X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=plomrogue-server.py;h=4cc1deab0e86ee65ae32a33484a5887564820217;hb=30be01b33a659758a17330453a61d4c90efbe564;hp=3d4d0bdd0d411fb9f5f7dde87a3353b6d3f4b7a9;hpb=6e20478e0ef6d626632e0cd0203f4588198f9dff;p=plomrogue diff --git a/plomrogue-server.py b/plomrogue-server.py index 3d4d0bd..4cc1dea 100755 --- a/plomrogue-server.py +++ b/plomrogue-server.py @@ -4,6 +4,62 @@ import os import shlex import shutil import time +import ctypes + + +class RandomnessIO: + """"Interface to libplomrogue's pseudo-randomness generator.""" + + def set_seed(self, seed): + libpr.seed_rrand(1, seed) + + def get_seed(self): + return libpr.seed_rrand(0, 0) + + def next(self): + return libpr.rrand() + + seed = property(get_seed, set_seed) + + +def prep_library(): + """Prepare ctypes library at ./libplomrogue.so""" + libpath = ("./libplomrogue.so") + if not os.access(libpath, os.F_OK): + raise SystemExit("No library " + libpath + ", run ./compile.sh first?") + libpr = ctypes.cdll.LoadLibrary(libpath) + libpr.seed_rrand.argtypes = [ctypes.c_uint8, ctypes.c_uint32] + 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 + libpr.result_y.restype = ctypes.c_uint8 + libpr.result_x.restype = ctypes.c_uint8 + libpr.set_maplength(world_db["MAP_LENGTH"]) + libpr.build_fov_map.argtypes = [ctypes.c_uint8, ctypes.c_uint8, + ctypes.c_char_p, ctypes.c_char_p] + libpr.build_fov_map.restype = ctypes.c_uint8 + libpr.init_score_map.restype = ctypes.c_uint8 + libpr.set_map_score.argtypes = [ctypes.c_uint16, ctypes.c_uint16] + libpr.set_map_score.restype = ctypes.c_uint8 + libpr.get_map_score.argtypes = [ctypes.c_uint16] + libpr.get_map_score.restype = ctypes.c_int32 + libpr.get_neighbor_score.argtypes = [ctypes.c_uint8] + libpr.get_neighbor_score.restype = ctypes.c_uint16 + libpr.ready_neighbor_scores.argtpes = [ctypes.c_uint16] + libpr.ready_neighbor_scores.restype = ctypes.c_uint8 + libpr.dijkstra_map.restype = ctypes.c_uint8 + return libpr + + +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(): @@ -25,8 +81,7 @@ def setup_server_io(): 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") @@ -54,10 +109,11 @@ def cleanup_server_io(): def obey(command, prefix, replay=False, do_record=False): """Call function from commands_db mapped to command's first token. - The command string is tokenized by shlex.split(comments=True). If replay is - set, a non-meta command from the commands_db merely triggers obey() on the - next command from the records file. If not, and do do_record is set, - non-meta commands are recorded via record(), and save_world() is called. + Tokenize command string with shlex.split(comments=True). If replay is set, + a non-meta command from the commands_db merely triggers obey() on the next + command from the records file. If not, non-meta commands set + io_db["worldstate_updateable"] to world_db["WORLD_EXISTS"], and, if + do_record is set, are recorded via record(), and save_world() is called. The prefix string is inserted into the server's input message between its beginning 'input ' & ':'. All activity is preceded by a server_test() call. """ @@ -71,7 +127,7 @@ def obey(command, prefix, replay=False, do_record=False): if len(tokens) > 0 and tokens[0] in commands_db \ and len(tokens) == commands_db[tokens[0]][0] + 1: if commands_db[tokens[0]][1]: - commands_db[tokens[0]][2]() + commands_db[tokens[0]][2](*tokens[1:]) elif replay: print("Due to replay mode, reading command as 'go on in record'.") line = io_db["file_record"].readline() @@ -86,6 +142,7 @@ def obey(command, prefix, replay=False, do_record=False): if do_record: record(command) save_world() + io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"] elif 0 != len(tokens): print("Invalid command/argument, or bad number of tokens.") @@ -99,9 +156,7 @@ def atomic_write(path, text, do_append=False): 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) @@ -128,11 +183,12 @@ def save_world(): 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(world_db["MAP_LENGTH"]): - line = rmap[i * length:(i * length) + length].decode() - string = string + key + " " + str(i) + quote(line) + "\n" + for i in range(length): + line = map[i * length:(i * length) + length].decode() + string = string + key + " " + str(i) + " " + quote(line) \ + + "\n" return string return helper @@ -158,8 +214,10 @@ def save_world(): string = "" for key in world_db: - if dict != type(world_db[key]): + if dict != type(world_db[key]) and key != "MAP" and \ + key != "WORLD_ACTIVE" and key != "SEED_MAP": string = string + key + " " + str(world_db[key]) + "\n" + string = string + "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n" string = string + helper("ThingActions", "TA_ID") string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False}) for id in world_db["ThingTypes"]: @@ -168,13 +226,15 @@ def save_world(): 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"]: string = string + "T_ID " + str(id) + "\n" for carried_id in world_db["Things"][id]["T_CARRIES"]: string = string + "T_CARRIES " + str(carried_id) + "\n" + string = string + "SEED_RANDOMNESS " + str(rand.seed) + "\n" + \ + "WORLD_ACTIVE " + str(world_db["WORLD_ACTIVE"]) atomic_write(io_db["path_save"], string) @@ -224,7 +284,7 @@ def read_command(): Keep building return string until a newline is encountered. Pause between unsuccessful reads, and after too much waiting, run server_test(). """ - wait_on_fail = 1 + wait_on_fail = 0.03333 max_wait = 5 now = time.time() command = "" @@ -243,12 +303,74 @@ def read_command(): return command +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" + else: + for id in world_db["Things"][0]["T_CARRIES"]: + type_id = world_db["Things"][id]["T_TYPE"] + name = world_db["ThingTypes"][type_id]["TT_NAME"] + inventory = inventory + name + "\n" + string = str(world_db["TURN"]) + "\n" + \ + str(world_db["Things"][0]["T_LIFEPOINTS"]) + "\n" + \ + str(world_db["Things"][0]["T_SATIATION"]) + "\n" + \ + inventory + "%\n" + \ + str(world_db["Things"][0]["T_POSY"]) + "\n" + \ + str(world_db["Things"][0]["T_POSX"]) + "\n" + \ + str(world_db["MAP_LENGTH"]) + "\n" + length = world_db["MAP_LENGTH"] + 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 mt in world_db["Things"][0]["T_MEMTHING"]: + consumable = world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"] + if (i == 0 and not consumable) or (i == 1 and consumable): + c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"] + mem[(mt[1] * length) + mt[2]] = ord(c) + string = write_map(string, mem) + atomic_write(io_db["path_worldstate"], string) + strong_write(io_db["file_out"], "WORLD_UPDATED\n") + io_db["worldstate_updateable"] = False + + def replay_game(): """Replay game from record file. Use opts.replay as breakpoint turn to which to replay automatically before switching to manual input by non-meta commands in server input file triggering further reads of record file. Ensure opts.replay is at least 1. + Run try_worldstate_update() before each interactive obey()/read_command(). """ if opts.replay < 1: opts.replay = 1 @@ -267,6 +389,7 @@ def replay_game(): + str(io_db["file_record"].line_n)) io_db["file_record"].line_n = io_db["file_record"].line_n + 1 while True: + try_worldstate_update() obey(read_command(), "in file", replay=True) @@ -275,7 +398,8 @@ def play_game(): If no save file is found, a new world is generated from the commands in the world config plus a 'MAKE WORLD [current Unix timestamp]'. Record this - command and all that follow via the server input file. + command and all that follow via the server input file. Run + try_worldstate_update() before each interactive obey()/read_command(). """ if os.access(io_db["path_save"], os.F_OK): obey_lines_in_file(io_db["path_save"], "save") @@ -287,12 +411,98 @@ def play_game(): do_record=True) obey("MAKE_WORLD " + str(int(time.time())), "in file", do_record=True) while True: + try_worldstate_update() obey(read_command(), "in file", do_record=True) 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 + rand.seed = world_db["SEED_MAP"] + 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, age_map=True): + """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 + if age_map and ord('0') <= t["T_MEMDEPTHMAP"][pos] \ + and