X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server%2Fworld.py;h=f0156a355b6519119faaac8f71b5e48a5e3f6100;hb=d3e3ad21ec1da876646952af07d992c054e8739a;hp=902a554dfe9c534bce435fdb620f3030f42d3d1e;hpb=119e91aece4fc1de4b4cd1744502ea58f9bae323;p=plomrogue diff --git a/server/world.py b/server/world.py index 902a554..f0156a3 100644 --- a/server/world.py +++ b/server/world.py @@ -1,136 +1,14 @@ +# 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 +from server.utils import rand from server.utils import id_setter -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 - selected randomly. - """ - from server.config.world_data import directions_db - 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]]: - 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 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] - # if ord_9 > t["T_MEMDEPTHMAP"][pos] - # if not rand.next() % (2 ** - # (t["T_MEMDEPTHMAP"][pos] - 48))]: - # t["T_MEMDEPTHMAP"][pos] += 1 - memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"]) - fovmap = c_pointer_to_bytearray(t["fovmap"]) - libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap) - - 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)) - ord_v = ord("v") - ord_0 = ord("0") - for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2) - if ord_v == t["fovmap"][pos]]: - t["T_MEMDEPTHMAP"][pos] = ord_0 - t["T_MEMMAP"][pos] = world_db["MAP"][pos] - if age_map: - age_some_memdepthmap_on_nonfov_cells() - 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 ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]: - t["T_MEMTHING"].append((type, y, x)) - - -def build_fov_map(t): - """Build Thing's FOV map.""" - t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2)) - fovmap = c_pointer_to_bytearray(t["fovmap"]) - map = c_pointer_to_bytearray(world_db["MAP"]) - if libpr.build_fov_map(t["T_POSY"], t["T_POSX"], fovmap, map): - raise RuntimeError("Malloc error in build_fov_Map().") - - -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 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. - Dying actors drop all their things. - """ - t["T_LIFEPOINTS"] -= 1 - if 0 == t["T_LIFEPOINTS"]: - 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)) - log("You die.") - log("See README on how to start over.") - else: - t["fovmap"] = False - t["T_MEMMAP"] = False - t["T_MEMDEPTHMAP"] = False - t["T_MEMTHING"] = [] - - def try_healing(t): """If t's HP < max, increment them if well-nourished, maybe waiting.""" if t["T_LIFEPOINTS"] < \ @@ -153,6 +31,7 @@ def hunger_per_turn(type_id): def hunger(t): """Decrement t's satiation,dependent on it trigger lifepoint dec chance.""" + from server.config.misc import decrement_lifepoints_func if t["T_SATIATION"] > -32768: t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"]) if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])): @@ -161,7 +40,7 @@ def hunger(t): log("You SUFFER from hunger.") else: log("You SUFFER from over-eating.") - decrement_lifepoints(t) + decrement_lifepoints_func(t) def set_world_inactive(): @@ -171,146 +50,11 @@ 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. - - Seed rand with seed. Do more only with a "wait" ThingAction and - world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then, - world_db["Things"] emptied, call make_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) - - rand.seed = seed - if world_db["MAP_LENGTH"] < 1: - print("Ignoring: No map length >= 1 defined.") - return - libpr.set_maplength(world_db["MAP_LENGTH"]) - player_will_be_generated = False - playertype = world_db["PLAYER_TYPE"] - for ThingType in world_db["ThingTypes"]: - if playertype == ThingType: - if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]: - player_will_be_generated = True - break - if not player_will_be_generated: - print("Ignoring: No player type with start number >0 defined.") - return - wait_action = False - for ThingAction in world_db["ThingActions"]: - if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]: - wait_action = True - if not wait_action: - print("Ignoring beyond SEED_MAP: " + - "No thing action with name 'wait' defined.") - return - world_db["Things"] = {} - make_map() - world_db["WORLD_ACTIVE"] = 1 - 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, free_pos()) - if not world_db["Things"][0]["fovmap"]: - empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2) - world_db["Things"][0]["fovmap"] = empty_fovmap - 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()) - from server.config.io import io_db - from server.io import strong_write - strong_write(io_db["file_out"], "NEW_WORLD\n") - - 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 + from server.config.misc import thingproliferation_func, calc_effort_func + from server.update_map_memory import update_map_memory id = 0 whilebreaker = False while world_db["Things"][0]["T_LIFEPOINTS"]: @@ -331,7 +75,7 @@ def turn_over(): if 0 == id: whilebreaker = True break - ai(Thing) + ai_func(Thing) try_healing(Thing) hunger(Thing) if Thing["T_LIFEPOINTS"]: @@ -339,13 +83,13 @@ def turn_over(): 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"]: + effort = calc_effort_func(ThingAction, Thing) + if Thing["T_PROGRESS"] == effort: action = action_db["actor_" + ThingAction["TA_NAME"]] action(Thing) - #eval("actor_" + ThingAction["TA_NAME"])(Thing) Thing["T_COMMAND"] = 0 Thing["T_PROGRESS"] = 0 - thingproliferation(Thing, proliferable_map) + thingproliferation_func(Thing, proliferable_map) if whilebreaker: break world_db["TURN"] += 1