive value, else False.
- Filters:
- "a": Thing in FOV is animate, but of ThingType, starts out weaker than t
- is, and its corpse would be healthy food for t
- "f": move away from an enemy – any visible actor whose thing type has more
- TT_LIFEPOINTS than t LIFEPOINTS, and might find t's corpse healthy
- food – if it is closer than n steps, where n will shrink as t's hunger
- grows; if enemy is too close, move towards (attack) the enemy instead;
- if no fleeing is possible, nor attacking useful, wait; don't tread on
- non-enemies for fleeing
- "c": Thing in memorized map is consumable of sufficient nutrition for t
- "s": memory map cell with greatest-reachable degree of unexploredness
- """
-
- def zero_score_map_where_char_on_memdepthmap(c):
- # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
- # for i in [i for i in range(world_db["MAP_LENGTH"] ** 2)
- # if t["T_MEMDEPTHMAP"][i] == mem_depth_c[0]]:
- # set_map_score(i, 0)
- map = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
- if libpr.zero_score_map_where_char_on_memdepthmap(c, map):
- raise RuntimeError("No score map allocated for "
- "zero_score_map_where_char_on_memdepthmap().")
-
- def set_map_score_at_thingpos(id, score):
- pos = world_db["Things"][id]["T_POSY"] * world_db["MAP_LENGTH"] \
- + world_db["Things"][id]["T_POSX"]
- set_map_score(pos, score)
-
- def set_map_score(pos, score):
- test = libpr.set_map_score(pos, score)
- if test:
- raise RuntimeError("No score map allocated for set_map_score().")
-
- def get_map_score(pos):
- result = libpr.get_map_score(pos)
- if result < 0:
- raise RuntimeError("No score map allocated for get_map_score().")
- return result
-
- def animate_in_fov(Thing):
- if Thing["carried"] or Thing == t or not Thing["T_LIFEPOINTS"]:
- return False
- pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
- if ord("v") == t["fovmap"][pos]:
- return True
-
- def good_attack_target(v):
- eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
- type = world_db["ThingTypes"][v["T_TYPE"]]
- type_corpse = world_db["ThingTypes"][type["TT_CORPSE_ID"]]
- if t["T_LIFEPOINTS"] > type["TT_LIFEPOINTS"] \
- and type_corpse["TT_TOOL"] == "food" \
- and type_corpse["TT_TOOLPOWER"] > eat_cost:
- return True
- return False
-
- def good_flee_target(m):
- own_corpse_id = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
- corpse_type = world_db["ThingTypes"][own_corpse_id]
- targetness = 0 if corpse_type["TT_TOOL"] != "food" \
- else corpse_type["TT_TOOLPOWER"]
- type = world_db["ThingTypes"][m["T_TYPE"]]
- if t["T_LIFEPOINTS"] < type["TT_LIFEPOINTS"] \
- and targetness > eat_vs_hunger_threshold(m["T_TYPE"]):
- return True
- return False
-
- def seeing_thing():
- if t["fovmap"] and "a" == filter:
- for id in world_db["Things"]:
- if animate_in_fov(world_db["Things"][id]):
- if good_attack_target(world_db["Things"][id]):
- return True
- elif t["fovmap"] and "f" == filter:
- for id in world_db["Things"]:
- if animate_in_fov(world_db["Things"][id]):
- if good_flee_target(world_db["Things"][id]):
- return True
- elif t["T_MEMMAP"] and "c" == filter:
- eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
- for mt in t["T_MEMTHING"]:
- if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
- + mt[2]]) \
- and world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" \
- and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] \
- > eat_cost:
- return True
- return False
-
- def set_cells_passable_on_memmap_to_65534_on_scoremap():
- # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
- # ord_dot = ord(".")
