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Server/py: Undummify actor_move().
[plomrogue] / plomrogue-server.py
index e763a3dd292590c375f5f09be6dbcdd378bd5e56..05975528d6e66b0c34de55734e7d2e11b9572955 100755 (executable)
@@ -4,6 +4,42 @@ import os
 import shlex
 import shutil
 import time
+import ctypes
+
+
+class RandomnessIO:
+    """"Interface to libplomrogue's pseudo-randomness generator."""
+
+    def set_seed(self, seed):
+        libpr.seed_rrand(1, seed)
+
+    def get_seed(self):
+        return libpr.seed_rrand(0, 0)
+
+    def next(self):
+        return libpr.rrand()
+
+    seed = property(get_seed, set_seed)
+
+
+def prep_library():
+    """Prepare ctypes library at ./libplomrogue.so"""
+    libpath = ("./libplomrogue.so")
+    if not os.access(libpath, os.F_OK):
+        raise SystemExit("No library " + libpath + ", run ./compile.sh first?")
+    libpr = ctypes.cdll.LoadLibrary(libpath)
+    libpr.seed_rrand.argtypes = [ctypes.c_uint8, ctypes.c_uint32]
+    libpr.seed_rrand.restype = ctypes.c_uint32
+    libpr.rrand.argtypes = []
+    libpr.rrand.restype = ctypes.c_uint16
+    libpr.set_maplength.argtypes = [ctypes.c_uint16]
+    libpr.mv_yx_in_dir_legal_wrap.argtypes = [ctypes.c_char, ctypes.c_uint8,
+                                              ctypes.c_uint8]
+    libpr.mv_yx_in_dir_legal_wrap.restype = ctypes.c_uint8
+    libpr.result_y.restype = ctypes.c_uint8
+    libpr.result_x.restype = ctypes.c_uint8
+    libpr.set_maplength(world_db["MAP_LENGTH"])
+    return libpr
 
 
 def strong_write(file, string):
@@ -182,7 +218,8 @@ def save_world():
             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 + "WORLD_ACTIVE " + str(world_db["WORLD_ACTIVE"])
+    string = string + "SEED_RANDOMNESS " + str(rand.seed) + "\n" + \
+             "WORLD_ACTIVE " + str(world_db["WORLD_ACTIVE"])
     atomic_write(io_db["path_save"], string)
 
 
@@ -365,8 +402,62 @@ def play_game():
 
 
 def remake_map():
-    # DUMMY map creator.
-    world_db["MAP"] = bytearray(b'.' * (world_db["MAP_LENGTH"] ** 2))
+    """(Re-)make island map.
+
+    Let "~" represent water, "." land, "X" trees: Build island shape randomly,
+    start with one land cell in the middle, then go into cycle of repeatedly
+    selecting a random sea cell and transforming it into land if it is neighbor
+    to land. The cycle ends when a land cell is due to be created at the map's
+    border. Then put some trees on the map (TODO: more precise algorithm desc).
+    """
+    def is_neighbor(coordinates, type):
+        y = coordinates[0]
+        x = coordinates[1]
+        length = world_db["MAP_LENGTH"]
+        ind = y % 2
+        diag_west = x + (ind > 0)
+        diag_east = x + (ind < (length - 1))
+        pos = (y * length) + x
+        if (y > 0 and diag_east
+            and type == chr(world_db["MAP"][pos - length + ind])) \
+           or (x < (length - 1)
+               and type == chr(world_db["MAP"][pos + 1])) \
+           or (y < (length - 1) and diag_east
+               and type == chr(world_db["MAP"][pos + length + ind])) \
+           or (y > 0 and diag_west
+               and type == chr(world_db["MAP"][pos - length - (not ind)])) \
+           or (x > 0
+               and type == chr(world_db["MAP"][pos - 1])) \
+           or (y < (length - 1) and diag_west
+               and type == chr(world_db["MAP"][pos + length - (not ind)])):
+            return True
+        return False
+    store_seed = rand.seed
+    world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
+    length = world_db["MAP_LENGTH"]
+    add_half_width = (not (length % 2)) * int(length / 2)
+    world_db["MAP"][int((length ** 2) / 2) + add_half_width] = ord(".")
+    while (1):
+        y = rand.next() % length
+        x = rand.next() % length
+        pos = (y * length) + x
+        if "~" == chr(world_db["MAP"][pos]) and is_neighbor((y, x), "."):
+            if y == 0 or y == (length - 1) or x == 0 or x == (length - 1):
+                break
+            world_db["MAP"][pos] = ord(".")
+    n_trees = int((length ** 2) / 16)
+    i_trees = 0
+    while (i_trees <= n_trees):
+        single_allowed = rand.next() % 32
+        y = rand.next() % length
+        x = rand.next() % length
+        pos = (y * length) + x
+        if "." == chr(world_db["MAP"][pos]) \
+          and ((not single_allowed) or is_neighbor((y, x), "X")):
+            world_db["MAP"][pos] = ord("X")
+            i_trees += 1
+    rand.seed = store_seed
+    # This all-too-precise replica of the original C code misses iter_limit().
 
 
 def update_map_memory(t):
@@ -384,7 +475,7 @@ def update_map_memory(t):
         # TODO: Aging of MEMDEPTHMAP.
     for memthing in t["T_MEMTHING"]:
         y = world_db["Things"][memthing[0]]["T_POSY"]
-        x = world_db["Things"][memthing[1]]["T_POSY"]
+        x = world_db["Things"][memthing[0]]["T_POSX"]
         if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
             t["T_MEMTHING"].remove(memthing)
     for id in world_db["Things"]:
@@ -449,6 +540,26 @@ def build_fov_map(t):
     # DUMMY so far. Just builds an all-visible map.
 
 
+def decrement_lifepoints(t):
+    """Decrement t's lifepoints by 1, and if to zero, corpse it.
+
+    If t is the player avatar, only blank its fovmap, so that the client may
+    still display memory data. On non-player things, erase fovmap and memory.
+    """
+    t["T_LIFEPOINTS"] -= 1
+    if 0 == t["T_LIFEPOINTS"]:
+        t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
+        if world_db["Things"][0] == t:
+            t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
+            strong_write(io_db["file_out"], "LOG You die.\n")
+        else:
+            t["fovmap"] = False
+            t["T_MEMMAP"] = False
+            t["T_MEMDEPTHMAP"] = False
+            t["T_MEMTHING"] = []
+            strong_write(io_db["file_out"], "LOG It dies.\n")
+
+
 def actor_wait(t):
     """Make t do nothing (but loudly, if player avatar)."""
     if t == world_db["Things"][0]:
@@ -456,7 +567,44 @@ def actor_wait(t):
 
 
 def actor_move(t):
-    pass
+    """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+    dir_c = t["T_ARGUMENT"].encode("ascii")[0]
+    legal_move = libpr.mv_yx_in_dir_legal_wrap(dir_c, t["T_POSY"], t["T_POSX"])
+    passable = False
+    if -1 == legal_move:
+        raise SystemExit("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
+    elif 1 == legal_move:
+        pos = (libpr.result_y() * world_db["MAP_LENGTH"]) + libpr.result_x()
+        passable = "." == chr(world_db["MAP"][pos])
+        hitted = [id for id in world_db["Things"]
+                  if world_db["Things"][id] != t
+                  if world_db["Things"][id]["T_LIFEPOINTS"]
+                  if world_db["Things"][id]["T_POSY"] == libpr.result_y()
+                  if world_db["Things"][id]["T_POSX"] == libpr.result_x()]
+        if len(hitted):
+            hitted = hitted[0]
+            decrement_lifepoints(world_db["Things"][hitted])
+            hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+            hitter = "You" if t == world_db["Things"][0] else hitter_name
+            hitted_type = world_db["Things"][hitted]["T_TYPE"]
+            hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
+            hitted = "you" if hitted == world_db["Things"][0] else hitted_name
+            verb = " wound " if hitter == "You" else " wounds "
+            strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted + \
+                                            ".\n")
+            return
+    dir = [dir for dir in directions_db
+           if directions_db[dir] == t["T_ARGUMENT"]][0]
+    if passable:
+        t["T_POSY"] = libpr.result_y()
+        t["T_POSX"] = libpr.result_x()
+        for id in t["T_CARRIES"]:
+            world_db["Things"][id]["T_POSY"] = libpr.result_y()
+            world_db["Things"][id]["T_POSX"] = libpr.result_x()
+        build_fov_map(t)
+        strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
+    else:
+        strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
 
