#!/usr/bin/python3 # 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. import argparse import errno import os import shlex import shutil import time import ctypes import math # # 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 ./redo first?") libpr = ctypes.cdll.LoadLibrary(libpath) libpr.seed_rrand.restype = ctypes.c_uint32 return libpr def c_pointer_to_bytearray(ba): """Return C char * pointer to ba.""" type = ctypes.c_char * len(ba) return type.from_buffer(ba) def strong_write(file, string): """Apply write(string), then flush().""" file.write(string) file.flush() def setup_server_io(): """Fill IO files DB with proper file( path)s. Write process IO test string. Ensure IO files directory at server/. Remove any old input file if found. Set up new input file for reading, and new output file for writing. Start output file with process hash line of format PID + " " + floated UNIX time (io_db["teststring"]). Raise SystemExit if file is found at path of either record or save file plus io_db["tmp_suffix"]. """ def detect_atomic_leftover(path, tmp_suffix): path_tmp = path + tmp_suffix msg = "Found file '" + path_tmp + "' that may be a leftover from an " \ "aborted previous attempt to write '" + path + "'. Aborting " \ "until matter is resolved by removing it from its current path." if os.access(path_tmp, os.F_OK): raise SystemExit(msg) io_db["teststring"] = str(os.getpid()) + " " + str(time.time()) io_db["save_wait"] = 0 io_db["verbose"] = False io_db["record_chunk"] = "" os.makedirs(io_db["path_server"], exist_ok=True) io_db["file_out"] = open(io_db["path_out"], "w") 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") io_db["file_in"].close() io_db["file_in"] = open(io_db["path_in"], "r") detect_atomic_leftover(io_db["path_save"], io_db["tmp_suffix"]) detect_atomic_leftover(io_db["path_record"], io_db["tmp_suffix"]) def cleanup_server_io(): """Close and (if io_db["kicked_by_rival"] false) remove files in io_db.""" def helper(file_key, path_key): if file_key in io_db: io_db[file_key].close() if not io_db["kicked_by_rival"] \ and os.access(io_db[path_key], os.F_OK): os.remove(io_db[path_key]) helper("file_in", "path_in") helper("file_out", "path_out") helper("file_worldstate", "path_worldstate") if "file_record" in io_db: io_db["file_record"].close() def log(msg): """Send "msg" to log.""" strong_write(io_db["file_out"], "LOG " + msg + "\n") def obey(command, prefix, replay=False, do_record=False): """Call function from commands_db mapped to command's first token. 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 to io_db["record_chunk"], and save_world() is called (and io_db["record_chunk"] written) if 15 seconds have passed since the last time it was called. The prefix string is inserted into the server's input message between its beginning 'input ' and ':'. All activity is preceded by a server_test() call. Commands that start with a lowercase letter are ignored when world_db["WORLD_ACTIVE"] is False/0. """ server_test() if io_db["verbose"]: print("input " + prefix + ": " + command) try: tokens = shlex.split(command, comments=True) except ValueError as err: print("Can't tokenize command string: " + str(err) + ".") return 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](*tokens[1:]) elif tokens[0][0].islower() and not world_db["WORLD_ACTIVE"]: print("Ignoring lowercase-starting commands when world inactive.") elif replay: print("Due to replay mode, reading command as 'go on in record'.") line = io_db["file_record"].readline() if len(line) > 0: obey(line.rstrip(), io_db["file_record"].prefix + str(io_db["file_record"].line_n)) io_db["file_record"].line_n = io_db["file_record"].line_n + 1 else: print("Reached end of record file.") else: commands_db[tokens[0]][2](*tokens[1:]) if do_record: io_db["record_chunk"] += command + "\n" if time.time() > io_db["save_wait"] + 300: atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True) if world_db["WORLD_ACTIVE"]: save_world() io_db["record_chunk"] = "" io_db["save_wait"] = time.time() io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"] elif 0 != len(tokens): print("Invalid command/argument, or bad number of tokens.") def atomic_write(path, text, do_append=False, delete=True): """Atomic write of text to file at path, appended if do_append is set.""" path_tmp = path + io_db["tmp_suffix"] mode = "w" if do_append: mode = "a" if os.access(path, os.F_OK): shutil.copyfile(path, path_tmp) file = open(path_tmp, mode) strong_write(file, text) file.close() if delete and os.access(path, os.F_OK): os.remove(path) os.rename(path_tmp, path) def save_world(): """Save all commands needed to reconstruct current world state.""" def quote(string): string = string.replace("\u005C", '\u005C\u005C') return '"' + string.replace('"', '\u005C"') + '"' def mapsetter(key): def helper(id=None): string = "" if key == "MAP" or world_db["Things"][id][key]: map = world_db["MAP"] if key == "MAP" \ else world_db["Things"][id][key] length = world_db["MAP_LENGTH"] 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 def memthing(id): string = "" for memthing in world_db["Things"][id]["T_MEMTHING"]: string = string + "T_MEMTHING " + str(memthing[0]) + " " + \ str(memthing[1]) + " " + str(memthing[2]) + "\n" return string def helper(category, id_string, special_keys={}): string = "" for id in world_db[category]: string = string + id_string + " " + str(id) + "\n" for key in world_db[category][id]: if not key in special_keys: x = world_db[category][id][key] argument = quote(x) if str == type(x) else str(x) string = string + key + " " + argument + "\n" elif special_keys[key]: string = string + special_keys[key](id) return string string = "" for key in world_db: if (dict != type(world_db[key]) and key != "altar" # # and key != "MAP" and key != "WORLD_ACTIVE"): string = string + key + " " + str(world_db[key]) + "\n" string = string + mapsetter("MAP")() string = string + helper("ThingActions", "TA_ID") string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False}) for id in world_db["ThingTypes"]: string = string + "TT_ID " + str(id) + "\n" + "TT_CORPSE_ID " + \ str(world_db["ThingTypes"][id]["TT_CORPSE_ID"]) + "\n" string = string + helper("Things", "T_ID", {"T_CARRIES": False, "carried": False, "T_MEMMAP": mapsetter("T_MEMMAP"), "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) def obey_lines_in_file(path, name, do_record=False): """Call obey() on each line of path's file, use name in input prefix.""" file = open(path, "r") line_n = 1 for line in file.readlines(): obey(line.rstrip(), name + "file line " + str(line_n), do_record=do_record) line_n = line_n + 1 file.close() def parse_command_line_arguments(): """Return settings values read from command line arguments.""" parser = argparse.ArgumentParser() parser.add_argument('-s', nargs='?', type=int, dest='replay', const=1, action='store') parser.add_argument('-l', nargs="?", const="save", dest='savefile', action="store") parser.add_argument('-v', dest='verbose', action='store_true') opts, unknown = parser.parse_known_args() return opts def server_test(): """Ensure valid server out file belonging to current process. This is done by comparing io_db["teststring"] to what's found at the start of the current file at io_db["path_out"]. On failure, set io_db["kicked_by_rival"] and raise SystemExit. """ if not