- # memmap = t["T_MEMMAP"]
- # for i in [i for i in range(world_db["MAP_LENGTH"] ** 2)
- # if ord_dot == memmap[i]]:
- # set_map_score(i, 65534) # i.e. 65535-1
- map = c_pointer_to_bytearray(t["T_MEMMAP"])
- if libpr.set_cells_passable_on_memmap_to_65534_on_scoremap(map):
- raise RuntimeError("No score map allocated for set_cells_passable"
- "_on_memmap_to_65534_on_scoremap().")
-
- def init_score_map():
- test = libpr.init_score_map()
- if test:
- raise RuntimeError("Malloc error in init_score_map().")
- ord_v = ord("v")
- ord_blank = ord(" ")
- set_cells_passable_on_memmap_to_65534_on_scoremap()
- if "a" == filter:
- for id in world_db["Things"]:
- if animate_in_fov(world_db["Things"][id]) \
- and good_attack_target(world_db["Things"][id]):
- set_map_score_at_thingpos(id, 0)
- elif "f" == filter:
- for id in world_db["Things"]:
- if animate_in_fov(world_db["Things"][id]) \
- and good_flee_target(world_db["Things"][id]):
- set_map_score_at_thingpos(id, 0)
- elif "c" == filter:
- eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
- for mt in [mt for mt in t["T_MEMTHING"]
- if ord_blank != t["T_MEMMAP"][mt[1]
- * world_db["MAP_LENGTH"]
- + mt[2]]
- if world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
- if world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"]
- > eat_cost]:
- set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
- elif "s" == filter:
- zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
- if "a" != filter:
- for id in world_db["Things"]:
- if animate_in_fov(world_db["Things"][id]):
- if "f" == filter:
- pos = world_db["Things"][id]["T_POSY"] \
- * world_db["MAP_LENGTH"] \
- + world_db["Things"][id]["T_POSX"]
- if 0 == get_map_score(pos):
- continue
- set_map_score_at_thingpos(id, 65535)
-
- def rand_target_dir(neighbors, cmp, dirs):
- candidates = []
- n_candidates = 0
- for i in range(len(dirs)):
- if cmp == neighbors[i]:
- candidates.append(dirs[i])
- n_candidates += 1
- return candidates[rand.next() % n_candidates] if n_candidates else 0
-
- def get_neighbor_scores(dirs, eye_pos):
- scores = []
- if libpr.ready_neighbor_scores(eye_pos):
- raise RuntimeError("No score map allocated for " +
- "ready_neighbor_scores.()")
- for i in range(len(dirs)):
- scores.append(libpr.get_neighbor_score(i))
- return scores
-
- def get_dir_from_neighbors():
- dir_to_target = False
- dirs = "edcxsw"
- eye_pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
- neighbors = get_neighbor_scores(dirs, eye_pos)
- minmax_start = 0 if "f" == filter else 65535 - 1
- minmax_neighbor = minmax_start
- for i in range(len(dirs)):
- if ("f" == filter and get_map_score(eye_pos) < neighbors[i] and
- minmax_neighbor < neighbors[i] and 65535 != neighbors[i]) \
- or ("f" != filter and minmax_neighbor > neighbors[i]):
- minmax_neighbor = neighbors[i]
- if minmax_neighbor != minmax_start:
- dir_to_target = rand_target_dir(neighbors, minmax_neighbor, dirs)
- if "f" == filter:
- distance = get_map_score(eye_pos)
- fear_distance = world_db["MAP_LENGTH"]
- if t["T_SATIATION"] < 0 and math.sqrt(-t["T_SATIATION"]) > 0:
- fear_distance = fear_distance / math.sqrt(-t["T_SATIATION"])
- attack_distance = 1
- if not dir_to_target:
- if attack_distance >= distance:
- dir_to_target = rand_target_dir(neighbors,
- distance - 1, dirs)
- elif fear_distance >= distance:
- t["T_COMMAND"] = [id for id in world_db["ThingActions"]
- if
- world_db["ThingActions"][id]["TA_NAME"]
- == "wait"][0]
- return 1
- elif dir_to_target and fear_distance < distance:
- dir_to_target = 0
- return dir_to_target
-
- dir_to_target = False
- mem_depth_c = b' '
- run_i = 9 + 1 if "s" == filter else 1
- while run_i and not dir_to_target and ("s" == filter or seeing_thing()):
- run_i -= 1
- init_score_map()
- mem_depth_c = b'9' if b' ' == mem_depth_c \
- else bytes([mem_depth_c[0] - 1])
- if libpr.dijkstra_map():
- raise RuntimeError("No score map allocated for dijkstra_map().")
