X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=plomrogue-server.py;h=3234c4aeaa222f8ba22728112e49831ab71f6ffc;hb=b745286c163a4a50789e0620eeac0555a940954c;hp=b666d7f417b9a579264b21831c20626c86cb937e;hpb=659685982349318d6aaa271259fef324dd5c8d30;p=plomrogue diff --git a/plomrogue-server.py b/plomrogue-server.py index b666d7f..3234c4a 100755 --- a/plomrogue-server.py +++ b/plomrogue-server.py @@ -32,6 +32,10 @@ def prep_library(): libpr.seed_rrand.restype = ctypes.c_uint32 libpr.rrand.argtypes = [] libpr.rrand.restype = ctypes.c_uint16 + libpr.set_maplength.argtypes = [ctypes.c_uint16] + libpr.mv_yx_in_dir_legal_wrap.argtypes = [ctypes.c_char, ctypes.c_uint8, + ctypes.c_uint8] + libpr.mv_yx_in_dir_legal_wrap.restype = ctypes.c_uint8 return libpr @@ -395,8 +399,62 @@ def play_game(): def remake_map(): - # DUMMY map creator. - world_db["MAP"] = bytearray(b'.' * (world_db["MAP_LENGTH"] ** 2)) + """(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 + store_seed = rand.seed + 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 + rand.seed = store_seed + # This all-too-precise replica of the original C code misses iter_limit(). def update_map_memory(t): @@ -572,7 +630,7 @@ def turn_over(): world_db["TURN"] += 1 -def new_Thing(type): +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"], @@ -581,8 +639,8 @@ def new_Thing(type): "T_SATIATION": 0, "T_COMMAND": 0, "T_TYPE": type, - "T_POSY": 0, - "T_POSX": 0, + "T_POSY": pos[0], + "T_POSX": pos[1], "T_CARRIES": [], "carried": False, "T_MEMTHING": [], @@ -680,15 +738,12 @@ def play_commander(action, args=False): 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", @@ -712,8 +767,6 @@ def command_seedrandomness(seed_string): val = integer_test(seed_string, 0, 4294967295) if None != val: rand.seed = val - else: - print("Ignoring: Value must be integer >= 0, <= 4294967295.") def command_seedmap(seed_string): @@ -733,9 +786,30 @@ def command_makeworld(seed_string): 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: - print("Ignoring: Value must be integer >= 0, <= 4294967295.") return rand.seed = val world_db["SEED_MAP"] = val @@ -764,23 +838,24 @@ def command_makeworld(seed_string): 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) - # TODO: Positioning. + world_db["Things"][id] = new_Thing(playertype, free_pos()) 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. + 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.""" - set_world_inactive() - world_db["Things"] = {} - setter(None, "MAP_LENGTH", 1, 256)(maplength_string) + val = integer_test(val_string, 1, 256) + if None != val: + world_db["MAP_LENGTH"] = val + set_world_inactive() + world_db["Things"] = {} + libpr.set_maplength = val def command_worldactive(worldactive_string):