 
 def actor_pick_up(t):
@@ -491,7 +639,23 @@ def actor_drop(t):
 
 
 def actor_use(t):
-    pass
+    """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
+    # Original wrongly featured lifepoints increase through consumable!
+    # TODO: Handle case where T_ARGUMENT matches nothing.
+    if len(t["T_CARRIES"]):
+        id = t["T_CARRIES"][t["T_ARGUMENT"]]
+        type = world_db["Things"][id]["T_TYPE"]
+        if world_db["ThingTypes"][type]["TT_CONSUMABLE"]:
+            t["T_CARRIES"].remove(id)
+            del world_db["Things"][id]
+            t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+            strong_write(io_db["file_out"], "LOG You consume this object.\n")
+        else:
+            strong_write(io_db["file_out"], "LOG You try to use this object," +
+                                            "but fail.\n")
+    else:
+        strong_write(io_db["file_out"], "LOG You try to use an object, but " +
+                                        "you own none.\n")
 
 
 def turn_over():
@@ -526,7 +690,7 @@ def turn_over():
         world_db["TURN"] += 1
 
 
-def new_Thing(type):
+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"],
@@ -535,8 +699,8 @@ def new_Thing(type):
         "T_SATIATION": 0,
         "T_COMMAND": 0,
         "T_TYPE": type,
-        "T_POSY": 0,
-        "T_POSX": 0,
+        "T_POSY": pos[0],
+        "T_POSX": pos[1],
         "T_CARRIES": [],
         "carried": False,
         "T_MEMTHING": [],
@@ -634,21 +798,16 @@ def play_commander(action, args=False):
                 if world_db["ThingActions"][x]["TA_NAME"] == action][0]
         world_db["Things"][0]["T_COMMAND"] = id
         turn_over()
-        # TODO: call 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()
-        else:
-            print("Ignoring: Argument must be integer >= 0 <=255.")
 
     def set_command_and_argument_movestring(str_arg):
-        dirs = {"east": "d", "south-east": "c", "south-west": "x",
-                "west": "s", "north-west": "w", "north-east": "e"}
-        if str_arg in dirs:
-            world_db["Things"][0]["T_ARGUMENT"] = dirs[str_arg]
+        if str_arg in directions_db:
+            world_db["Things"][0]["T_ARGUMENT"] = directions_db[str_arg]
             set_command()
         else:
             print("Ignoring: Argument must be valid direction string.")
@@ -661,6 +820,13 @@ def play_commander(action, args=False):
         return set_command
 
 
+def command_seedrandomness(seed_string):
+    """Set rand seed to int(seed_string)."""
+    val = integer_test(seed_string, 0, 4294967295)
+    if None != val:
+        rand.seed = val
+
+
 def command_seedmap(seed_string):
     """Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
     setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
@@ -670,16 +836,41 @@ def command_seedmap(seed_string):
 def command_makeworld(seed_string):
     """(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
 
-    Make seed world_db["SEED_RANDOMNESS"] and world_db["SEED_MAP"]. Do more
-    only with a "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType
-    of TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_map()
+    Seed rand with seed, fill it into world_db["SEED_MAP"]. Do more only with a
+    "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType of
+    TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_map()
     and set world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
     according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
     of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
     other. Init player's memory map. Write "NEW_WORLD" line to out file.
     """
-    setter(None, "SEED_RANDOMNESS", 0, 4294967295)(seed_string)
-    setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
+
+    def free_pos():
+        i = 0
+        while 1:
+            err = "Space to put thing on too hard to find. Map too small?"
+            while 1:
+                y = rand.next() % world_db["MAP_LENGTH"]
+                x = rand.next() % world_db["MAP_LENGTH"]
+                if "." == chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]):
+                    break
+                i += 1
+                if i == 65535:
+                    raise SystemExit(err)
+            # Replica of C code, wrongly ignores animatedness of new Thing.
+            pos_clear = (0 == len([id for id in world_db["Things"]
+                                   if world_db["Things"][id]["T_LIFEPOINTS"]
+                                   if world_db["Things"][id]["T_POSY"] == y
+                                   if world_db["Things"][id]["T_POSX"] == x]))
+            if pos_clear:
+                break
+        return (y, x)
+
+    val = integer_test(seed_string, 0, 4294967295)
+    if None == val:
+        return
+    rand.seed = val
+    world_db["SEED_MAP"] = val
     player_will_be_generated = False
     playertype = world_db["PLAYER_TYPE"]
     for ThingType in world_db["ThingTypes"]:
@@ -705,23 +896,24 @@ def command_makeworld(seed_string):
     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)
-    # TODO: Positioning.
+        world_db["Things"][id] = new_Thing(playertype, free_pos())
     update_map_memory(world_db["Things"][0])
     for type in world_db["ThingTypes"]:
         for i in range(world_db["ThingTypes"][type]["TT_START_NUMBER"]):
             if type != playertype:
                 id = id_setter(-1, "Things")
-                world_db["Things"][id] = new_Thing(type)
-    # TODO: Positioning.
+                world_db["Things"][id] = new_Thing(type, free_pos())
     strong_write(io_db["file_out"], "NEW_WORLD\n")
 
 
 def command_maplength(maplength_string):
     """Redefine map length. Invalidate map, therefore lose all things on it."""
-    set_world_inactive()
-    world_db["Things"] = {}
-    setter(None, "MAP_LENGTH", 1, 256)(maplength_string)
+    val = integer_test(maplength_string, 1, 256)
+    if None != val:
+        world_db["MAP_LENGTH"] = val
+        set_world_inactive()
+        world_db["Things"] = {}
+        libpr.set_maplength(val)
 
 
 def command_worldactive(worldactive_string):
@@ -996,8 +1188,7 @@ commands_db = {
     "THINGS_HERE": (2, True, command_thingshere),
     "MAKE_WORLD": (1, False, command_makeworld),
     "SEED_MAP": (1, False, command_seedmap),
-    "SEED_RANDOMNESS": (1, False, setter(None, "SEED_RANDOMNESS",
-                                         0, 4294967295)),
+    "SEED_RANDOMNESS": (1, False, command_seedrandomness),
     "TURN": (1, False, setter(None, "TURN", 0, 65535)),
     "PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0, 255)),
     "MAP_LENGTH": (1, False, command_maplength),
@@ -1037,11 +1228,10 @@ commands_db = {
 }
 
 
-"""World state database. With sane default values."""
+"""World state database. With sane default values. (Randomness is in rand.)"""
 world_db = {
     "TURN": 0,
     "SEED_MAP": 0,
-    "SEED_RANDOMNESS": 0,
     "PLAYER_TYPE": 0,
     "MAP_LENGTH": 64,
     "WORLD_ACTIVE": 0,
@@ -1050,6 +1240,9 @@ world_db = {
     "Things": {}
 }
 
+"""Mapping of direction names to internal direction chars."""
+directions_db = {"east": "d", "south-east": "c", "south-west": "x",
+                 "west": "s", "north-west": "w", "north-east": "e"}
 
 """File IO database."""
 io_db = {
@@ -1067,6 +1260,8 @@ io_db = {
 
 
 try:
+    libpr = prep_library()
+    rand = RandomnessIO()
     opts = parse_command_line_arguments()
     setup_server_io()
     if None != opts.replay: