X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server%2Fworld.py;h=f0156a355b6519119faaac8f71b5e48a5e3f6100;hb=d3e3ad21ec1da876646952af07d992c054e8739a;hp=a7efc13f12cf296b360fce6204084a56046b69da;hpb=d29cadf50b9a1daed21fa1d68a5c86ca5d953856;p=plomrogue diff --git a/server/world.py b/server/world.py index a7efc13..f0156a3 100644 --- a/server/world.py +++ b/server/world.py @@ -5,81 +5,10 @@ from server.config.world_data import world_db from server.io import log -from server.utils import rand, libpr +from server.utils import rand from server.utils import id_setter -def update_map_memory(t, age_map=True): - """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP.""" - from server.utils import c_pointer_to_bytearray - - 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 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"] < \ @@ -102,6 +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"])): @@ -110,7 +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(): @@ -120,91 +50,11 @@ def set_world_inactive(): world_db["WORLD_ACTIVE"] = 0 -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. - """ - from server.config.world_data import symbols_passable - from server.config.misc import make_map_func - - 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]) in \ - symbols_passable: - 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_func() - world_db["WORLD_ACTIVE"] = 1 - world_db["TURN"] = 1 - from server.new_thing import new_Thing - 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, ai_func - from server.config.misc import thingproliferation_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"]: @@ -233,7 +83,8 @@ 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) Thing["T_COMMAND"] = 0