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Server: Make map generator selectable.
[plomrogue] / server / world.py
index 7940f70d700f177be5c9bce75374e8f8de0fcab9..84a3fc15ae05cc8549db191dcc68730581cd952d 100644 (file)
@@ -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"]: