length = world_db["MAP_LENGTH"]
fov = bytearray(b' ' * (length ** 2))
for pos in range(length ** 2):
- fovflag = world_db["Things"][0]["fovmap"][pos]
- if 'v' == chr(fovflag):
+ if 'v' == chr(world_db["Things"][0]["fovmap"][pos]):
fov[pos] = world_db["MAP"][pos]
for i in range(3):
draw_visible_Things(fov, i)
string = write_map(string, fov)
mem = world_db["Things"][0]["T_MEMMAP"][:]
for i in range(2):
- for id in world_db["Things"][0]["T_MEMTHING"]:
- type = world_db["Things"][id]["T_TYPE"]
+ for memthing in world_db["Things"][0]["T_MEMTHING"]:
+ type = world_db["Things"][memthing[0]]["T_TYPE"]
consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
if (i == 0 and not consumable) or (i == 1 and consumable):
- c = world_db["ThingTypes"][type]["TT_SYMBOL"]
- mem[(y * length) + x] = ord(c)
+ c = world_db["ThingTypes"][type]["TT_SYMBOL"]
+ mem[(memthing[1] * length) + memthing[2]] = ord(c)
string = write_map(string, mem)
atomic_write(io_db["path_worldstate"], string)
strong_write(io_db["file_out"], "WORLD_UPDATED\n")
t["T_MEMMAP"][pos] = world_db["MAP"][pos]
continue
# TODO: Aging of MEMDEPTHMAP.
- for id in t["T_MEMTHING"]:
- y = world_db["Things"][id]["T_POSY"]
- x = world_db["Things"][id]["T_POSY"]
+ for memthing in t["T_MEMTHING"]:
+ y = world_db["Things"][memthing[0]]["T_POSY"]
+ x = world_db["Things"][memthing[1]]["T_POSY"]
if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
- t["T_MEMTHING"].remove(id)
+ t["T_MEMTHING"].remove(memthing)
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"]
if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
- t["T_MEMTHING"] = (type, y, x)
+ t["T_MEMTHING"].append((type, y, x))
def set_world_inactive():
# DUMMY so far. Just builds an all-visible map.
+def actor_wait(t):
+ """Make t do nothing (but loudly, if player avatar)."""
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You wait.\n")
+
+
+def actor_move(t):
+ pass
+
+
+def actor_pick_up(t):
+ """Make t pick up (topmost?) Thing from ground into inventory."""
+ # Topmostness is actually not defined so far.
+ 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):
+ world_db["Things"][ids[0]]["carried"] = True
+ t["T_CARRIES"].append(ids[0])
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You pick up an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to pick up an object, but there is none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+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]:
+ strong_write(io_db["file_out"], "LOG You drop an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to drop an object, but you own none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_use(t):
+ pass
+
+
+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"]]:
+ Thing = world_db["Things"][id]
+ if Thing["T_LIFEPOINTS"]:
+ if not Thing["T_COMMAND"]:
+ update_map_memory(Thing)
+ if 0 == id:
+ whilebreaker = True
+ break
+ # DUMMY: ai(thing)
+ Thing["T_COMMAND"] = 1
+ # DUMMY: try_healing
+ 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
+ # DUMMY: hunger
+ # DUMMY: thingproliferation
+ if whilebreaker:
+ break
+ world_db["TURN"] += 1
+
+
def new_Thing(type):
"""Return Thing of type T_TYPE, with fovmap if alive and world active."""
thing = {
"""Write to out file list of Things known to player at coordinate y, x."""
def write_thing_if_here():
if y == world_db["Things"][id]["T_POSY"] \
- and x == world_db["Things"][id]["T_POSX"]:
+ and x == world_db["Things"][id]["T_POSX"] \
+ and not world_db["Things"][id]["carried"]:
type = world_db["Things"][id]["T_TYPE"]
name = world_db["ThingTypes"][type]["TT_NAME"]
strong_write(io_db["file_out"], name + "\n")
print("Ignoring: Command only works on existing worlds.")
+def play_commander(action, args=False):
+ """Setter for player's T_COMMAND and T_ARGUMENT, then calling turn_over().
+
+ T_ARGUMENT is set to direction char if action=="wait",or 8-bit int if args.
+ """
+
+ def set_command():
+ 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()
+ # TODO: call turn_over()
+
+ def set_command_and_argument_int(str_arg):
+ val = integer_test(str_arg, 0, 255)
+ if None != val:
+ world_db["Things"][0]["T_ARGUMENT"] = val
+ set_command()
+ else:
+ print("Ignoring: Argument must be integer >= 0 <=255.")
+
+ def set_command_and_argument_movestring(str_arg):
+ dirs = {"east": "d", "south-east": "c", "south-west": "x",
+ "west": "s", "north-west": "w", "north-east": "e"}
+ if str_arg in dirs:
+ world_db["Things"][0]["T_ARGUMENT"] = dirs[str_arg]
+ set_command()
+ else:
+ print("Ignoring: Argument must be valid direction string.")
+
+ if action == "move":
+ return set_command_and_argument_movestring
+ elif args:
+ return set_command_and_argument_int
+ else:
+ return set_command
+
+
def command_seedmap(seed_string):
"""Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
"T_MEMTHING": (3, False, command_tmemthing),
"T_POSY": (1, False, setter_tpos("Y")),
"T_POSX": (1, False, setter_tpos("X")),
+ "wait": (0, False, play_commander("wait")),
+ "move": (1, False, play_commander("move")),
+ "pick_up": (0, False, play_commander("pick_up")),
+ "drop": (1, False, play_commander("drop", True)),
+ "use": (1, False, play_commander("use", True)),
}