ord('9') > t["T_MEMDEPTHMAP"][pos] \ + and not rand.next() % (2 ** (t["T_MEMDEPTHMAP"][pos] - 48)): + t["T_MEMDEPTHMAP"][pos] += 1 + 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) + 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]): + t["T_MEMTHING"].append((type, y, x)) def set_world_inactive(): @@ -342,10 +552,545 @@ def setter(category, key, min, max): return f +def build_fov_map(t): + """Build Thing's FOV map.""" + t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2)) + maptype = ctypes.c_char * len(world_db["MAP"]) + test = libpr.build_fov_map(t["T_POSY"], t["T_POSX"], + maptype.from_buffer(t["fovmap"]), + maptype.from_buffer(world_db["MAP"])) + if test: + raise RuntimeError("Malloc error in build_fov_Map().") + + +def decrement_lifepoints(t): + """Decrement t's lifepoints by 1, and if to zero, corpse it. + + 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. + """ + t["T_LIFEPOINTS"] -= 1 + if 0 == t["T_LIFEPOINTS"]: + 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)) + strong_write(io_db["file_out"], "LOG You die.\n") + else: + t["fovmap"] = False + t["T_MEMMAP"] = False + t["T_MEMDEPTHMAP"] = False + t["T_MEMTHING"] = [] + strong_write(io_db["file_out"], "LOG It dies.\n") + + +def mv_yx_in_dir_legal(dir, y, x): + """Wrapper around libpr.mv_yx_in_dir_legal to simplify its use.""" + dir_c = dir.encode("ascii")[0] + test = libpr.mv_yx_in_dir_legal_wrap(dir_c, y, x) + if -1 == test: + raise RuntimeError("Too much wrapping in mv_yx_in_dir_legal_wrap()!") + return (test, libpr.result_y(), libpr.result_x()) + + +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): + """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.""" + passable = False + move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]), + t["T_POSY"], t["T_POSX"]) + if 1 == move_result[0]: + pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2] + passable = "." == chr(world_db["MAP"][pos]) + hitted = [id for id in world_db["Things"] + if world_db["Things"][id] != t + if world_db["Things"][id]["T_LIFEPOINTS"] + if world_db["Things"][id]["T_POSY"] == move_result[1] + 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]) + return + dir = [dir for dir in directions_db + if directions_db[dir] == chr(t["T_ARGUMENT"])][0] + if passable: + t["T_POSY"] = move_result[1] + t["T_POSX"] = move_result[2] + for id in t["T_CARRIES"]: + world_db["Things"][id]["T_POSY"] = move_result[1] + world_db["Things"][id]["T_POSX"] = move_result[2] + build_fov_map(t) + if t == world_db["Things"][0]: + strong_write(io_db["file_out"], "LOG You move " + dir + ".\n") + elif t == world_db["Things"][0]: + strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n") + + +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") + + +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.""" + # 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"] + if t == world_db["Things"][0]: + strong_write(io_db["file_out"], + "LOG You consume this object.\n") + elif t == world_db["Things"][0]: + strong_write(io_db["file_out"], + "LOG You try to use this object, but fail.\n") + elif t == world_db["Things"][0]: + strong_write(io_db["file_out"], + "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. + + 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. + """ + 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 + 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]): + 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 + + +def try_healing(t): + """Grow t's HP to a 1/32 chance if < HP max, satiation > 0, and waiting. + + On success, decrease satiation score by 32. + """ + if t["T_SATIATION"] > 0 \ + and t["T_LIFEPOINTS"] < \ + world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \ + and 0 == (rand.next() % 31) \ + and t["T_COMMAND"] == [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] == + "wait"][0]: + t["T_LIFEPOINTS"] += 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): + """Decrement t's satiation,dependent on it trigger lifepoint dec chance.""" + if t["T_SATIATION"] > -32768: + t["T_SATIATION"] -= 1 + testbase = t["T_SATIATION"] if t["T_SATIATION"] >= 0 else -t["T_SATIATION"] + if not world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]: + raise RuntimeError("A thing that should not hunger is hungering.") + stomach = int(32767 / world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]) + 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) + + +def get_dir_to_target(t, filter): + """Try to set T_COMMAND/T_ARGUMENT for move to "filter"-determined target. + + The path-wise nearest target is chosen, via the shortest available path. + Target must not be t. On succcess, return positive value, else False. + Filters: + "a": Thing in FOV is below a certain distance, animate, but of ThingType + that is not t's, and starts out weaker than t is; build path as + avoiding things of t's ThingType + "f": neighbor cell (not inhabited by any animate Thing) further away from + animate Thing not further than x steps away and in FOV and of a + ThingType that is not t's, and starts out stronger or as strong as t + is currently; or (cornered), if no such flight cell, but Thing of + above criteria is too near,1 a cell closer to it, or, if less near, + just wait + "c": Thing in memorized map is consumable + "s": memory map cell with greatest-reachable degree of unexploredness + """ + + def set_map_score(pos, score): + test = libpr.set_map_score(pos, score) + if test: + raise RuntimeError("No score map allocated for set_map_score().") + + def get_map_score(pos): + result = libpr.get_map_score(pos) + if result < 0: + raise RuntimeError("No score map allocated for get_map_score().") + return result + + def seeing_thing(): + if t["fovmap"] and ("a" == filter or "f" == filter): + for id in world_db["Things"]: + Thing = world_db["Things"][id] + if Thing != t and Thing["T_LIFEPOINTS"] and \ + t["T_TYPE"] != Thing["T_TYPE"] and \ + 'v' == chr(t["fovmap"][(Thing["T_POSY"] + * world_db["MAP_LENGTH"]) + + Thing["T_POSX"]]): + ThingType = world_db["ThingTypes"][Thing["T_TYPE"]] + if ("f" == filter and ThingType["TT_LIFEPOINTS"] >= + t["T_LIFEPOINTS"]) \ + or ("a" == filter and ThingType["TT_LIFEPOINTS"] < + t["T_LIFEPOINTS"]): + return True + elif t["T_MEMMAP"] and "c" == filter: + for mt in t["T_MEMTHING"]: + if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"]) + + mt[2]]) \ + and world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]: + return True + return False + + def init_score_map(): + test = libpr.init_score_map() + if test: + raise RuntimeError("Malloc error in init_score_map().") + for i in [i for i in range(world_db["MAP_LENGTH"] ** 2) + if '.' == chr(t["T_MEMMAP"][i])]: + set_map_score(i, 65535 - 1) + if "a" == filter: + for id in world_db["Things"]: + Thing = world_db["Things"][id] + pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \ + + Thing["T_POSX"] + if t != Thing and Thing["T_LIFEPOINTS"] and \ + t["T_TYPE"] != Thing["T_TYPE"] and \ + 'v' == chr(t["fovmap"][pos]) and \ + t["T_LIFEPOINTS"] > \ + world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]: + set_map_score(pos, 0) + elif t["T_TYPE"] == Thing["T_TYPE"]: + set_map_score(pos, 65535) + elif "f" == filter: + for id in [id for id in world_db["Things"] + if world_db["Things"][id]["T_LIFEPOINTS"]]: + Thing = world_db["Things"][id] + pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \ + + Thing["T_POSX"] + if t["T_TYPE"] != Thing["T_TYPE"] and \ + 'v' == chr(t["fovmap"][pos]) and \ + t["T_LIFEPOINTS"] <= \ + world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]: + set_map_score(pos, 0) + elif "c" == filter: + for mt in [mt for mt in t["T_MEMTHING"] + if ' ' != chr(t["T_MEMMAP"][mt[1] + * world_db["MAP_LENGTH"] + + mt[2]]) + if world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]]: + set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0) + elif "s" == filter: + for i in [i for i in range(world_db["MAP_LENGTH"] ** 2) + if t["T_MEMDEPTHMAP"][i] == mem_depth_c[0]]: + set_map_score(i, 0) + + def rand_target_dir(neighbors, cmp, dirs): + candidates = [] + n_candidates = 0 + for i in range(len(dirs)): + if cmp == neighbors[i]: + candidates.append(dirs[i]) + n_candidates += 1 + return candidates[rand.next() % n_candidates] if n_candidates else 0 + + def get_neighbor_scores(dirs, eye_pos): + scores = [] + if libpr.ready_neighbor_scores(eye_pos): + raise RuntimeError("No score map allocated for " + + "ready_neighbor_scores.