import time
+def strong_write(file, string):
+ """Apply write(string), flush(), and os.fsync() to file."""
+ file.write(string)
+ file.flush()
+ os.fsync(file)
+
+
def setup_server_io():
"""Fill IO files DB with proper file( path)s. Write process IO test string.
io_db["teststring"] = str(os.getpid()) + " " + str(time.time())
os.makedirs(io_db["path_server"], exist_ok=True)
io_db["file_out"] = open(io_db["path_out"], "w")
- io_db["file_out"].write(io_db["teststring"] + "\n")
- io_db["file_out"].flush()
+ strong_write(io_db["file_out"], io_db["teststring"] + "\n")
if os.access(io_db["path_in"], os.F_OK):
os.remove(io_db["path_in"])
io_db["file_in"] = open(io_db["path_in"], "w")
if os.access(path, os.F_OK):
shutil.copyfile(path, path_tmp)
file = open(path_tmp, mode)
- file.write(text)
- file.flush()
- os.fsync(file.fileno())
+ strong_write(file, text)
file.close()
if os.access(path, os.F_OK):
os.remove(path)
def helper(id):
string = ""
if world_db["Things"][id][key]:
- rmap = world_db["Things"][id][key]
+ map = world_db["Things"][id][key]
length = world_db["MAP_LENGTH"]
for i in range(length):
- line = rmap[i * length:(i * length) + length].decode()
- string = string + key + " " + str(i) + quote(line) + "\n"
+ line = map[i * length:(i * length) + length].decode()
+ string = string + key + " " + str(i) + " " + quote(line) \
+ + "\n"
return string
return helper
string = ""
for key in world_db:
- if dict != type(world_db[key]):
+ if dict != type(world_db[key]) and key != "MAP":
string = string + key + " " + str(world_db[key]) + "\n"
string = string + helper("ThingActions", "TA_ID")
string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False})
string = string + helper("Things", "T_ID",
{"T_CARRIES": False, "carried": False,
"T_MEMMAP": mapsetter("T_MEMMAP"),
- "T_MEMTHING": memthing,
+ "T_MEMTHING": memthing, "fovmap": False,
"T_MEMDEPTHMAP": mapsetter("T_MEMDEPTHMAP")})
for id in world_db["Things"]:
if [] != world_db["Things"][id]["T_CARRIES"]:
def try_worldstate_update():
"""Write worldstate file if io_db["worldstate_updateable"] is set."""
if io_db["worldstate_updateable"]:
+
+ def draw_visible_Things(map, run):
+ for id in world_db["Things"]:
+ type = world_db["Things"][id]["T_TYPE"]
+ consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ alive = world_db["ThingTypes"][type]["TT_LIFEPOINTS"]
+ if (0 == run and not consumable and not alive) \
+ or (1 == run and consumable and not alive) \
+ or (2 == run and alive):
+ y = world_db["Things"][id]["T_POSY"]
+ x = world_db["Things"][id]["T_POSX"]
+ fovflag = world_db["Things"][0]["fovmap"][(y * length) + x]
+ if 'v' == chr(fovflag):
+ c = world_db["ThingTypes"][type]["TT_SYMBOL"]
+ map[(y * length) + x] = ord(c)
+
+ def write_map(string, map):
+ for i in range(length):
+ line = map[i * length:(i * length) + length].decode()
+ string = string + line + "\n"
+ return string
+
inventory = ""
if [] == world_db["Things"][0]["T_CARRIES"]:
inventory = "(none)\n"
str(world_db["Things"][0]["T_POSX"]) + "\n" + \
str(world_db["MAP_LENGTH"]) + "\n"
length = world_db["MAP_LENGTH"]
- for i in range(length):
- line = world_db["MAP"][i * length:(i * length) + length].decode()
- string = string + line + "\n"
- # TODO: no proper user-subjective map
+ fov = bytearray(b' ' * (length ** 2))
+ for pos in range(length ** 2):
+ 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 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[(memthing[1] * length) + memthing[2]] = ord(c)
+ string = write_map(string, mem)
atomic_write(io_db["path_worldstate"], string)
- atomic_write(io_db["path_out"], "WORLD_UPDATED\n", do_append=True)
+ strong_write(io_db["file_out"], "WORLD_UPDATED\n")
io_db["worldstate_updateable"] = False
world_db["MAP"] = bytearray(b'.' * (world_db["MAP_LENGTH"] ** 2))
+def update_map_memory(t):
+ """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
+ 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))
+ for pos in range(world_db["MAP_LENGTH"] ** 2):
+ if "v" == chr(t["fovmap"][pos]):
+ t["T_MEMDEPTHMAP"][pos] = ord("0")
+ if " " == chr(t["T_MEMMAP"][pos]):
+ t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+ continue
+ # TODO: Aging of MEMDEPTHMAP.
+ 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(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"].append((type, y, x))
+
+
def set_world_inactive():
"""Set world_db["WORLD_ACTIVE"] to 0 and remove worldstate file."""
server_test()
return f
+def build_fov_map(t):
+ """Build Thing's FOV map."""
+ t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
+ # 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):
+ """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
+ # Original wrongly featured lifepoints increase through consumable!
+ # 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_CONSUMABLE"]:
+ t["T_CARRIES"].remove(id)
+ del world_db["Things"][id]
+ t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ strong_write(io_db["file_out"], "LOG You consume this object.\n")
+ else:
+ strong_write(io_db["file_out"], "LOG You try to use this " + \
+ "object, but fail.\n")
+ else:
+ strong_write(io_db["file_out"], "LOG You try to use an object, " + \
+ "but you own none.\n")
+
+
+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 = {
+ "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": 0,
+ "T_POSX": 0,
+ "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.
def command_ping():
"""Send PONG line to server output file."""