- dir_to_target = get_dir_from_neighbors()
- libpr.free_score_map()
- if dir_to_target and str == type(dir_to_target):
- t["T_COMMAND"] = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"]
- == "move"][0]
- t["T_ARGUMENT"] = ord(dir_to_target)
- return dir_to_target
-
-
-def standing_on_food(t):
- """Return True/False whether t is standing on healthy consumable."""
- eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
- for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
- if not world_db["Things"][id]["carried"]
- 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_TOOL"] == "food"
- if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
- ["TT_TOOLPOWER"] > eat_cost]:
- return True
- return False
-
-
-def get_inventory_slot_to_consume(t):
- """Return invent. slot of healthiest consumable(if any healthy),else -1."""
- cmp_food = -1
- selection = -1
- i = 0
- eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
- for id in t["T_CARRIES"]:
- type = world_db["Things"][id]["T_TYPE"]
- if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
- and world_db["ThingTypes"][type]["TT_TOOLPOWER"]:
- nutvalue = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
- tmp_cmp = abs(t["T_SATIATION"] + nutvalue - eat_cost)
- if (cmp_food < 0 and tmp_cmp < abs(t["T_SATIATION"])) \
- or tmp_cmp < cmp_food:
- cmp_food = tmp_cmp
- selection = i
- i += 1
- return selection
-
-
-def ai(t):
- """Determine next command/argment for actor t via AI algorithms."""
- t["T_COMMAND"] = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
- if get_dir_to_target(t, "f"):
- return
- 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_food(t):
- t["T_COMMAND"] = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"]
- == "pick_up"][0]
- else:
- going_to_known_food_spot = get_dir_to_target(t, "c")
- if not going_to_known_food_spot:
- aiming_for_walking_food = get_dir_to_target(t, "a")
- if not aiming_for_walking_food:
- get_dir_to_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"]:
- proliferable_map = world_db["MAP"][:]
- for id in [id for id in world_db["Things"]
- if not world_db["Things"][id]["carried"]]:
- y = world_db["Things"][id]["T_POSY"]
- x = world_db["Things"][id]["T_POSX"]
- proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
- for id in [id for id in world_db["Things"]]: # Only what's from start!
- if not id in world_db["Things"] or \
- world_db["Things"][id]["carried"]: # May have been consumed or
- continue # picked up during turn …
- Thing = world_db["Things"][id]
- if Thing["T_LIFEPOINTS"]:
- if not Thing["T_COMMAND"]:
- update_map_memory(Thing)
- if 0 == id:
- whilebreaker = True
- break
- ai(Thing)
- try_healing(Thing)
- hunger(Thing)
- if Thing["T_LIFEPOINTS"]:
- Thing["T_PROGRESS"] += 1
- taid = [a for a in world_db["ThingActions"]
- if a == Thing["T_COMMAND"]][0]
- ThingAction = world_db["ThingActions"][taid]
- if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
- eval("actor_" + ThingAction["TA_NAME"])(Thing)
- Thing["T_COMMAND"] = 0
- Thing["T_PROGRESS"] = 0
- thingproliferation(Thing, proliferable_map)
- if whilebreaker:
- break
- world_db["TURN"] += 1
-
-
-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
- }
- if world_db["WORLD_ACTIVE"] and thing["T_LIFEPOINTS"]:
- build_fov_map(thing)
- return thing
-
-
-def id_setter(id, category, id_store=False, start_at_1=False):
- """Set ID of object of category to manipulate ID unused? Create new one.