()") + for i in range(len(dirs)): + scores.append(libpr.get_neighbor_score(i)) + return scores + + def get_dir_from_neighbors(): + dir_to_target = False + dirs = "edcxsw" + eye_pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"] + neighbors = get_neighbor_scores(dirs, eye_pos) + if "f" == filter: + inhabited = [world_db["Things"][id]["T_POSY"] + * world_db["MAP_LENGTH"] + + world_db["Things"][id]["T_POSX"] + for id in world_db["Things"] + if world_db["Things"][id]["T_LIFEPOINTS"]] + for i in range(len(dirs)): + mv_yx_in_dir_legal(dirs[i], t["T_POSY"], t["T_POSX"]) + pos_cmp = libpr.result_y() * world_db["MAP_LENGTH"] \ + + libpr.result_x() + for pos in [pos for pos in inhabited if pos == pos_cmp]: + neighbors[i] = 65535 + break + minmax_start = 0 if "f" == filter else 65535 - 1 + minmax_neighbor = minmax_start + for i in range(len(dirs)): + if ("f" == filter and get_map_score(eye_pos) < neighbors[i] and + minmax_neighbor < neighbors[i] and 65535 != neighbors[i]) \ + or ("f" != filter and minmax_neighbor > neighbors[i]): + minmax_neighbor = neighbors[i] + if minmax_neighbor != minmax_start: + dir_to_target = rand_target_dir(neighbors, minmax_neighbor, dirs) + if "f" == filter: + if not dir_to_target: + if 1 == get_map_score(eye_pos): + dir_to_target = rand_target_dir(neighbors, 0, dirs) + elif 3 >= get_map_score(eye_pos): + t["T_COMMAND"] = [id for id in world_db["ThingActions"] + if + world_db["ThingActions"][id]["TA_NAME"] + == "wait"][0] + return 1 + elif dir_to_target and 3 < get_map_score(eye_pos): + dir_to_target = 0 + elif "a" == filter and 10 <= get_map_score(eye_pos): + dir_to_target = 0 + return dir_to_target + + dir_to_target = False + mem_depth_c = b' ' + run_i = 9 + 1 if "s" == filter else 1 + while run_i and not dir_to_target and ("s" == filter or seeing_thing()): + run_i -= 1 + init_score_map() + mem_depth_c = b'9' if b' ' == mem_depth_c \ + else bytes([mem_depth_c[0] - 1]) + if libpr.dijkstra_map(): + raise RuntimeError("No score map allocated for dijkstra_map().") + dir_to_target = get_dir_from_neighbors() + libpr.free_score_map() + if dir_to_target and str == type(dir_to_target): + t["T_COMMAND"] = [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] + == "move"][0] + t["T_ARGUMENT"] = ord(dir_to_target) + return dir_to_target + + +def standing_on_consumable(t): + """Return True/False whether t is standing on a consumable.""" + for id in [id for id in world_db["Things"] if world_db["Things"][id] != t + if world_db["Things"][id]["T_POSY"] == t["T_POSY"] + if world_db["Things"][id]["T_POSX"] == t["T_POSX"] + if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] + ["TT_CONSUMABLE"]]: + return True + return False + + +def get_inventory_slot_to_consume(t): + """Return slot Id of strongest consumable in t's inventory, else -1.""" + cmp_consumability = 0 + selection = -1 + i = 0 + for id in t["T_CARRIES"]: + type = world_db["Things"][id]["T_TYPE"] + if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability: + cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"] + selection = i + i += 1 + return selection + + +def ai(t): + """Determine next command/argment for actor t via AI algorithms. + + AI will look for, and move towards, enemies (animate Things not of their + own ThingType); if they see none, they will consume consumables in their + inventory; if there are none, they will pick up what they stand on if they + stand on consumables; if they stand on none, they will move towards the + next consumable they see or remember on the map; if they see or remember + 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. + """ + 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"): + sel = get_inventory_slot_to_consume(t) + if -1 != sel: + t["T_COMMAND"] = [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] + == "use"][0] + t["T_ARGUMENT"] = sel + elif standing_on_consumable(t): + 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 \ + (not get_dir_to_target(t, "a")): + get_dir_to_target(t, "s") + + +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"]]: # Only what's from start! + if not id in world_db["Things"] or \ + world_db["Things"][id]["carried"]: # May have been consumed or + continue # picked up during turn … + Thing = world_db["Things"][id] + if Thing["T_LIFEPOINTS"]: + if not Thing["T_COMMAND"]: + update_map_memory(Thing) + if 0 == id: + whilebreaker = True + break + ai(Thing) + try_healing(Thing) + 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 + hunger(Thing) + thingproliferation(Thing) + if whilebreaker: + break + world_db["TURN"] += 1 + + +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 + } + 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. + + The ID is stored as id_store.id (if id_store is set). If the integer of the + input is valid (if start_at_1, >= 0 and <= 255, else >= -32768 and <= + 32767), but <0 or (if start_at_1) <1, calculate new ID: lowest unused ID + >=0 or (if start_at_1) >= 1, and <= 255. None is always returned when no + new object is created, otherwise the new object's ID. + """ + min = 0 if start_at_1 else -32768 + max = 255 if start_at_1 else 32767 + if str == type(id): + id = integer_test(id, min, max) + if None != id: + if id in world_db[category]: + if id_store: + id_store.id = id + return None + else: + if (start_at_1 and 0 == id) \ + or ((not start_at_1) and (id < 0 or id > 255)): + id = -1 + while 1: + id = id + 1 + if id not in world_db[category]: + break + if id > 255: + print("Ignoring: " + "No unused ID available to add to ID list.") + return None + if id_store: + id_store.id = id + return id + + 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(): @@ -353,6 +1098,75 @@ def command_quit(): raise SystemExit("received QUIT command") +def command_thingshere(str_y, str_x): + """Write to out file list of Things known to player at coordinate y, x.""" + 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"]: + 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") + else: + for mt in world_db["Things"][0]["T_MEMTHING"]: + if y == mt[1] and x == mt[2]: + name = world_db["ThingTypes"][mt[0]]["TT_NAME"] + strong_write(io_db["file_out"], name + "\n") + 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() + + 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() + + def set_command_and_argument_movestring(str_arg): + if str_arg in directions_db: + world_db["Things"][0]["T_ARGUMENT"] = ord(directions_db[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_seedrandomness(seed_string): + """Set rand seed to int(seed_string).""" + val = integer_test(seed_string, 0, 4294967295) + if None != val: + rand.seed = val + + 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) @@ -360,11 +1174,47 @@ def command_seedmap(seed_string): def command_makeworld(seed_string): - # DUMMY. - setter(None, "SEED_RANDOMNESS", 0, 4294967295)(seed_string) + """(Re-)build game world, i.e. map, things, to a new turn 1 from seed. + + Seed rand with seed, fill it into 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. + """ + + 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: + return + rand.seed = val + world_db["SEED_MAP"] = val player_will_be_generated = False + playertype = world_db["PLAYER_TYPE"] for ThingType in world_db["ThingTypes"]: - if 0 == ThingType: + if playertype == ThingType: if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]: player_will_be_generated = True break @@ -380,25 +1230,40 @@ def command_makeworld(seed_string): 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 - # TODO: Generate things (player first, with updated memory) - atomic_write(io_db["path_out"], "NEW_WORLD\n", do_append=True) + for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]): + id = id_setter(-1, "Things") + 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, free_pos()) + strong_write(io_db["file_out"], "NEW_WORLD\n") def command_maplength(maplength_string): - # DUMMY. - set_world_inactive() - # TODO: remove map (is this necessary? no memory management trouble …) - world_db["Things"] = {} - setter(None, "MAP_LENGTH", 1, 