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Re-insert map existence check in command_worldactive().
[plomrogue] / roguelike-server
index d1edd521dce06c4db89044753bd98861582afb2a..87a4e24267bad8afaca75e91d21cc73712b154ba 100755 (executable)
@@ -12,6 +12,7 @@ import shlex
 import shutil
 import time
 import ctypes
+import math  # #
 
 
 class RandomnessIO:
@@ -139,7 +140,8 @@ def obey(command, prefix, replay=False, do_record=False):
                 if time.time() > io_db["save_wait"] + 15:
                     atomic_write(io_db["path_record"], io_db["record_chunk"],
                                  do_append=True)
-                    save_world()
+                    if world_db["WORLD_ACTIVE"]:
+                        save_world()
                     io_db["record_chunk"] = ""
                     io_db["save_wait"] = time.time()
             io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"]
@@ -330,7 +332,7 @@ def try_worldstate_update():
                 type_id = world_db["Things"][id]["T_TYPE"]
                 name = world_db["ThingTypes"][type_id]["TT_NAME"]
                 inventory = inventory + name + "\n"
-        ## 7DRL additions:  GOD_MOOD, GOD_FAVOR
+        # # 7DRL additions:  GOD_MOOD, GOD_FAVOR
         string = str(world_db["TURN"]) + "\n" + \
                  str(world_db["GOD_MOOD"]) + "\n" + \
                  str(world_db["GOD_FAVOR"]) + "\n" + \
@@ -476,6 +478,9 @@ 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]
@@ -500,17 +505,16 @@ def update_map_memory(t, age_map=True):
             t["T_MEMMAP"][pos] = world_db["MAP"][pos]
     if age_map:
         age_some_memdepthmap_on_nonfov_cells()
-    for mt in [mt for mt in t["T_MEMTHING"]
-               if "v" == chr(t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
-                                         + mt[2]])]:
-        t["T_MEMTHING"].remove(mt)
+    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 "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
+            if ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]:
                 t["T_MEMTHING"].append((type, y, x))
 
 
@@ -578,9 +582,20 @@ def decrement_lifepoints(t):
 
     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.
     """
+    # # 7DRL: also decrements God's mood; deaths heavily so
+    # # 7DRL: return 1 if death, else 0
     t["T_LIFEPOINTS"] -= 1
+    world_db["GOD_MOOD"] -= 1  # #
     if 0 == t["T_LIFEPOINTS"]:
+        sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
+        world_db["GOD_MOOD"] -= sadness  # #        
+        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))
@@ -590,7 +605,28 @@ def decrement_lifepoints(t):
             t["T_MEMMAP"] = False
             t["T_MEMDEPTHMAP"] = False
             t["T_MEMTHING"] = []
-            strong_write(io_db["file_out"], "LOG It dies.\n")
+        return sadness  # #
+    return 0  # #
+
+
+def add_gods_favor(i): # #
+    """"Add to GOD_FAVOR, multiplied with factor growing log. with GOD_MOOD."""
+    def favor_multiplier(i):
+        x = 100
+        threshold = math.e * x
+        mood = world_db["GOD_MOOD"]
+        if i > 0:
+            if mood > threshold:
+                i = i * math.log(mood / x)
+            elif -mood > threshold:
+                i = i / math.log(-mood / x)
+        elif i < 0:
+            if -mood > threshold:
+                i = i * math.log(-mood / x)
+            if mood > threshold:
+                i = i / math.log(mood / x)
+        return int(i)
+    world_db["GOD_FAVOR"] += favor_multiplier(i)
 
 
 def mv_yx_in_dir_legal(dir, y, x):
@@ -610,6 +646,7 @@ def actor_wait(t):
 
 def actor_move(t):
     """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+    # # 7DRL: Player wounding (worse: killing) others will lower God's favor.
     passable = False
     move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
                                      t["T_POSY"], t["T_POSX"])
@@ -623,15 +660,19 @@ def actor_move(t):
                   if world_db["Things"][id]["T_POSX"] == move_result[2]]
         if len(hitted):
             hit_id = hitted[0]
-            hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
-            hitter = "You" if t == world_db["Things"][0] else hitter_name
-            hitted_type = world_db["Things"][hit_id]["T_TYPE"]
-            hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
-            hitted = "you" if hit_id == 0 else hitted_name
-            verb = " wound " if hitter == "You" else " wounds "
-            strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted +
-                                            ".\n")
-            decrement_lifepoints(world_db["Things"][hit_id])
+            if t == world_db["Things"][0]:
+                hitted_type = world_db["Things"][hit_id]["T_TYPE"]
+                hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
+                strong_write(io_db["file_out"], "LOG You wound " + hitted_name
+                                                + ".\n")
+                add_gods_favor(-1)  # #
+            elif 0 == hit_id:
+                hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+                strong_write(io_db["file_out"], "LOG " + hitter_name +
+                                                " wounds you.\n")
+            test = decrement_lifepoints(world_db["Things"][hit_id])  # #(test=)
+            if test and t == world_db["Things"][0]:  # #
+                add_gods_favor(-test)  # #
             return
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
@@ -650,23 +691,38 @@ def actor_move(t):
 
 def actor_pick_up(t):
     """Make t pick up (topmost?) Thing from ground into inventory."""
-    # Topmostness is actually not defined so far. Picks Thing with highest ID.
-    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):
-        highest_id = 0
-        for id in ids:
-            if id > highest_id:
-                highest_id = id
-        world_db["Things"][highest_id]["carried"] = True
-        t["T_CARRIES"].append(highest_id)
-        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")
+    # Topmostness is actually not defined so far. Picks most nutritious Thing.
+    # 7DRL: Non-player picking up player-dropped consumable -> GOD_FAVOR gain.
+    used_slots = len(t["T_CARRIES"]) # #
+    if used_slots < world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]: # #
+        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):
+            highest_id = ids[0]
+            nutritious = 0
+            for id in ids:
+                type = world_db["Things"][id]["T_TYPE"]
+                if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > nutritious:
+                    nutritious = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+                    highest_id = id
+            world_db["Things"][highest_id]["carried"] = True
+            if (t != world_db["Things"][0] and  # #
+                world_db["Things"][highest_id]["T_PLAYERDROP"]):  # #
+                x = world_db["Things"][highest_id]["T_TYPE"]
+                score = world_db["ThingTypes"][x]["TT_CONSUMABLE"] / 32  # #
+                add_gods_favor(score)  # #
+                world_db["Things"][highest_id]["T_PLAYERDROP"] = 0  # #
+            t["T_CARRIES"].append(highest_id)
+            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")
+    elif t == world_db["Things"][0]: # #
+        strong_write(io_db["file_out"], "LOG Can't pick up object: " + # #
+                                        "No storage room to carry more.\n") # #
 
 
 def actor_drop(t):
@@ -678,6 +734,7 @@ def actor_drop(t):
         world_db["Things"][id]["carried"] = False
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You drop an object.\n")
+            world_db["Things"][id]["T_PLAYERDROP"] = 1  # #
     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")
@@ -704,37 +761,29 @@ def actor_use(t):
                      "LOG You try to use an object, but you own none.\n")
 
 
-def thingproliferation(t):
-    """To chance of 1/TT_PROLIFERATE, create t offspring in neighbor cell.
+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
-    passable and not be inhabited by a Thing of the same type, or, if Thing is
-    animate, any other animate Thing. If there are several map cell candidates,
-    one is selected randomly.
+    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.
     """
-    def test_cell(t, y, x):
-        if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
-            for id in [id for id in world_db["Things"]
-                       if y == world_db["Things"][id]["T_POSY"]
-                       if x == world_db["Things"][id]["T_POSX"]
-                       if (t["T_TYPE"] == world_db["Things"][id]["T_TYPE"])
-                       or (t["T_LIFEPOINTS"] and
-                           world_db["Things"][id]["T_LIFEPOINTS"])]:
-                return False
-            return True
-        return False
+    # # 7DRL: success increments God's mood
     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 directions_db]:
             mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
-            if mv_result[0] and test_cell(t, mv_result[1], mv_result[2]):
+            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
+            world_db["GOD_MOOD"] += 1  # #
 
 
 def try_healing(t):
@@ -742,6 +791,7 @@ def try_healing(t):
 
     On success, decrease satiation score by 32.
     """
+    # # 7DRL: Successful heals increment God's mood.
     if t["T_SATIATION"] > 0 \
        and t["T_LIFEPOINTS"] < \
            world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
@@ -750,12 +800,10 @@ def try_healing(t):
                               if world_db["ThingActions"][id]["TA_NAME"] ==
                                  "wait"][0]:
         t["T_LIFEPOINTS"] += 1
+        world_db["GOD_MOOD"] += 1  # #
         t["T_SATIATION"] -= 32
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You heal.\n")
-        else:
-            name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
-            strong_write(io_db["file_out"], "LOG " + name + "heals.\n")
 
 
 def hunger(t):
@@ -769,10 +817,6 @@ def hunger(t):
     if int(int(testbase / stomach) / ((rand.next() % stomach) + 1)):
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You suffer from hunger.\n")
-        else:
-            name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
-            strong_write(io_db["file_out"], "LOG " + name +
-                                            " suffers from hunger.\n")
         decrement_lifepoints(t)
 
 
@@ -1009,6 +1053,7 @@ def ai(t):
     none, they will explore parts of the map unseen since ever or for at least
     one turn; if there is nothing to explore, they will simply wait.
     """
+    # # 7DRL add: Don't pick up or search things when inventory is full.
     t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                       if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
     if not get_dir_to_target(t, "f"):
@@ -1018,11 +1063,16 @@ def ai(t):
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "use"][0]
             t["T_ARGUMENT"] = sel
-        elif standing_on_consumable(t):
+        elif standing_on_consumable(t) \
+             and (len(t["T_CARRIES"]) < # #
+                 world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # #
             t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "pick_up"][0]
-        elif (not get_dir_to_target(t, "c")) and \
+        elif (not
+              (len(t["T_CARRIES"]) < # #
+                world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"] # #
+               and get_dir_to_target(t, "c"))) and \
              (not get_dir_to_target(t, "a")):
             get_dir_to_target(t, "s")
 
@@ -1032,6 +1082,12 @@ def turn_over():
     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
@@ -1054,7 +1110,7 @@ def turn_over():
                     Thing["T_COMMAND"] = 0
                     Thing["T_PROGRESS"] = 0
                 hunger(Thing)
-            thingproliferation(Thing)
+            thingproliferation(Thing, proliferable_map)
         if whilebreaker:
             break
         world_db["TURN"] += 1
@@ -1068,6 +1124,7 @@ def new_Thing(type, pos=(0, 0)):
         "T_PROGRESS": 0,
         "T_SATIATION": 0,
         "T_COMMAND": 0,
+        "T_PLAYERDROP": 0,  # #
         "T_TYPE": type,
         "T_POSY": pos[0],
         "T_POSX": pos[1],
@@ -1120,8 +1177,10 @@ def command_ping():
 
 def command_quit():
     """Abort server process."""
-    save_world()
-    atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
+    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")
 
 
@@ -1287,10 +1346,9 @@ 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). On
-    activation, rebuild all Things' FOVs, and the player's map memory.
+    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.
     """
-    # In original version, map existence was also tested (unnecessarily?).
     val = integer_test(worldactive_string, 0, 1)
     if val:
         if 0 != world_db["WORLD_ACTIVE"]:
@@ -1309,7 +1367,7 @@ def command_worldactive(worldactive_string):
                 if 0 == Thing:
                     player_exists = True
                     break
-            if wait_exists and player_exists:
+            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])
@@ -1469,6 +1527,7 @@ def command_ttid(id_string):
             "TT_LIFEPOINTS": 0,
             "TT_PROLIFERATE": 0,
             "TT_START_NUMBER": 0,
+            "TT_STORAGE": 0, # #
             "TT_SYMBOL": "?",
             "TT_CORPSE_ID": id
         }
@@ -1582,6 +1641,7 @@ commands_db = {
     "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
                                         0, 255)),
     "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
+    "TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 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)),
@@ -1595,6 +1655,7 @@ commands_db = {
     "T_MEMTHING": (3, False, command_tmemthing),
     "T_POSY": (1, False, setter_tpos("Y")),
     "T_POSX": (1, False, setter_tpos("X")),
+    "T_PLAYERDROP": (1, False, setter("Thing", "T_PLAYERDROP", 0, 1)),  # #
     "wait": (0, False, play_commander("wait")),
     "move": (1, False, play_commander("move")),
     "pick_up": (0, False, play_commander("pick_up")),