os.access(io_db["path_out"], os.F_OK): raise SystemExit("Server output file has disappeared.") file = open(io_db["path_out"], "r") test = file.readline().rstrip("\n") file.close() if test != io_db["teststring"]: io_db["kicked_by_rival"] = True msg = "Server test string in server output file does not match. This" \ " indicates that the current server process has been " \ "superseded by another one." raise SystemExit(msg) def read_command(): """Return next newline-delimited command from server in file. Keep building return string until a newline is encountered. Pause between unsuccessful reads, and after too much waiting, run server_test(). """ wait_on_fail = 0.03333 max_wait = 5 now = time.time() command = "" while True: add = io_db["file_in"].readline() if len(add) > 0: command = command + add if len(command) > 0 and "\n" == command[-1]: command = command[:-1] break else: time.sleep(wait_on_fail) if now + max_wait < time.time(): server_test() now = time.time() return command def try_worldstate_update(): """Write worldstate file if io_db["worldstate_updateable"] is set.""" if io_db["worldstate_updateable"]: 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" # 7DRL additions: GOD_FAVOR string = str(world_db["TURN"]) + "\n" + \ str(world_db["GOD_FAVOR"]) + "\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)) ord_v = ord("v") for pos in [pos for pos in range(length ** 2) if ord_v == world_db["Things"][0]["fovmap"][pos]]: fov[pos] = world_db["MAP"][pos] for id in [id for tid in reversed(sorted(list(world_db["ThingTypes"]))) for id in world_db["Things"] if not world_db["Things"][id]["carried"] if world_db["Things"][id]["T_TYPE"] == tid if world_db["Things"][0]["fovmap"][ world_db["Things"][id]["T_POSY"] * length + world_db["Things"][id]["T_POSX"]] == ord_v]: type = world_db["Things"][id]["T_TYPE"] c = ord(world_db["ThingTypes"][type]["TT_SYMBOL"]) fov[world_db["Things"][id]["T_POSY"] * length + world_db["Things"][id]["T_POSX"]] = c string = write_map(string, fov) mem = world_db["Things"][0]["T_MEMMAP"][:] for mt in [mt for tid in reversed(sorted(list(world_db["ThingTypes"]))) for mt in world_db["Things"][0]["T_MEMTHING"] if mt[0] == tid]: c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"] mem[(mt[1] * length) + mt[2]] = ord(c) string = write_map(string, mem) metamapA = bytearray(b'0' * (length ** 2)) # # for id in [id for id in world_db["Things"] # # if not world_db["Things"][id]["carried"] # # if world_db["Things"][id]["T_LIFEPOINTS"] # # if world_db["Things"][0]["fovmap"][ # # world_db["Things"][id]["T_POSY"] * length # # + world_db["Things"][id]["T_POSX"]] == ord_v]: # # pos = (world_db["Things"][id]["T_POSY"] * length # # + world_db["Things"][id]["T_POSX"]) # # if id == 0 or world_db["EMPATHY"]: # # type = world_db["Things"][id]["T_TYPE"] # # max_hp = world_db["ThingTypes"][type]["TT_LIFEPOINTS"] # # third_of_hp = max_hp / 3 # # hp = world_db["Things"][id]["T_LIFEPOINTS"] # # add = 0 # # if hp > 2 * third_of_hp: # # add = 2 # # elif hp > third_of_hp: # # add = 1 # # metamapA[pos] = ord('a') + add # # else: # # metamapA[pos] = ord('X') # # for mt in world_db["Things"][0]["T_MEMTHING"]: # # pos = mt[1] * length + mt[2] # # if metamapA[pos] < ord('2'): # # metamapA[pos] += 1 # # string = write_map(string, metamapA) # # metamapB = bytearray(b' ' * (length ** 2)) # # for id in [id for id in world_db["Things"] # # if not world_db["Things"][id]["carried"] # # if world_db["Things"][id]["T_LIFEPOINTS"] # # if world_db["Things"][0]["fovmap"][ # # world_db["Things"][id]["T_POSY"] * length # # + world_db["Things"][id]["T_POSX"]] == ord_v]: # # pos = (world_db["Things"][id]["T_POSY"] * length # # + world_db["Things"][id]["T_POSX"]) # # if id == 0 or world_db["EMPATHY"]: # # action = world_db["Things"][id]["T_COMMAND"] # # if 0 != action: # # name = world_db["ThingActions"][action]["TA_NAME"] # # else: # # name = " " # # metamapB[pos] = ord(name[0]) # # string = write_map(string, metamapB) # # atomic_write(io_db["path_worldstate"], string, delete=False) 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 print("Replay mode. Auto-replaying up to turn " + str(opts.replay) + " (if so late a turn is to be found).") if not os.access(io_db["path_record"], os.F_OK): raise SystemExit("No record file found to replay.") io_db["file_record"] = open(io_db["path_record"], "r") io_db["file_record"].prefix = "record file line " io_db["file_record"].line_n = 1 while world_db["TURN"] < opts.replay: line = io_db["file_record"].readline() if "" == line: break obey(line.rstrip(), io_db["file_record"].prefix + 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) def play_game(): """Play game by server input file commands. Before, load save file found. 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. 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") else: if not os.access(io_db["path_worldconf"], os.F_OK): msg = "No world config file from which to start a new world." raise SystemExit(msg) obey_lines_in_file(io_db["path_worldconf"], "world config ", 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 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). """ # 7DRL: Also add some ":" cells, and (not surrounded by trees!) "_" altar. 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(). n_colons = int((length ** 2) / 16) # # i_colons = 0 # # while (i_colons <= n_colons): # # single_allowed = rand.next() % 256 # # 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), ":"))): # # world_db["MAP"][pos] = ord(":") # # i_colons += 1 # # altar_placed = False # # while not altar_placed: # # y = rand.next() % length # # x = rand.next() % length # # pos = (y * length) + x # # if (("." == chr(world_db["MAP"][pos] # # or ":" == chr(world_db["MAP"][pos])) and not is_neighbor((y, x), "X"))): # # world_db["MAP"][pos] = ord("_") # # world_db["altar"] = (y, x) # # altar_placed = True # # def eat_vs_hunger_threshold(thingtype): """Return satiation cost of eating for type. Good food for it must be >.""" hunger_unit = hunger_per_turn(thingtype) actiontype = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "use"][0] return world_db["ThingActions"][actiontype]["TA_EFFORT"] * hunger_unit 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) def update_mem_and_memdepthmap_via_fovmap(): # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so: # 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] memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"]) memmap = c_pointer_to_bytearray(t["T_MEMMAP"]) fovmap = c_pointer_to_bytearray(t["fovmap"]) map = c_pointer_to_bytearray(world_db["MAP"]) libpr.update_mem_and_memdepthmap_via_fovmap(map, fovmap, memdepthmap, memmap) 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)) update_mem_and_memdepthmap_via_fovmap() if age_map: age_some_memdepthmap_on_nonfov_cells() ord_v = ord("v") t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"] if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"]) + mt[2]]] maplength = world_db["MAP_LENGTH"] eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) # # [t["T_MEMTHING"].append((world_db["Things"][id]["T_TYPE"], world_db["Things"][id]["T_POSY"], world_db["Things"][id]["T_POSX"])) for id in world_db["Things"] if not world_db["Things"][id]["carried"] if not world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] ["TT_LIFEPOINTS"] if (t == world_db["Things"][0] or (world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] ["TT_TOOL"] == "food" and world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] ["TT_TOOLPOWER"] > eat_cost ) ) if ord_v == t["fovmap"][(world_db["Things"][id]["T_POSY"] * maplength) + world_db["Things"][id]["T_POSX"]]] def set_world_inactive(): """Set world_db["WORLD_ACTIVE"] to 0 and remove worldstate file.""" server_test() if os.access(io_db["path_worldstate"], os.F_OK): os.remove(io_db["path_worldstate"]) world_db["WORLD_ACTIVE"] = 0 def integer_test(val_string, min, max=None): """Return val_string if possible integer >= min and <= max, else None.""" try: val = int(val_string) if val < min or (max is not None and val > max): raise ValueError return val except ValueError: msg = "Ignoring: Please use integer >= " + str(min) if max is not None: msg += " and <= " + str(max) msg += "." print(msg) return None def setter(category, key, min, max=None): """Build setter for world_db([category + "s"][id])[key] to >=min/<=max.""" if category is None: def f(val_string): val = integer_test(val_string, min, max) if None != val: world_db[key] = val else: if category == "Thing": id_store = command_tid decorator = test_Thing_id elif category == "ThingType": id_store = command_ttid decorator = test_ThingType_id elif category == "ThingAction": id_store = command_taid decorator = test_ThingAction_id @decorator def f(val_string): val = integer_test(val_string, min, max) if None != val: world_db[category + "s"][id_store.id][key] = val return f 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 log_help(): """Send quick usage info to log.""" log("Use 'w'/'e'/'s'/'d'/'x'/'c' to move, and 'w' to wait.") log("Use 'p' to pick up objects, and 'D' to drop them.") log("Some objects can be used (such as: eaten) by 'u' if they are in " + "your inventory. Use 'Up'/'Down' to navigate the inventory.") log("Use 'l' to toggle 'look' mode (move an exploration cursor instead of " + "the player over the map).") log("Use 'PgUp'/PgDn' to scroll the 'Things here' window.") log("The stats window: T=TURN, H=HEALTH, S=SATIATION, G=GOD'S FAVOR.") log("See README file for more details.") 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. """ # 7DRL: Return TT_LIFEPOINTS if death, else 0. # 7DRL: Re-spawn died-out species. t["T_LIFEPOINTS"] -= 1 live_type = t["T_TYPE"] # 7DRL 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"] = [] n_species = len([id for id in world_db["Things"] # # if world_db["Things"][id]["T_TYPE"] == live_type]) if 0 == n_species: # # if world_db["FAVOR_STAGE"] >= 3 and \ live_type == world_db["ANIMAL_0"]: world_db["GOD_FAVOR"] += 3000 log("CONGRATULATIONS! The " + world_db["ThingTypes"][live_type]["TT_NAME"] + " species has died out. The Island God is pleased.") else: id = id_setter(-1, "Things") world_db["Things"][id] = new_Thing(live_type, world_db["altar"]) log("The " + world_db["ThingTypes"][live_type]["TT_NAME"] + " species has temporarily died out. " + "One new-born is spawned at the altar.") return world_db["ThingTypes"][live_type]["TT_LIFEPOINTS"] # # return 0 # # 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 enter_altar(): # # """What happens when the player enters the altar.""" if world_db["FAVOR_STAGE"] > 9000: log("You step on a soul-less slab of stone.") return log("YOU ENTER SACRED GROUND.") if world_db["FAVOR_STAGE"] == 0: world_db["FAVOR_STAGE"] = 1 log("The Island God speaks to you: \"I don't trust you. You intrude " + "on the island's affairs. I think you're a nuisance at best, " + "and a danger to my children at worst. I will give you a " + "chance to lighten my mood, however: For a while now, I've " + "been trying to spread the plant " + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " (\"" + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"] + "\"). I have not been very successful so far. Maybe you can " + "make yourself useful there. I will count each further " + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " that grows to your favor.\"") elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] < 100: log("The Island God will talk again when it favors you to >=100 " +" points.") elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100: world_db["FAVOR_STAGE"] = 2 log("The Island God speaks to you: \"You could have done worse so " + "far. Maybe you are not the worst to happen to this island " + "since the metal birds threw the great lightning ball. Maybe " + "you can help me spread another plant. It multiplies faster, " + "and it is highly nutritious: " + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"] + " (\"" + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"] + "\"). It is new. I give you the only example. Be very careful " + "with it! I also give you another tool that may be helpful.\"") id = id_setter(-1, "Things") world_db["Things"][id] = new_Thing(world_db["PLANT_1"], world_db["altar"]) id = id_setter(-1, "Things") world_db["Things"][id] = new_Thing(world_db["TOOL_0"], world_db["altar"]) elif world_db["FAVOR_STAGE"] == 2 and \ 0 == len([id for id in world_db["Things"] if world_db["Things"][id]["T_TYPE"] == world_db["PLANT_1"]]): log("The Island God speaks to you: \"I am greatly disappointed that " + "you lost all " + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"] + " this island had. Here is another one. It cost me great work. " + "Be more careful this time when planting it.\"") id = id_setter(-1, "Things") world_db["Things"][id] = new_Thing(world_db["PLANT_1"], world_db["altar"]) world_db["GOD_FAVOR"] -= 250 elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] < 500: log("The Island God will talk again when it favors you to >=500 " +" points.") elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500: world_db["FAVOR_STAGE"] = 3 log("The Island God speaks to you: \"The " + world_db["ThingTypes"][world_db["ANIMAL_0"]]["TT_NAME"] + " has lately become a pest. These creatures do not please me " + "as much as they used to do. Exterminate them all. I will count " + "each kill to your favor. To help you with the hunting, I grant " + "you the empathy and knowledge to read animals.\"") log("You will now see animals' health bars, and activities (\"m\": " + "moving (maybe for an attack), \"u\": eating, \"p\": picking " + "something up; no letter: waiting).") world_db["EMPATHY"] = 1 elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] < 5000: log("The Island God will talk again when it favors you to >=5000 " +" points.") elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] >= 5000: world_db["FAVOR_STAGE"] = 4 log("The Island God speaks to you: \"You know what animal I find the " + "cutest? The " + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + "! I think what this islands clearly needs more of is " + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + "s. Why don't you help? Support thm. Make sure they are well, " + "and they will multiply faster. From now on, I will " + "count each new-born " + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + " (not spawned by me due to undo an extinction event) " + "greatly to your favor. To help you with the feeding, here is " + "something to make the ground bear more consumables.") id = id_setter(-1, "Things") world_db["Things"][id] = new_Thing(world_db["TOOL_1"], world_db["altar"]) elif world_db["GOD_FAVOR"] < 20000: log("The Island God will talk again when it favors you to >=20000 " +" points.") elif world_db["GOD_FAVOR"] >= 20000: world_db["FAVOR_STAGE"] = 9001 log("The Island God speaks to you: \"You have proven yourself worthy" + " of my respect. You were a good citizen to the island, and " + "sometimes a better steward to its inhabitants than me. The " + "island shall miss you when you leave. But you have earned " + "the right to do so. Take this " + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"] + " and USE it when you please. It will take you to where you " + "came from. (But do feel free to stay here as long as you " + "like.)\"") id = id_setter(-1, "Things") world_db["Things"][id] = new_Thing(world_db["SLIPPERS"], world_db["altar"]) def actor_wait(t): """Make t do nothing (but loudly, if player avatar).""" if t == world_db["Things"][0]: log("You wait.") def actor_move(t): """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.""" # 7DRL: Player wounding (worse: killing) others will lower God's favor. # 7DRL: Player entering the altar triggers enter_altar(). # 7DRL: Player with axe chops down trees. 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] 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] hitted_type = world_db["Things"][hit_id]["T_TYPE"] if t == world_db["Things"][0]: hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"] log("You WOUND " + hitted_name + ".") world_db["GOD_FAVOR"] -= 1 # # elif 0 == hit_id: hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"] log(hitter_name +" WOUNDS you.") test = decrement_lifepoints(world_db["Things"][hit_id]) # #(test=) if test and world_db["FAVOR_STAGE"] >= 3 and \ hitted_type == world_db["ANIMAL_0"]: # # world_db["GOD_FAVOR"] += 125 elif test and t == world_db["Things"][0]: # # world_db["GOD_FAVOR"] -= 2 * test # # return if (ord("X") == world_db["MAP"][pos] # # or ord("|") == world_db["MAP"][pos]): # # carries_axe = False # # for id in t["T_CARRIES"]: # # type = world_db["Things"][id]["T_TYPE"] # # if world_db["ThingTypes"][type]["TT_TOOL"] == "axe": # # carries_axe = True # # break # # if carries_axe: # # axe_name = world_db["ThingTypes"][type]["TT_NAME"] # # if t == world_db["Things"][0]: # # log("With your " + axe_name + ", you chop!\n") # # if ord("X") == world_db["MAP"][pos]: # # world_db["GOD_FAVOR"] = -1 # # chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"] case_X = world_db["MAP"][pos] == ord("X") # # if (chop_power > 0 # # and ((case_X and # # 0 == int(rand.next() / chop_power)) # # or (not case_X and # # 0 == int(rand.next() / (3 * chop_power))))): # # if t == world_db["Things"][0]: # # log("You chop it DOWN.") # # if world_db["MAP"][pos] == ord("X"): # # world_db["GOD_FAVOR"] -= 10 # # world_db["MAP"][pos] = ord(".") # # i = 3 if case_X else 1 # # for i in range(i): # # id = id_setter(-1, "Things") # # world_db["Things"][id] = \ new_Thing(world_db["LUMBER"], # # (move_result[1], move_result[2])) # # build_fov_map(t) # # return # # passable = ("." == chr(world_db["MAP"][pos]) or ":" == chr(world_db["MAP"][pos]) or # # "_" == chr(world_db["MAP"][pos])) # # 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]: log("You move " + dir + ".") if (move_result[1] == world_db["altar"][0] and # # move_result[2] == world_db["altar"][1]): # # enter_altar() # # elif t == world_db["Things"][0]: log("You FAIL to move " + dir + ".") def actor_pick_up(t): """Make t pick up (topmost?) Thing from ground into inventory. Define topmostness by how low the thing's type ID is. """ # 7DRL: Non-player picking up player-dropped consumable -> GOD_FAVOR gain. # 7DRL: Non-players pick up nothing but food of good value to them. used_slots = len(t["T_CARRIES"]) # # if used_slots < world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]: # # 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): lowest_tid = -1 eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) # # for iid in ids: tid = world_db["Things"][iid]["T_TYPE"] if lowest_tid == -1 or tid < lowest_tid: if (t != world_db["Things"][0] and # # (world_db["ThingTypes"][tid]["TT_TOOL"] != "food" # # or (world_db["ThingTypes"][tid]["TT_TOOLPOWER"] # # <= eat_cost))): # # continue # # id = iid lowest_tid = tid world_db["Things"][id]["carried"] = True type = world_db["Things"][id]["T_TYPE"] # # if (t != world_db["Things"][0] # # and world_db["Things"][id]["T_PLAYERDROP"] # # and world_db["ThingTypes"][type]["TT_TOOL"] == "food"): # # score = world_db["ThingTypes"][type]["TT_TOOLPOWER"] / 32 # # world_db["GOD_FAVOR"] += score # # world_db["Things"][id]["T_PLAYERDROP"] = 0 # # t["T_CARRIES"].append(id) if t == world_db["Things"][0]: log("You PICK UP an object.") elif t == world_db["Things"][0]: log("You try to pick up an object, but there is none.") elif t == world_db["Things"][0]: # # log("CAN'T pick up object: No storage room to carry more.") # # 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]: log("You DROP an object.") world_db["Things"][id]["T_PLAYERDROP"] = 1 # # elif t == world_db["Things"][0]: log("You try to drop an object, but you own NONE.") def actor_use(t): """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory.""" # TODO: Handle case where T_ARGUMENT matches nothing. # 7DLR: Handle SLIPPERS-type Thing use. # 7DRL: Player with fertilizer fertilizes if len(t["T_CARRIES"]): id = t["T_CARRIES"][t["T_ARGUMENT"]] type = world_db["Things"][id]["T_TYPE"] if type == world_db["SLIPPERS"]: # # if t == world_db["Things"][0]: # # log("You use the " + world_db["ThingTypes"][type]["TT_NAME"] # # + ". It glows in wondrous colors, and emits a sound as " # # + "if from a dying cat. The Island God laughs.\n") # # t["T_LIFEPOINTS"] = 1 # # decrement_lifepoints(t) # # elif (world_db["ThingTypes"][type]["TT_TOOL"] == "axe" # # and t == world_db["Things"][0]): # # log("To use this item for chopping, move towards a tree while " + "carrying it in your inventory.") # # elif (world_db["ThingTypes"][type]["TT_TOOL"] == "carpentry"): # # pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"] if (world_db["MAP"][pos] == ord("X") # # or world_db["MAP"][pos] == ord("|")): # # log("CAN'T build when standing on barrier.") # # return for id in [id for id in world_db["Things"] if not 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"]]: log("CAN'T build when standing objects.") # # return for id in t["T_CARRIES"]: # # type_tool = world_db["Things"][id]["T_TYPE"] # # if (world_db["ThingTypes"][type_tool]["TT_TOOL"] # # == "carpentry"): # # break # # wood_id = None # # for id in t["T_CARRIES"]: # # type_material = world_db["Things"][id]["T_TYPE"] # # if (world_db["ThingTypes"][type_material]["TT_TOOL"] # # == "wood"): # # wood_id = id # # break # # if wood_id != None: # # t["T_CARRIES"].remove(wood_id) # # del world_db["Things"][wood_id] # # world_db["MAP"][pos] = ord("|") # # log("With your " # # + world_db["ThingTypes"][type_tool]["TT_NAME"] # # + " you build a WOODEN BARRIER from your " # # + world_db["ThingTypes"][type_material]["TT_NAME"] # # + ".") # # else: # # log("You CAN'T use a " # # + world_db["ThingTypes"][type_tool]["TT_NAME"] # # + " without some wood in your inventory.") # # elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer": # # pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"] if world_db["MAP"][pos] == ord("."): log("You create SOIL.") world_db["MAP"][pos] = ord(":") else: log("Can only make soil out of NON-SOIL earth.") elif world_db["ThingTypes"][type]["TT_TOOL"] == "food": t["T_CARRIES"].remove(id) del world_db["Things"][id] t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"] if t == world_db["Things"][0]: log("You eat this thing.") elif t == world_db["Things"][0]: log("You try to use this object, but FAIL.") elif t == world_db["Things"][0]: log("You try to use an object, but you own NONE.") 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. """ # 7DRL: success increments God's mood # 7DRL: Plants (no TT_LIFEPOINTS) proliferate only on ":" ground. # 7DRL: Animals only proliferate when >= 0.9 their max HP. prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"] if prolscore and \ (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] == 0 or # # t["T_LIFEPOINTS"] >= 0.9 * # # world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]) \ 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"]) pos = mv_result[1] * world_db["MAP_LENGTH"] + mv_result[2] if mv_result[0] and \ (ord(":") == prol_map[pos] # # or (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # # and ord(".") == prol_map[pos])): # 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 if (world_db["FAVOR_STAGE"] > 0 # # and t["T_TYPE"] == world_db["PLANT_0"]): # # world_db["GOD_FAVOR"] += 5 # # elif t["T_TYPE"] == world_db["PLANT_1"]: # # world_db["GOD_FAVOR"] += 25 # # elif world_db["FAVOR_STAGE"] >= 4 and \ t["T_TYPE"] == world_db["ANIMAL_1"]: log("The Island God SMILES upon a new-born bear baby.") world_db["GOD_FAVOR"] += 750 def try_healing(t): """If t's HP < max, increment them if well-nourished, maybe waiting.""" # 7DRL: Successful heals increment God's mood. if t["T_LIFEPOINTS"] < \ world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]: wait_id = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] wait_divider = 8 if t["T_COMMAND"] == wait_id else 1 testval = int(abs(t["T_SATIATION"]) / wait_divider) if (testval <= 1 or 1 == (rand.next() % testval)): t["T_LIFEPOINTS"] += 1 if t == world_db["Things"][0]: log("You HEAL.") def hunger_per_turn(type_id): """The amount of satiation score lost per turn for things of given type.""" return int(math.sqrt(world_db["ThingTypes"][type_id]["TT_LIFEPOINTS"])) def hunger(t): """Decrement t's satiation,dependent on it trigger lifepoint dec chance.""" 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"])): if t == world_db["Things"][0]: if t["T_SATIATION"] < 0: log("You SUFFER from hunger.") else: log("You SUFFER from over-eating.") 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 animate, but of ThingType, starts out weaker than t is, and its corpse would be healthy food for t "f": move away from an enemy – any visible actor whose thing type has more TT_LIFEPOINTS than t LIFEPOINTS, and might find t's corpse healthy food – if it is closer than n steps, where n will shrink as t's hunger grows; if enemy is too close, move towards (attack) the enemy instead; if no fleeing is possible, nor attacking useful, wait; don't tread on non-enemies for fleeing "c": Thing in memorized map is consumable of sufficient nutrition for t "s": memory map cell with greatest-reachable degree of unexploredness """ def zero_score_map_where_char_on_memdepthmap(c): # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so: # 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) map = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"]) if libpr.zero_score_map_where_char_on_memdepthmap(c, map): raise RuntimeError("No score map allocated for " "zero_score_map_where_char_on_memdepthmap().") def set_map_score_at_thingpos(id, score): pos = world_db["Things"][id]["T_POSY"] * world_db["MAP_LENGTH"] \ + world_db["Things"][id]["T_POSX"] set_map_score(pos, score) 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 animate_in_fov(Thing, maplength): # maplength needed for optimization? if not Thing["T_LIFEPOINTS"] or Thing["carried"] or Thing == t: return False pos = Thing["T_POSY"] * maplength + Thing["T_POSX"] if 118 == t["fovmap"][pos]: # optimization: 118 = ord("v") return True def good_attack_target(v): eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) type = world_db["ThingTypes"][v["T_TYPE"]] type_corpse = world_db["ThingTypes"][type["TT_CORPSE_ID"]] if t["T_LIFEPOINTS"] > type["TT_LIFEPOINTS"] \ and type_corpse["TT_TOOL"] == "food" \ and type_corpse["TT_TOOLPOWER"] > eat_cost: return True return False def good_flee_target(m): own_corpse_id = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"] corpse_type = world_db["ThingTypes"][own_corpse_id] targetness = 0 if corpse_type["TT_TOOL"] != "food" \ else corpse_type["TT_TOOLPOWER"] type = world_db["ThingTypes"][m["T_TYPE"]] if t["T_LIFEPOINTS"] < type["TT_LIFEPOINTS"] \ and targetness > eat_vs_hunger_threshold(m["T_TYPE"]): return True return False def seeing_thing(): maplength = world_db["MAP_LENGTH"] if t["fovmap"] and "a" == filter: for id in world_db["Things"]: if animate_in_fov(world_db["Things"][id], maplength): if good_attack_target(world_db["Things"][id]): return True elif t["fovmap"] and "f" == filter: for id in world_db["Things"]: if animate_in_fov(world_db["Things"][id], maplength): if good_flee_target(world_db["Things"][id]): return True elif t["T_MEMMAP"] and "c" == filter: eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) ord_blank = ord(" ") for mt in t["T_MEMTHING"]: if ord_blank != t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"]) + mt[2]] and \ (t != world_db["Things"][0] or \ (world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] > eat_cost)): return True return False def set_cells_passable_on_memmap_to_65534_on_scoremap(): # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so: # ord_dot = ord(".") # memmap = t["T_MEMMAP"] # for i in [i for i in range(world_db["MAP_LENGTH"] ** 2) # if ord_dot == memmap[i]]: # set_map_score(i, 65534) # i.e. 65535-1 map = c_pointer_to_bytearray(t["T_MEMMAP"]) if libpr.set_cells_passable_on_memmap_to_65534_on_scoremap(map): raise RuntimeError("No score map allocated for " "set_cells_passable_on_memmap_to_65534_on_scoremap().") def init_score_map(): test = libpr.init_score_map() if test: raise RuntimeError("Malloc error in init_score_map().") set_cells_passable_on_memmap_to_65534_on_scoremap() maplength = world_db["MAP_LENGTH"] if "a" == filter: [set_map_score_at_thingpos(id, 0) for id in world_db["Things"] if animate_in_fov(world_db["Things"][id], maplength) if good_attack_target(world_db["Things"][id])] elif "f" == filter: [set_map_score_at_thingpos(id, 0) for id in world_db["Things"] if animate_in_fov(world_db["Things"][id], maplength) if good_flee_target(world_db["Things"][id])] elif "c" == filter: eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) ord_blank = ord(" ") [set_map_score(mt[1] * maplength + mt[2], 0) for mt in t["T_MEMTHING"] if ord_blank != t["T_MEMMAP"][mt[1] * maplength + mt[2]] if t != world_db["Things"][0] or (world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] > eat_cost)] elif "s" == filter: zero_score_map_where_char_on_memdepthmap(mem_depth_c[0]) if "f" == filter: [set_map_score_at_thingpos(id, 65535) for id in world_db["Things"] if animate_in_fov(world_db["Things"][id], maplength) if get_map_score(world_db["Things"][id]["T_POSY"] * maplength + world_db["Things"][id]["T_POSX"])] elif "a" != filter: [set_map_score_at_thingpos(id, 65535) for id in world_db["Things"] if animate_in_fov(world_db["Things"][id], maplength)] 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) 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: distance = get_map_score(eye_pos) fear_distance = world_db["MAP_LENGTH"] if t["T_SATIATION"] < 0 and math.sqrt(-t["T_SATIATION"]) > 0: fear_distance = fear_distance / math.sqrt(-t["T_SATIATION"]) attack_distance = 1 if not dir_to_target: if attack_distance >= distance: dir_to_target = rand_target_dir(neighbors, distance - 1, dirs) elif fear_distance >= distance: 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 fear_distance < distance: 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_food(t): """Return True/False whether t is standing on healthy consumable.""" eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) for id in [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 world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] ["TT_TOOL"] == "food" if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] ["TT_TOOLPOWER"] > eat_cost]: return True return False def get_inventory_slot_to_consume(t): """Return invent. slot of healthiest consumable(if any healthy),else -1.""" cmp_food = -1 selection = -1 i = 0 eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) for id in t["T_CARRIES"]: type = world_db["Things"][id]["T_TYPE"] if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \ and world_db["ThingTypes"][type]["TT_TOOLPOWER"]: nutvalue = world_db["ThingTypes"][type]["TT_TOOLPOWER"] tmp_cmp = abs(t["T_SATIATION"] + nutvalue - eat_cost) if (cmp_food < 0 and tmp_cmp < abs(t["T_SATIATION"])) \ or tmp_cmp < cmp_food: cmp_food = tmp_cmp selection = i i += 1 return selection def ai(t): """Determine next command/argment for actor t via AI algorithms.""" # 7DRL add: Don't pick up or search things when inventory is full. t["T_COMMAND"] = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] if get_dir_to_target(t, "f"): return 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_food(t): if (len(t["T_CARRIES"]) < # # world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # # t["T_COMMAND"] = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "pick_up"][0] else: going_to_known_food_spot = get_dir_to_target(t, "c") if not going_to_known_food_spot: aiming_for_walking_food = get_dir_to_target(t, "a") if not aiming_for_walking_food: get_dir_to_target(t, "s") def turn_over(): """Run game world and its inhabitants until new player input expected.""" # 7DRL: effort of move action is TA_EFFORT / sqrt(TT_LIFEPOINTS) id = 0 whilebreaker = False while world_db["Things"][0]["T_LIFEPOINTS"]: proliferable_map = world_db["MAP"][:] for id in [id for id in world_db["Things"] if not world_db["Things"][id]["carried"]]: y = world_db["Things"][id]["T_POSY"] x = world_db["Things"][id]["T_POSX"] proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord("X") 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) hunger(Thing) if Thing["T_LIFEPOINTS"]: 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"]: effort = ThingAction["TA_EFFORT"] # # if ThingAction["TA_NAME"] == "move": # # type = Thing["T_TYPE"] # # max_hp = (world_db["ThingTypes"][type] # # ["TT_LIFEPOINTS"]) # # effort = int(effort / math.sqrt(max_hp)) # # if Thing["T_PROGRESS"] == effort: # # eval("actor_" + ThingAction["TA_NAME"])(Thing) Thing["T_COMMAND"] = 0 Thing["T_PROGRESS"] = 0 thingproliferation(Thing, proliferable_map) 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_PLAYERDROP": 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, else >= -1), but <0 or (if start_at_1) <1, calculate new ID: lowest unused ID >=0 or (if start_at_1) >= 1. None is always returned when no new object is created, otherwise the new object's ID. """ min = 0 if start_at_1 else -1 if str == type(id): id = integer_test(id, min) 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)): id = 0 if start_at_1 else -1 while 1: id = id + 1 if id not in world_db[category]: break if id_store: id_store.id = id return id def command_ping(): """Send PONG line to server output file.""" strong_write(io_db["file_out"], "PONG\n") def command_quit(): """Abort server process.""" if None == opts.replay: if world_db["WORLD_ACTIVE"]: save_world() atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True) 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.""" # 7DRL: terrain, too 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") pos = y * world_db["MAP_LENGTH"] + x; # # if "v" == chr(world_db["Things"][0]["fovmap"][pos]): for id in [id for tid in sorted(list(world_db["ThingTypes"])) for id in world_db["Things"] if not world_db["Things"][id]["carried"] if world_db["Things"][id]["T_TYPE"] == tid if y == world_db["Things"][id]["T_POSY"] if x == world_db["Things"][id]["T_POSX"]]: 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 [mt for tid in sorted(list(world_db["ThingTypes"])) for mt in world_db["Things"][0]["T_MEMTHING"] if mt[0] == tid if y == mt[1] if x == mt[2]]: name = world_db["ThingTypes"][mt[0]]["TT_NAME"] strong_write(io_db["file_out"], name + "\n") if world_db["Things"][0]["T_MEMMAP"][pos] == ord("~"): # # name = "(terrain: SEA)" # # elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("."): # # name = "(terrain: EARTH)" # # elif world_db["Things"][0]["T_MEMMAP"][pos] == ord(":"): # # name = "(terrain: SOIL)" # # elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("X"): # # name = "(terrain: TREE)" # # elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("|"): # # name = "(terrain: WALL)" # # elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("_"): # # name = "(terrain: ALTAR)" # # else: # # 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(): if action == "drop": t = world_db["Things"][0] if 0 == len(t["T_CARRIES"]): log("You have NOTHING to drop in your inventory.") return elif action == "pick_up": t = world_db["Things"][0] ids = [id for id in world_db["Things"] if id 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 not len(ids): log("NOTHING to pick up.") return used_slots = len(t["T_CARRIES"]) # # if used_slots >= world_db["ThingTypes"][t["T_TYPE"]] \ ["TT_STORAGE"]: # # log("CAN'T pick up: No storage room to carry anything more.") return elif action == "move": t = world_db["Things"][0] 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] if ord("~") == world_db["MAP"][pos]: log("You can't SWIM.") return if (ord("X") == world_db["MAP"][pos] # # or ord("|") == world_db["MAP"][pos]): # # carries_axe = False # # for id in t["T_CARRIES"]: # # type = world_db["Things"][id]["T_TYPE"] # # if world_db["ThingTypes"][type]["TT_TOOL"] == "axe": # # carries_axe = True # # break # # if not carries_axe: # # log("You CAN'T move there.") return else: log("You CAN'T move there.") return elif action == "use": t = world_db["Things"][0] 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_TOOL"] == "axe": log("To use this item for chopping, move towards a tree " + "while carrying it in your inventory.") return elif world_db["ThingTypes"][type]["TT_TOOL"] == "carpentry": pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"] if (world_db["MAP"][pos] == ord("X") # # or world_db["MAP"][pos] == ord("|")): # # log("CAN'T build when standing on barrier.") # # return for id in [id for id in world_db["Things"] if not 