256)(maplength_string) + """Redefine map length. Invalidate map, therefore lose all things on it.""" + val = integer_test(maplength_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): - # 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"]: @@ -409,52 +1274,23 @@ def command_worldactive(worldactive_string): elif 0 == world_db["WORLD_ACTIVE"]: wait_exists = False for ThingAction in world_db["ThingActions"]: - if "wait" == ThingAction["TA_NAME"]: + if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]: wait_exists = True break player_exists = False for Thing in world_db["Things"]: - if 0 == ThingAction["T_ID"]: + 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], False) world_db["WORLD_ACTIVE"] = 1 -def id_setter(id_string, category, id_store, start_at_1=False): - """Set ID of object of category to manipulate ID unused? Create new one. - - The ID is stored as id_store.id. If the integer of the input is valid (if - start_at_1, >= 0 and <= 255, else >= -32768 and <= 32767), but <0 or (if - start_at_1) <1, calculate new ID: lowest unused ID >=0 or (if start_at_1) - >= 1, and <= 255. None is always returned when no new object is created, - otherwise the new object's ID. - """ - min = 0 if start_at_1 else -32768 - max = 255 if start_at_1 else 32767 - id = integer_test(id_string, min, max) - if None != id: - if id in world_db[category]: - id_store.id = id - return None - else: - if (start_at_1 and 0 == id) \ - or ((not start_at_1) and (id < 0 or id > 255)): - id = -1 - while 1: - id = id + 1 - if id not in world_db[category]: - break - if id > 255: - print("Ignoring: " - "No unused ID available to add to ID list.") - return None - id_store.id = id - return id - - def test_for_id_maker(object, category): """Return decorator testing for object having "id" attribute.""" def decorator(f): @@ -478,21 +1314,8 @@ def command_tid(id_string): 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") @@ -575,25 +1398,32 @@ def setter_map(maptype): 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 @@ -685,6 +1515,12 @@ def command_taname(name): # In contrast to the original,naming won't map a function to a ThingAction. +def command_ai(): + """Call ai() on player Thing, then turn_over().""" + ai(world_db["Things"][0]) + turn_over() + + """Commands database. Map command start tokens to ([0]) number of expected command arguments, ([1]) @@ -695,10 +1531,10 @@ to be called on it. commands_db = { "QUIT": (0, True, command_quit), "PING": (0, True, command_ping), + "THINGS_HERE": (2, True, command_thingshere), "MAKE_WORLD": (1, False, command_makeworld), "SEED_MAP": (1, False, command_seedmap), - "SEED_RANDOMNESS": (1, False, setter(None, "SEED_RANDOMNESS", - 0, 4294967295)), + "SEED_RANDOMNESS": (1, False, command_seedrandomness), "TURN": (1, False, setter(None, "TURN", 0, 65535)), "PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0, 255)), "MAP_LENGTH": (1, False, command_maplength), @@ -730,22 +1566,30 @@ commands_db = { "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)), + "ai": (0, False, command_ai) } -"""World state database. With sane default values.""" +"""World state database. With sane default values. (Randomness is in rand.)""" world_db = { - "TURN": 1, + "TURN": 0, + "MAP_LENGTH": 64, "SEED_MAP": 0, - "SEED_RANDOMNESS": 0, "PLAYER_TYPE": 0, - "MAP_LENGTH": 64, "WORLD_ACTIVE": 0, "ThingActions": {}, "ThingTypes": {}, "Things": {} } +"""Mapping of direction names to internal direction chars.""" +directions_db = {"east": "d", "south-east": "c", "south-west": "x", + "west": "s", "north-west": "w", "north-east": "e"} """File IO database.""" io_db = { @@ -757,14 +1601,16 @@ io_db = { "path_out": "server/out", "path_worldstate": "server/worldstate", "tmp_suffix": "_tmp", - "kicked_by_rival": False + "kicked_by_rival": False, + "worldstate_updateable": False } try: + libpr = prep_library() + rand = RandomnessIO() opts = parse_command_line_arguments() setup_server_io() - # print("DUMMY: Run game.") if None != opts.replay: replay_game() else: @@ -776,4 +1622,3 @@ except: raise finally: cleanup_server_io() - # print("DUMMY: (Clean up C heap.)")