- The ID is stored as id_store.id (if id_store is set). If the integer of the
- input is valid (if start_at_1, >= 0, else >= -1), but <0 or (if start_at_1)
- <1, calculate new ID: lowest unused ID >=0 or (if start_at_1) >= 1. None is
- always returned when no new object is created, else the new object's ID.
- """
- min = 0 if start_at_1 else -1
- if str == type(id):
- id = integer_test(id, min)
- if None != id:
- if id in world_db[category]:
- if id_store:
- id_store.id = id
- return None
- else:
- if (start_at_1 and 0 == id) \
- or ((not start_at_1) and (id < 0)):
- id = 0 if start_at_1 else -1
- while 1:
- id = id + 1
- if id not in world_db[category]:
- break
- if id_store:
- id_store.id = id
- return id
-
-
-def command_plugin(str_plugin):
- """Run code in plugins/[str_plugin]."""
- if (str_plugin.replace("_", "").isalnum()
- and os.access("plugins/" + str_plugin, os.F_OK)):
- exec(open("plugins/" + str_plugin).read())
- return
- print("Bad plugin name:", str_plugin)
-
-
-def command_ping():
- """Send PONG line to server output file."""
- strong_write(io_db["file_out"], "PONG\n")
-
-
-def command_quit():
- """Abort server process."""
- if None == opts.replay:
- if world_db["WORLD_ACTIVE"]:
- save_world()
- atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
- raise SystemExit("received QUIT command")
-
-
-def command_thingshere(str_y, str_x):
- """Write to out file list of Things known to player at coordinate y, x."""
- if world_db["WORLD_ACTIVE"]:
- y = integer_test(str_y, 0, 255)
- x = integer_test(str_x, 0, 255)
- length = world_db["MAP_LENGTH"]
- if None != y and None != x and y < length and x < length:
- pos = (y * world_db["MAP_LENGTH"]) + x
- strong_write(io_db["file_out"], "THINGS_HERE START\n")
- if "v" == chr(world_db["Things"][0]["fovmap"][pos]):
- for id in [id for tid in sorted(list(world_db["ThingTypes"]))
- for id in world_db["Things"]
- if not world_db["Things"][id]["carried"]
- if world_db["Things"][id]["T_TYPE"] == tid
- if y == world_db["Things"][id]["T_POSY"]
- if x == world_db["Things"][id]["T_POSX"]]:
- type = world_db["Things"][id]["T_TYPE"]
- name = world_db["ThingTypes"][type]["TT_NAME"]
- strong_write(io_db["file_out"], name + "\n")
- else:
- for mt in [mt for tid in sorted(list(world_db["ThingTypes"]))
- for mt in world_db["Things"][0]["T_MEMTHING"]
- if mt[0] == tid if y == mt[1] if x == mt[2]]:
- name = world_db["ThingTypes"][mt[0]]["TT_NAME"]
- strong_write(io_db["file_out"], name + "\n")
- strong_write(io_db["file_out"], "THINGS_HERE END\n")
- else:
- print("Ignoring: Invalid map coordinates.")
- else:
- print("Ignoring: Command only works on existing worlds.")
-
-
-def set_command(action):
- """Set player's T_COMMAND, then call turn_over()."""
- id = [x for x in world_db["ThingActions"]
- if world_db["ThingActions"][x]["TA_NAME"] == action][0]
- world_db["Things"][0]["T_COMMAND"] = id
- turn_over()
-
-
-def play_wait():
- """Try "wait" as player's T_COMMAND."""
- set_command("wait")
-
-
-def play_pickup():
- """Try "pick_up" as player's T_COMMAND"."""
- t = world_db["Things"][0]
- ids = [id for id in world_db["Things"] if id
- if not world_db["Things"][id]["carried"]
- if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
- if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
- if not len(ids):
- log("NOTHING to pick up.")
- else:
- set_command("pick_up")
-
-
-def play_drop(str_arg):
- """Try "drop" as player's T_COMMAND, int(str_arg) as T_ARGUMENT / slot."""
- t = world_db["Things"][0]
- if 0 == len(t["T_CARRIES"]):
- log("You have NOTHING to drop in your inventory.")
- else:
- val = integer_test(str_arg, 0, 255)
- if None != val and val < len(t["T_CARRIES"]):
- world_db["Things"][0]["T_ARGUMENT"] = val
- set_command("drop")
- else:
- print("Illegal inventory index.")
-
-
-def play_use(str_arg):
- """Try "use" as player's T_COMMAND, int(str_arg) as T_ARGUMENT / slot."""
- t = world_db["Things"][0]
- if 0 == len(t["T_CARRIES"]):
- log("You have NOTHING to use in your inventory.")
- else:
- val = integer_test(str_arg, 0, 255)
- if None != val and val < len(t["T_CARRIES"]):
- id = t["T_CARRIES"][val]
- type = world_db["Things"][id]["T_TYPE"]
- if not world_db["ThingTypes"][type]["TT_TOOL"] == "food":
- log("You CAN'T consume this thing.")
- return
- world_db["Things"][0]["T_ARGUMENT"] = val
- set_command("use")
- else:
- print("Illegal inventory index.")
-
-
-def play_move(str_arg):
- """Try "move" as player's T_COMMAND, str_arg as T_ARGUMENT / direction."""
- t = world_db["Things"][0]
- if not str_arg in directions_db:
- print("Illegal move direction string.")
- return
- dir = ord(directions_db[str_arg])
- move_result = mv_yx_in_dir_legal(chr(dir), t["T_POSY"], t["T_POSX"])
- if 1 == move_result[0]:
- pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- if ord(".") == world_db["MAP"][pos]:
- world_db["Things"][0]["T_ARGUMENT"] = dir
- set_command("move")
- return
- log("You CAN'T move there.")
-
-
-def command_seedrandomness(seed_string):
- """Set rand seed to int(seed_string)."""
- val = integer_test(seed_string, 0, 4294967295)
- if None != val:
- rand.seed = val
-
-
-def command_makeworld(seed_string):
- """(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
-
- Seed rand with seed. Do more only with a "wait" ThingAction and
- world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
- world_db["Things"] emptied, call make_map() and set
- world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
- 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.
- """
-
- def free_pos():
- i = 0
- while 1:
- err = "Space to put thing on too hard to find. Map too small?"
- 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]):
- break
- i += 1
- if i == 65535:
- raise SystemExit(err)
- # Replica of C code, wrongly ignores animatedness of new Thing.
- pos_clear = (0 == len([id for id in world_db["Things"]
- if world_db["Things"][id]["T_LIFEPOINTS"]
- if world_db["Things"][id]["T_POSY"] == y
- if world_db["Things"][id]["T_POSX"] == x]))
- if pos_clear:
- break
- return (y, x)
-
- val = integer_test(seed_string, 0, 4294967295)
- if None == val:
- return
- rand.seed = val
- player_will_be_generated = False
- playertype = world_db["PLAYER_TYPE"]
- for ThingType in world_db["ThingTypes"]:
- if playertype == ThingType:
- if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]:
- player_will_be_generated = True
- break
- if not player_will_be_generated:
- print("Ignoring: No player type with start number >0 defined.")
- return
- wait_action = False
- for ThingAction in world_db["ThingActions"]:
- if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
- wait_action = True
- if not wait_action:
- print("Ignoring beyond SEED_MAP: " +
- "No thing action with name 'wait' defined.")