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"]]: log("CAN'T build when standing objects.") # # return for id in t["T_CARRIES"]: # # type_tool = world_db["Things"][id]["T_TYPE"] # # if (world_db["ThingTypes"][type_tool]["TT_TOOL"] # # == "carpentry"): # # break # # wood_id = None # # for id in t["T_CARRIES"]: # # type_material = world_db["Things"][id]["T_TYPE"] # # if (world_db["ThingTypes"][type_material]["TT_TOOL"] # # == "wood"): # # wood_id = id # # break # # if wood_id == None: # # log("You CAN'T use a " # # + world_db["ThingTypes"][type_tool]["TT_NAME"] # # + " without some wood in your inventory.") # # return elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer": # # pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"] if not world_db["MAP"][pos] == ord("."): log("Can only make soil out of NON-SOIL earth.") return elif world_db["ThingTypes"][type]["TT_TOOL"] == "wood": # # log("To use wood, you NEED a carpentry tool.") # # return else: log("You have NOTHING to use in your inventory.") return 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_makeworld(seed_string): """(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. Call log_help(). """ # def free_pos(plant=False): def free_pos(plant=False): # # 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"] pos = y * world_db["MAP_LENGTH"] + x; if (not plant # # and "." == chr(world_db["MAP"][pos])) \ or ":" == chr(world_db["MAP"][pos]): # # 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 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: No thing action with name 'wait' defined.") return for name in specials: # # if world_db[name] not in world_db["ThingTypes"]: # # print("Ignoring: No valid " + name + " set.") # # 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") plantness = world_db["ThingTypes"][type]["TT_PROLIFERATE"] # # world_db["Things"][id] = new_Thing(type, free_pos(plantness)) strong_write(io_db["file_out"], "NEW_WORLD\n") log_help() def command_maplength(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 world_db["MAP"] = False set_world_inactive() world_db["Things"] = {} libpr.set_maplength(val) def command_worldactive(worldactive_string): """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), and a map. On activation, rebuild all Things' FOVs, and the player's map memory. Also call log_help(). """ # 7DRL: altar must be on map, and specials must be set for active world. val = integer_test(worldactive_string, 0, 1) if None != val: if 0 != world_db["WORLD_ACTIVE"]: if 0 == val: set_world_inactive() else: print("World already active.") elif 0 == world_db["WORLD_ACTIVE"]: wait_exists = False for ThingAction in world_db["ThingActions"]: if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]: wait_exists = True break player_exists = False for Thing in world_db["Things"]: if 0 == Thing: player_exists = True break specials_set = True # # for name in specials: # # if world_db[name] not in world_db["ThingTypes"]: # # specials_set = False # # altar_found = False # # if world_db["MAP"]: # # pos = world_db["MAP"].find(b'_') # # if pos > 0: # # y = int(pos / world_db["MAP_LENGTH"]) # # x = pos % world_db["MAP_LENGTH"] # # world_db["altar"] = (y, x) # # altar_found = True # # if wait_exists and player_exists and world_db["MAP"] \ and specials_set: # # 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) if not world_db["Things"][0]["T_LIFEPOINTS"]: empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2) world_db["Things"][0]["fovmap"] = empty_fovmap world_db["WORLD_ACTIVE"] = 1 log_help() else: print("Ignoring: Not all conditions for world activation met.") def specialtypesetter(name): # # """Setter world_db[name], deactivating world if set int no ThingType.""" def helper(str_int): val = integer_test(str_int, 0) if None != val: world_db[name] = val if world_db["WORLD_ACTIVE"] \ and world_db[name] not in world_db["ThingTypes"]: world_db["WORLD_ACTIVE"] = 0 print(name + " fits no known ThingType, deactivating world.") return helper def test_for_id_maker(object, category): """Return decorator testing for object having "id" attribute.""" def decorator(f): def helper(*args): if hasattr(object, "id"): f(*args) else: print("Ignoring: No " + category + " defined to manipulate yet.") return helper return decorator def command_tid(id_string): """Set ID of Thing to manipulate. ID unused? Create new one. Default new Thing's type to the first available ThingType, others: zero. """ id = id_setter(id_string, "Things", command_tid) if None != id: if world_db["ThingTypes"] == {}: print("Ignoring: No ThingType to settle new Thing in.") return type = list(world_db["ThingTypes"].keys())[0] world_db["Things"][id] = new_Thing(type) test_Thing_id = test_for_id_maker(command_tid, "Thing") @test_Thing_id def command_tcommand(str_int): """Set T_COMMAND of selected Thing.""" val = integer_test(str_int, 0) if None != val: if 0 == val or val in world_db["ThingActions"]: world_db["Things"][command_tid.id]["T_COMMAND"] = val else: print("Ignoring: ThingAction ID belongs to no known ThingAction.") @test_Thing_id def command_ttype(str_int): """Set T_TYPE of selected Thing.""" val = integer_test(str_int, 0) if None != val: if val in world_db["ThingTypes"]: world_db["Things"][command_tid.id]["T_TYPE"] = val else: print("Ignoring: ThingType ID belongs to no known ThingType.") @test_Thing_id def command_tcarries(str_int): """Append int(str_int) to T_CARRIES of selected Thing. The ID int(str_int) must not be of the selected Thing, and must belong to a Thing with unset "carried" flag. Its "carried" flag will be set on owning. """ val = integer_test(str_int, 0) if None != val: if val == command_tid.id: print("Ignoring: Thing cannot carry itself.") elif val in world_db["Things"] \ and not world_db["Things"][val]["carried"]: world_db["Things"][command_tid.id]["T_CARRIES"].append(val) world_db["Things"][val]["carried"] = True else: print("Ignoring: Thing not available for carrying.") # Note that the whole carrying structure is different from the C version: # Carried-ness is marked by a "carried" flag, not by Things containing # Things internally. @test_Thing_id def command_tmemthing(str_t, str_y, str_x): """Add (int(str_t), int(str_y), int(str_x)) to selected Thing's T_MEMTHING. The type must fit to an existing ThingType, and the position into the map. """ type = integer_test(str_t, 0) posy = integer_test(str_y, 0, 255) posx = integer_test(str_x, 0, 255) if None != type and None != posy and None != posx: if type not in world_db["ThingTypes"] \ or posy >= world_db["MAP_LENGTH"] or posx >= world_db["MAP_LENGTH"]: print("Ignoring: Illegal value for thing type or position.") else: memthing = (type, posy, posx) world_db["Things"][command_tid.id]["T_MEMTHING"].append(memthing) def setter_map(maptype): """Set (world or Thing's) map of maptype's int(str_int)-th line to mapline. If no map of maptype exists yet, initialize it with ' ' bytes first. """ def valid_map_line(str_int, mapline): val = integer_test(str_int, 0, 255) if None != val: if val >= world_db["MAP_LENGTH"]: print("Illegal value for map line number.") elif len(mapline) != world_db["MAP_LENGTH"]: print("Map line length is unequal map width.") else: return val return None def nonThingMap_helper(str_int, mapline): val = valid_map_line(str_int, mapline) if None != val: length = world_db["MAP_LENGTH"] if not world_db["MAP"]: map = bytearray(b' ' * (length ** 2)) else: map = world_db["MAP"] map[val * length:(val * length) + length] = mapline.encode() if not world_db["MAP"]: world_db["MAP"] = map @test_Thing_id def ThingMap_helper(str_int, mapline): val = valid_map_line(str_int, mapline) if None != val: length = world_db["MAP_LENGTH"] if not world_db["Things"][command_tid.id][maptype]: map = bytearray(b' ' * (length ** 2)) else: map = world_db["Things"][command_tid.id][maptype] map[val * length:(val * length) + length] = mapline.encode() if not world_db["Things"][command_tid.id][maptype]: world_db["Things"][command_tid.id][maptype] = map return nonThingMap_helper if maptype == "MAP" else ThingMap_helper def setter_tpos(axis): """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 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 def command_ttid(id_string): """Set ID of ThingType to manipulate. ID unused? Create new one. Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, TT_TOOL to "", others: 0. """ id = id_setter(id_string, "ThingTypes", command_ttid) if None != id: world_db["ThingTypes"][id] = { "TT_NAME": "(none)", "TT_TOOLPOWER": 0, "TT_LIFEPOINTS": 0, "TT_PROLIFERATE": 0, "TT_START_NUMBER": 0, "TT_STORAGE": 0, # # "TT_SYMBOL": "?", "TT_CORPSE_ID": id, "TT_TOOL": "" } test_ThingType_id = test_for_id_maker(command_ttid, "ThingType") @test_ThingType_id def command_ttname(name): """Set TT_NAME of selected ThingType.""" world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name @test_ThingType_id def command_tttool(name): """Set TT_TOOL of selected ThingType.""" world_db["ThingTypes"][command_ttid.id]["TT_TOOL"] = name @test_ThingType_id def command_ttsymbol(char): """Set TT_SYMBOL of selected ThingType. """ if 1 == len(char): world_db["ThingTypes"][command_ttid.id]["TT_SYMBOL"] = char else: print("Ignoring: Argument must be single character.") @test_ThingType_id def command_ttcorpseid(str_int): """Set TT_CORPSE_ID of selected ThingType.""" val = integer_test(str_int, 0) if None != val: if val in world_db["ThingTypes"]: world_db["ThingTypes"][command_ttid.id]["TT_CORPSE_ID"] = val else: print("Ignoring: Corpse ID belongs to no known ThignType.") def command_taid(id_string): """Set ID of ThingAction to manipulate. ID unused? Create new one. Default new ThingAction's TA_EFFORT to 1, its TA_NAME to "wait". """ id = id_setter(id_string, "ThingActions", command_taid, True) if None != id: world_db["ThingActions"][id] = { "TA_EFFORT": 1, "TA_NAME": "wait" } test_ThingAction_id = test_for_id_maker(command_taid, "ThingAction") @test_ThingAction_id def command_taname(name): """Set TA_NAME of selected ThingAction. The name must match a valid thing action function. If after the name setting no ThingAction with name "wait" remains, call set_world_inactive(). """ if name == "wait" or name == "move" or name == "use" or name == "drop" \ or name == "pick_up": world_db["ThingActions"][command_taid.id]["TA_NAME"] = name if 1 == world_db["WORLD_ACTIVE"]: wait_defined = False for id in world_db["ThingActions"]: if "wait" == world_db["ThingActions"][id]["TA_NAME"]: wait_defined = True break if not wait_defined: set_world_inactive() else: print("Ignoring: Invalid action 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]) the command's meta-ness (i.e. is it to be written to the record file, is it to be ignored in replay mode if read from server input file), and ([2]) a function 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_RANDOMNESS": (1, False, command_seedrandomness), "TURN": (1, False, setter(None, "TURN", 0, 65535)), "GOD_FAVOR": (1, False, setter(None, "GOD_FAVOR", -32768, 32767)), # # "PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)), "MAP_LENGTH": (1, False, command_maplength), "WORLD_ACTIVE": (1, False, command_worldactive), "MAP": (2, False, setter_map("MAP")), "FAVOR_STAGE": (1, False, setter(None, "FAVOR_STAGE", 0, 65535)), # # "SLIPPERS": (1, False, specialtypesetter("SLIPPERS")), # # "PLANT_0": (1, False, specialtypesetter("PLANT_0")), # # "PLANT_1": (1, False, specialtypesetter("PLANT_1")), # # "LUMBER": (1, False, specialtypesetter("LUMBER")), # # "TOOL_0": (1, False, specialtypesetter("TOOL_0")), # # "TOOL_1": (1, False, specialtypesetter("TOOL_1")), # # "ANIMAL_0": (1, False, specialtypesetter("ANIMAL_0")), # # "ANIMAL_1": (1, False, specialtypesetter("ANIMAL_1")), # # "EMPATHY": (1, False, setter(None, "EMPATHY", 0, 1)), # # "TA_ID": (1, False, command_taid), "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)), "TA_NAME": (1, False, command_taname), "TT_ID": (1, False, command_ttid), "TT_NAME": (1, False, command_ttname), "TT_TOOL": (1, False, command_tttool), "TT_SYMBOL": (1, False, command_ttsymbol), "TT_CORPSE_ID": (1, False, command_ttcorpseid), "TT_TOOLPOWER": (1, False, setter("ThingType", "TT_TOOLPOWER", 0, 65535)), "TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER", 0, 255)), "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE", 0, 65535)), "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)), "TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)), # # "T_ID": (1, False, command_tid), "T_ARGUMENT": (1, False, setter("Thing", "T_ARGUMENT", 0, 255)), "T_PROGRESS": (1, False, setter("Thing", "T_PROGRESS", 0, 255)), "T_LIFEPOINTS": (1, False, setter("Thing", "T_LIFEPOINTS", 0, 255)), "T_SATIATION": (1, False, setter("Thing", "T_SATIATION", -32768, 32767)), "T_COMMAND": (1, False, command_tcommand), "T_TYPE": (1, False, command_ttype), "T_CARRIES": (1, False, command_tcarries), "T_MEMMAP": (2, False, setter_map("T_MEMMAP")), "T_MEMDEPTHMAP": (2, False, setter_map("T_MEMDEPTHMAP")), "T_MEMTHING": (3, False, command_tmemthing), "T_POSY": (1, False, setter_tpos("Y")), "T_POSX": (1, False, setter_tpos("X")), "T_PLAYERDROP": (1, False, setter("Thing", "T_PLAYERDROP", 0, 1)), # # "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) } # TODO: Unhandled cases: (Un-)killing animates (esp. player!) with T_LIFEPOINTS. """World state database. With sane default values. (Randomness is in rand.)""" world_db = { "TURN": 0, "MAP_LENGTH": 64, "PLAYER_TYPE": 0, "WORLD_ACTIVE": 0, "GOD_FAVOR": 0, # # "MAP": False, "FAVOR_STAGE": 0, # # "SLIPPERS": 0, # # "PLANT_0": 0, # # "PLANT_1": 0, # # "ANIMAL_0": 0, # # "ANIMAL_1": 0, # # "LUMBER": 0, # # "TOOL_0": 0, # # "TOOL_1": 0, # # "EMPATHY": 0, # # "ThingActions": {}, "ThingTypes": {}, "Things": {} } # 7DRL-specific! """Special type settings.""" specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1", "ANIMAL_0", "ANIMAL_1"] """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 = { "path_save": "save", "path_record": "record_save", "path_worldconf": "confserver/world", "path_server": "server/", "path_in": "server/in", "path_out": "server/out", "path_worldstate": "server/worldstate", "tmp_suffix": "_tmp", "kicked_by_rival": False, "worldstate_updateable": False } try: libpr = prep_library() rand = RandomnessIO() opts = parse_command_line_arguments() if opts.savefile: io_db["path_save"] = opts.savefile io_db["path_record"] = "record_" + opts.savefile setup_server_io() if opts.verbose: io_db["verbose"] = True if None != opts.replay: replay_game() else: play_game() except SystemExit as exit: print("ABORTING: " + exit.args[0]) except: print("SOMETHING WENT WRONG IN UNEXPECTED WAYS") raise finally: cleanup_server_io()