- io_db["file_out"].write("PONG\n")
- io_db["file_out"].flush()
+ strong_write(io_db["file_out"], "PONG\n")
def command_quit():
raise SystemExit("received QUIT command")
-def command_thingshere(y, x):
- # DUMMY
- print("Ignoring not-yet implemented THINGS_HERE command.")
+def command_thingshere(str_y, str_x):
+ """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 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")
+ 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 world_db["Things"]:
+ write_thing_if_here()
+ else:
+ for id in world_db["Things"]["T_MEMTHING"]:
+ write_thing_if_here()
+ 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 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):
def command_makeworld(seed_string):
- # DUMMY.
+ """(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
+
+ Make seed world_db["SEED_RANDOMNESS"] and world_db["SEED_MAP"]. Do more
+ only with a "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType
+ of TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_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.
+ """
setter(None, "SEED_RANDOMNESS", 0, 4294967295)(seed_string)
+ setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
player_will_be_generated = False
playertype = world_db["PLAYER_TYPE"]
for ThingType in world_db["ThingTypes"]:
print("Ignoring beyond SEED_MAP: " +
"No thing action with name 'wait' defined.")
return
- setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
world_db["Things"] = {}
remake_map()
world_db["WORLD_ACTIVE"] = 1
world_db["TURN"] = 1
for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
- world_db["Things"][id_setter(-1, "Things")] = {
- "T_LIFEPOINTS": world_db["ThingTypes"][playertype]["TT_LIFEPOINTS"],
- "T_TYPE": playertype,
- "T_POSY": 0, # randomize safely
- "T_POSX": 0, # randomize safely
- "T_ARGUMENT": 0,
- "T_PROGRESS": 0,
- "T_SATIATION": 0,
- "T_COMMAND": 0,
- "T_CARRIES": [],
- "carried": False,
- "T_MEMTHING": [],
- "T_MEMMAP": False,
- "T_MEMDEPTHMAP": False
- }
- # generate fov map?
- # TODO: Generate things (player first, with updated memory)
- atomic_write(io_db["path_out"], "NEW_WORLD\n", do_append=True)
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(playertype)
+ # TODO: Positioning.
+ 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)
+ # TODO: Positioning.
+ strong_write(io_db["file_out"], "NEW_WORLD\n")
def command_maplength(maplength_string):
- # DUMMY.
+ """Redefine map length. Invalidate map, therefore lose all things on it."""
set_world_inactive()
- # TODO: remove map (is this necessary? no memory management trouble …)
world_db["Things"] = {}
setter(None, "MAP_LENGTH", 1, 256)(maplength_string)
def command_worldactive(worldactive_string):
- # DUMMY.
+ """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). On
+ activation, rebuild all Things' FOVs, and the player's map memory.
+ """
+ # In original version, map existence was also tested (unnecessarily?).
val = integer_test(worldactive_string, 0, 1)
if val:
if 0 != world_db["WORLD_ACTIVE"]:
if 0 == Thing:
player_exists = True
break
- map_exists = "MAP" in world_db
- if wait_exists and player_exists and map_exists:
- # TODO: rebuild all things' FOVs, map memories
+ if wait_exists and player_exists:
+ 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])
world_db["WORLD_ACTIVE"] = 1
if world_db["ThingTypes"] == {}:
print("Ignoring: No ThingType to settle new Thing in.")
return
- world_db["Things"][id] = {
- "T_LIFEPOINTS": 0,
- "T_ARGUMENT": 0,
- "T_PROGRESS": 0,
- "T_SATIATION": 0,
- "T_COMMAND": 0,
- "T_TYPE": list(world_db["ThingTypes"].keys())[0],
- "T_POSY": 0,
- "T_POSX": 0,
- "T_CARRIES": [],
- "carried": False,
- "T_MEMTHING": [],
- "T_MEMMAP": False,
- "T_MEMDEPTHMAP": False
- }
+ type = list(world_db["ThingTypes"].keys())[0]
+ world_db["Things"][id] = new_Thing(type)
test_Thing_id = test_for_id_maker(command_tid, "Thing")
print("Map line length is unequal map width.")
else:
length = world_db["MAP_LENGTH"]
- rmap = None
+ map = None
if not world_db["Things"][command_tid.id][maptype]:
- rmap = bytearray(b' ' * (length ** 2))
+ map = bytearray(b' ' * (length ** 2))
else:
- rmap = world_db["Things"][command_tid.id][maptype]
- rmap[val * length:(val * length) + length] = mapline.encode()
- world_db["Things"][command_tid.id][maptype] = rmap
+ map = world_db["Things"][command_tid.id][maptype]
+ map[val * length:(val * length) + length] = mapline.encode()
+ world_db["Things"][command_tid.id][maptype] = map
return helper
def setter_tpos(axis):
- """Generate setter for T_POSX or T_POSY of selected Thing."""
+ """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
- # TODO: Delete Thing's FOV, and rebuild it if world is active.
+ 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
"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)),
}
"""World state database. With sane default values."""
world_db = {
- "TURN": 1,
+ "TURN": 0,
"SEED_MAP": 0,
"SEED_RANDOMNESS": 0,
"PLAYER_TYPE": 0,
try:
opts = parse_command_line_arguments()
setup_server_io()
- # print("DUMMY: Run game.")
if None != opts.replay:
replay_game()
else:
raise
finally:
cleanup_server_io()
- # print("DUMMY: (Clean up C heap.)")