- return
- world_db["Things"] = {}
- make_map()
- world_db["WORLD_ACTIVE"] = 1
- world_db["TURN"] = 1
- for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
- id = id_setter(-1, "Things")
- world_db["Things"][id] = new_Thing(playertype, free_pos())
- if not world_db["Things"][0]["fovmap"]:
- empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
- world_db["Things"][0]["fovmap"] = empty_fovmap
- update_map_memory(world_db["Things"][0])
- for type in world_db["ThingTypes"]:
- for i in range(world_db["ThingTypes"][type]["TT_START_NUMBER"]):
- if type != playertype:
- id = id_setter(-1, "Things")
- world_db["Things"][id] = new_Thing(type, free_pos())
- strong_write(io_db["file_out"], "NEW_WORLD\n")
-
-
-def command_maplength(maplength_string):
- """Redefine map length. Invalidate map, therefore lose all things on it."""
- val = integer_test(maplength_string, 1, 256)
- if None != val:
- world_db["MAP_LENGTH"] = val
- world_db["MAP"] = False
- set_world_inactive()
- world_db["Things"] = {}
- libpr.set_maplength(val)
-
-
-def command_worldactive(worldactive_string):
- """Toggle world_db["WORLD_ACTIVE"] if possible.
-
- 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.
- """
- val = integer_test(worldactive_string, 0, 1)
- if None != val:
- if 0 != world_db["WORLD_ACTIVE"]:
- if 0 == val:
- set_world_inactive()
- else:
- print("World already active.")
- elif 0 == world_db["WORLD_ACTIVE"]:
- wait_exists = False
- for ThingAction in world_db["ThingActions"]:
- if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
- wait_exists = True
- break
- player_exists = False
- for Thing in world_db["Things"]:
- if 0 == Thing:
- player_exists = True
- break
- if wait_exists and player_exists and world_db["MAP"]:
- for id in world_db["Things"]:
- if world_db["Things"][id]["T_LIFEPOINTS"]:
- build_fov_map(world_db["Things"][id])
- if 0 == id:
- update_map_memory(world_db["Things"][id], False)
- if not world_db["Things"][0]["T_LIFEPOINTS"]:
- empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
- world_db["Things"][0]["fovmap"] = empty_fovmap
- world_db["WORLD_ACTIVE"] = 1
- else:
- print("Ignoring: Not all conditions for world activation met.")
-
-
-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
-
-
-def command_tid(id_string):
- """Set ID of Thing to manipulate. ID unused? Create new one.
-
- Default new Thing's type to the first available ThingType, others: zero.
- """
- id = id_setter(id_string, "Things", command_tid)
- if None != id:
- if world_db["ThingTypes"] == {}:
- print("Ignoring: No ThingType to settle new Thing in.")
- return
- type = list(world_db["ThingTypes"].keys())[0]
- world_db["Things"][id] = new_Thing(type)
-
-
-test_Thing_id = test_for_id_maker(command_tid, "Thing")
-
-
-@test_Thing_id
-def command_tcommand(str_int):
- """Set T_COMMAND of selected Thing."""
- val = integer_test(str_int, 0)
- if None != val:
- if 0 == val or val in world_db["ThingActions"]:
- world_db["Things"][command_tid.id]["T_COMMAND"] = val
- else:
- print("Ignoring: ThingAction ID belongs to no known ThingAction.")
-
-
-@test_Thing_id
-def command_ttype(str_int):
- """Set T_TYPE of selected Thing."""
- val = integer_test(str_int, 0)
- if None != val:
- if val in world_db["ThingTypes"]:
- world_db["Things"][command_tid.id]["T_TYPE"] = val
- else:
- print("Ignoring: ThingType ID belongs to no known ThingType.")
-
-
-@test_Thing_id
-def command_tcarries(str_int):
- """Append int(str_int) to T_CARRIES of selected Thing.
-
- The ID int(str_int) must not be of the selected Thing, and must belong to a
- Thing with unset "carried" flag. Its "carried" flag will be set on owning.
- """
- val = integer_test(str_int, 0)
- if None != val:
- if val == command_tid.id:
- print("Ignoring: Thing cannot carry itself.")
- elif val in world_db["Things"] \
- and not world_db["Things"][val]["carried"]:
- world_db["Things"][command_tid.id]["T_CARRIES"].append(val)
- world_db["Things"][val]["carried"] = True
- else:
- print("Ignoring: Thing not available for carrying.")
- # Note that the whole carrying structure is different from the C version:
- # Carried-ness is marked by a "carried" flag, not by Things containing
- # Things internally.
-
-
-@test_Thing_id
-def command_tmemthing(str_t, str_y, str_x):
- """Add (int(str_t), int(str_y), int(str_x)) to selected Thing's T_MEMTHING.
-
- The type must fit to an existing ThingType, and the position into the map.
- """
- type = integer_test(str_t, 0)
- posy = integer_test(str_y, 0, 255)
- posx = integer_test(str_x, 0, 255)
- if None != type and None != posy and None != posx:
- if type not in world_db["ThingTypes"] \
- or posy >= world_db["MAP_LENGTH"] or posx >= world_db["MAP_LENGTH"]:
- print("Ignoring: Illegal value for thing type or position.")
- else:
- memthing = (type, posy, posx)
- world_db["Things"][command_tid.id]["T_MEMTHING"].append(memthing)
-
-
-def setter_map(maptype):
- """Set (world or Thing's) map of maptype's int(str_int)-th line to mapline.
-
- If no map of maptype exists yet, initialize it with ' ' bytes first.
- """
-
- def valid_map_line(str_int, mapline):
- val = integer_test(str_int, 0, 255)
- if None != val:
- if val >= world_db["MAP_LENGTH"]:
- print("Illegal value for map line number.")
- elif len(mapline) != world_db["MAP_LENGTH"]:
- print("Map line length is unequal map width.")
- else:
- return val
- return None
-
- def nonThingMap_helper(str_int, mapline):
- val = valid_map_line(str_int, mapline)
- if None != val:
- length = world_db["MAP_LENGTH"]
- if not world_db["MAP"]:
- map = bytearray(b' ' * (length ** 2))
- else:
- map = world_db["MAP"]
- map[val * length:(val * length) + length] = mapline.encode()
- if not world_db["MAP"]:
- world_db["MAP"] = map
-
- @test_Thing_id
- def ThingMap_helper(str_int, mapline):
- val = valid_map_line(str_int, mapline)
- if None != val:
- length = world_db["MAP_LENGTH"]
- if not world_db["Things"][command_tid.id][maptype]:
- map = bytearray(b' ' * (length ** 2))
- else:
- map = world_db["Things"][command_tid.id][maptype]
- map[val * length:(val * length) + length] = mapline.encode()
- if not world_db["Things"][command_tid.id][maptype]:
- world_db["Things"][command_tid.id][maptype] = map
-
- return nonThingMap_helper if maptype == "MAP" else ThingMap_helper
-
-
-
-def setter_tpos(axis):
- """Generate setter for T_POSX or T_POSY of selected Thing.
-
- If world is active, rebuilds animate things' fovmap, player's memory map.
- """
- @test_Thing_id
- def helper(str_int):
- val = integer_test(str_int, 0, 255)
- if None != val:
- if val < world_db["MAP_LENGTH"]:
- world_db["Things"][command_tid.id]["T_POS" + axis] = val
- if world_db["WORLD_ACTIVE"] \
- and world_db["Things"][command_tid.id]["T_LIFEPOINTS"]:
- build_fov_map(world_db["Things"][command_tid.id])
- if 0 == command_tid.id:
- update_map_memory(world_db["Things"][command_tid.id])
- else:
- print("Ignoring: Position is outside of map.")
- return helper
-
-
-def command_ttid(id_string):
- """Set ID of ThingType to manipulate. ID unused? Create new one.
-
- Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, TT_TOOL to
- "", others: 0.
- """
- id = id_setter(id_string, "ThingTypes", command_ttid)
- if None != id:
- world_db["ThingTypes"][id] = {
- "TT_NAME": "(none)",
- "TT_TOOLPOWER": 0,
- "TT_LIFEPOINTS": 0,
- "TT_PROLIFERATE": 0,
- "TT_START_NUMBER": 0,
- "TT_SYMBOL": "?",
- "TT_CORPSE_ID": id,
- "TT_TOOL": ""
- }
-
-
-test_ThingType_id = test_for_id_maker(command_ttid, "ThingType")
-
-
-@test_ThingType_id
-def command_ttname(name):
- """Set TT_NAME of selected ThingType."""
