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Server: Make thingproliferation function selectable.
[plomrogue] / server / world.py
1 # This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3
2 # or any later version. For details on its copyright, license, and warranties,
3 # see the file NOTICE in the root directory of the PlomRogue source package.
4
5
6 from server.config.world_data import world_db
7 from server.io import log
8 from server.utils import rand, libpr
9 from server.utils import id_setter
10
11
12 def update_map_memory(t, age_map=True):
13     """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
14     from server.utils import c_pointer_to_bytearray
15
16     def age_some_memdepthmap_on_nonfov_cells():
17         # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
18         # ord_v = ord("v")
19         # ord_0 = ord("0")
20         # ord_9 = ord("9")
21         # for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
22         #             if not ord_v == t["fovmap"][pos]
23         #             if ord_0 <= t["T_MEMDEPTHMAP"][pos]
24         #             if ord_9 > t["T_MEMDEPTHMAP"][pos]
25         #             if not rand.next() % (2 **
26         #                                   (t["T_MEMDEPTHMAP"][pos] - 48))]:
27         #     t["T_MEMDEPTHMAP"][pos] += 1
28         memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
29         fovmap = c_pointer_to_bytearray(t["fovmap"])
30         libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
31
32     if not t["T_MEMMAP"]:
33         t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
34     if not t["T_MEMDEPTHMAP"]:
35         t["T_MEMDEPTHMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
36     ord_v = ord("v")
37     ord_0 = ord("0")
38     for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
39                 if ord_v == t["fovmap"][pos]]:
40         t["T_MEMDEPTHMAP"][pos] = ord_0
41         t["T_MEMMAP"][pos] = world_db["MAP"][pos]
42     if age_map:
43         age_some_memdepthmap_on_nonfov_cells()
44     t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
45                        if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
46                                                + mt[2]]]
47     for id in [id for id in world_db["Things"]
48                if not world_db["Things"][id]["carried"]]:
49         type = world_db["Things"][id]["T_TYPE"]
50         if not world_db["ThingTypes"][type]["TT_LIFEPOINTS"]:
51             y = world_db["Things"][id]["T_POSY"]
52             x = world_db["Things"][id]["T_POSX"]
53             if ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]:
54                 t["T_MEMTHING"].append((type, y, x))
55
56
57 def decrement_lifepoints(t):
58     """Decrement t's lifepoints by 1, and if to zero, corpse it.
59
60     If t is the player avatar, only blank its fovmap, so that the client may
61     still display memory data. On non-player things, erase fovmap and memory.
62     Dying actors drop all their things.
63     """
64     t["T_LIFEPOINTS"] -= 1
65     if 0 == t["T_LIFEPOINTS"]:
66         for id in t["T_CARRIES"]:
67             t["T_CARRIES"].remove(id)
68             world_db["Things"][id]["T_POSY"] = t["T_POSY"]
69             world_db["Things"][id]["T_POSX"] = t["T_POSX"]
70             world_db["Things"][id]["carried"] = False
71         t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
72         if world_db["Things"][0] == t:
73             t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
74             log("You die.")
75             log("See README on how to start over.")
76         else:
77             t["fovmap"] = False
78             t["T_MEMMAP"] = False
79             t["T_MEMDEPTHMAP"] = False
80             t["T_MEMTHING"] = []
81
82
83 def try_healing(t):
84     """If t's HP < max, increment them if well-nourished, maybe waiting."""
85     if t["T_LIFEPOINTS"] < \
86        world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]:
87         wait_id = [id for id in world_db["ThingActions"]
88                       if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
89         wait_divider = 8 if t["T_COMMAND"] == wait_id else 1
90         testval = int(abs(t["T_SATIATION"]) / wait_divider)
91         if (testval <= 1 or 1 == (rand.next() % testval)):
92             t["T_LIFEPOINTS"] += 1
93             if t == world_db["Things"][0]:
94                 log("You HEAL.")
95
96
97 def hunger_per_turn(type_id):
98     """The amount of satiation score lost per turn for things of given type."""
99     import math
100     return int(math.sqrt(world_db["ThingTypes"][type_id]["TT_LIFEPOINTS"]))
101
102
103 def hunger(t):
104     """Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
105     if t["T_SATIATION"] > -32768:
106         t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"])
107     if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
108         if t == world_db["Things"][0]:
109             if t["T_SATIATION"] < 0:
110                 log("You SUFFER from hunger.")
111             else:
112                 log("You SUFFER from over-eating.")
113         decrement_lifepoints(t)
114
115
116 def set_world_inactive():
117     """Set world_db["WORLD_ACTIVE"] to 0 and remove worldstate file."""
118     from server.io import safely_remove_worldstate_file
119     safely_remove_worldstate_file()
120     world_db["WORLD_ACTIVE"] = 0
121
122
123 def make_world(seed):
124     """(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
125
126     Seed rand with seed. Do more only with a "wait" ThingAction and
127     world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
128     world_db["Things"] emptied, call make_map() and set
129     world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
130     according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
131     of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
132     other. Init player's memory map. Write "NEW_WORLD" line to out file.
133     """
134     from server.config.world_data import symbols_passable
135     from server.config.misc import make_map_func
136
137     def free_pos():
138         i = 0
139         while 1:
140             err = "Space to put thing on too hard to find. Map too small?"
141             while 1:
142                 y = rand.next() % world_db["MAP_LENGTH"]
143                 x = rand.next() % world_db["MAP_LENGTH"]
144                 if chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]) in \
145                     symbols_passable:
146                     break
147                 i += 1
148                 if i == 65535:
149                     raise SystemExit(err)
150             # Replica of C code, wrongly ignores animatedness of new Thing.
151             pos_clear = (0 == len([id for id in world_db["Things"]
152                                    if world_db["Things"][id]["T_LIFEPOINTS"]
153                                    if world_db["Things"][id]["T_POSY"] == y
154                                    if world_db["Things"][id]["T_POSX"] == x]))
155             if pos_clear:
156                 break
157         return (y, x)
158
159     rand.seed = seed 
160     if world_db["MAP_LENGTH"] < 1:
161         print("Ignoring: No map length >= 1 defined.")
162         return
163     libpr.set_maplength(world_db["MAP_LENGTH"])
164     player_will_be_generated = False
165     playertype = world_db["PLAYER_TYPE"]
166     for ThingType in world_db["ThingTypes"]:
167         if playertype == ThingType:
168             if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]:
169                 player_will_be_generated = True
170             break
171     if not player_will_be_generated:
172         print("Ignoring: No player type with start number >0 defined.")
173         return
174     wait_action = False
175     for ThingAction in world_db["ThingActions"]:
176         if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
177             wait_action = True
178     if not wait_action:
179         print("Ignoring beyond SEED_MAP: " +
180               "No thing action with name 'wait' defined.")
181         return
182     world_db["Things"] = {}
183     make_map_func()
184     world_db["WORLD_ACTIVE"] = 1
185     world_db["TURN"] = 1
186     from server.new_thing import new_Thing
187     for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
188         id = id_setter(-1, "Things")
189         world_db["Things"][id] = new_Thing(playertype, free_pos())
190     if not world_db["Things"][0]["fovmap"]:
191         empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
192         world_db["Things"][0]["fovmap"] = empty_fovmap
193     update_map_memory(world_db["Things"][0])
194     for type in world_db["ThingTypes"]:
195         for i in range(world_db["ThingTypes"][type]["TT_START_NUMBER"]):
196             if type != playertype:
197                 id = id_setter(-1, "Things")
198                 world_db["Things"][id] = new_Thing(type, free_pos())
199     from server.config.io import io_db
200     from server.io import strong_write
201     strong_write(io_db["file_out"], "NEW_WORLD\n")
202
203
204 def turn_over():
205     """Run game world and its inhabitants until new player input expected."""
206     from server.config.actions import action_db, ai_func
207     from server.config.misc import thingproliferation_func
208     id = 0
209     whilebreaker = False
210     while world_db["Things"][0]["T_LIFEPOINTS"]:
211         proliferable_map = world_db["MAP"][:]
212         for id in [id for id in world_db["Things"]
213                    if not world_db["Things"][id]["carried"]]:
214             y = world_db["Things"][id]["T_POSY"]
215             x = world_db["Things"][id]["T_POSX"]
216             proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
217         for id in [id for id in world_db["Things"]]:  # Only what's from start!
218             if not id in world_db["Things"] or \
219                world_db["Things"][id]["carried"]:   # May have been consumed or
220                 continue                            # picked up during turn …
221             Thing = world_db["Things"][id]
222             if Thing["T_LIFEPOINTS"]:
223                 if not Thing["T_COMMAND"]:
224                     update_map_memory(Thing)
225                     if 0 == id:
226                         whilebreaker = True
227                         break
228                     ai_func(Thing)
229                 try_healing(Thing)
230                 hunger(Thing)
231                 if Thing["T_LIFEPOINTS"]:
232                     Thing["T_PROGRESS"] += 1
233                     taid = [a for a in world_db["ThingActions"]
234                               if a == Thing["T_COMMAND"]][0]
235                     ThingAction = world_db["ThingActions"][taid]
236                     if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
237                         action = action_db["actor_" + ThingAction["TA_NAME"]]
238                         action(Thing)
239                         Thing["T_COMMAND"] = 0
240                         Thing["T_PROGRESS"] = 0
241             thingproliferation_func(Thing, proliferable_map)
242         if whilebreaker:
243             break
244         world_db["TURN"] += 1