- world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name
-
-
-@test_ThingType_id
-def command_tttool(name):
- """Set TT_TOOL of selected ThingType."""
- world_db["ThingTypes"][command_ttid.id]["TT_TOOL"] = name
-
-
-@test_ThingType_id
-def command_ttsymbol(char):
- """Set 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 TT_CORPSE_ID of selected ThingType."""
- val = integer_test(str_int, 0)
- if None != val:
- if val in world_db["ThingTypes"]:
- world_db["ThingTypes"][command_ttid.id]["TT_CORPSE_ID"] = val
- else:
- print("Ignoring: Corpse ID belongs to no known ThignType.")
-
-
-def command_taid(id_string):
- """Set ID of ThingAction to manipulate. ID unused? Create new one.
-
- Default new ThingAction's TA_EFFORT to 1, its TA_NAME to "wait".
- """
- id = id_setter(id_string, "ThingActions", command_taid, True)
- if None != 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_taname(name):
- """Set 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.
-
-
-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])
-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 = {
- "PLUGIN": (1, True, command_plugin),
- "QUIT": (0, True, command_quit),
- "PING": (0, True, command_ping),
- "THINGS_HERE": (2, True, command_thingshere),
- "MAKE_WORLD": (1, False, command_makeworld),
- "SEED_RANDOMNESS": (1, False, command_seedrandomness),
- "TURN": (1, False, setter(None, "TURN", 0, 65535)),
- "PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)),
- "MAP_LENGTH": (1, False, command_maplength),
- "WORLD_ACTIVE": (1, False, command_worldactive),
- "MAP": (2, False, setter_map("MAP")),
- "TA_ID": (1, False, command_taid),
- "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
- "TA_NAME": (1, False, command_taname),
- "TT_ID": (1, False, command_ttid),
- "TT_NAME": (1, False, command_ttname),
- "TT_TOOL": (1, False, command_tttool),
- "TT_SYMBOL": (1, False, command_ttsymbol),
- "TT_CORPSE_ID": (1, False, command_ttcorpseid),
- "TT_TOOLPOWER": (1, False, setter("ThingType", "TT_TOOLPOWER", 0, 65535)),
- "TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER",
- 0, 255)),
- "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
- 0, 65535)),
- "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
- "T_ID": (1, False, command_tid),
- "T_ARGUMENT": (1, False, setter("Thing", "T_ARGUMENT", 0, 255)),
- "T_PROGRESS": (1, False, setter("Thing", "T_PROGRESS", 0, 255)),
- "T_LIFEPOINTS": (1, False, setter("Thing", "T_LIFEPOINTS", 0, 255)),
- "T_SATIATION": (1, False, setter("Thing", "T_SATIATION", -32768, 32767)),
- "T_COMMAND": (1, False, command_tcommand),
- "T_TYPE": (1, False, command_ttype),
- "T_CARRIES": (1, False, command_tcarries),
- "T_MEMMAP": (2, False, setter_map("T_MEMMAP")),
- "T_MEMDEPTHMAP": (2, False, setter_map("T_MEMDEPTHMAP")),
- "T_MEMTHING": (3, False, command_tmemthing),
- "T_POSY": (1, False, setter_tpos("Y")),
- "T_POSX": (1, False, setter_tpos("X")),
- "wait": (0, False, play_wait),
- "move": (1, False, play_move),
- "pick_up": (0, False, play_pickup),
- "drop": (1, False, play_drop),
- "use": (1, False, play_use),
- "ai": (0, False, command_ai)
-}
-# TODO: Unhandled cases: (Un-)killing animates (esp. player!) with T_LIFEPOINTS.
-
-