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Server/py: Add map navigation infrastructure / API to libplomrogue.c.
[plomrogue] / plomrogue-server.py
index b666d7f417b9a579264b21831c20626c86cb937e..3234c4aeaa222f8ba22728112e49831ab71f6ffc 100755 (executable)
@@ -32,6 +32,10 @@ def prep_library():
     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
     return libpr
 
 
@@ -395,8 +399,62 @@ 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):
@@ -572,7 +630,7 @@ 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"],
@@ -581,8 +639,8 @@ 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": [],
@@ -680,15 +738,12 @@ 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",
@@ -712,8 +767,6 @@ def command_seedrandomness(seed_string):
     val = integer_test(seed_string, 0, 4294967295)
     if None != val:
         rand.seed = val
-    else:
-        print("Ignoring: Value must be integer >= 0, <= 4294967295.")
 
 
 def command_seedmap(seed_string):
@@ -733,9 +786,30 @@ def command_makeworld(seed_string):
     of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
     other. Init player's memory map. Write "NEW_WORLD" line to out file.
     """
+
+    def free_pos():
+        i = 0
+        while 1:
+            err = "Space to put thing on too hard to find. Map too small?"
+            while 1:
+                y = rand.next() % world_db["MAP_LENGTH"]
+                x = rand.next() % world_db["MAP_LENGTH"]
+                if "." == chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]):
+                    break
+                i += 1
+                if i == 65535:
+                    raise SystemExit(err)
+            # Replica of C code, wrongly ignores animatedness of new Thing.
+            pos_clear = (0 == len([id for id in world_db["Things"]
+                                   if world_db["Things"][id]["T_LIFEPOINTS"]
+                                   if world_db["Things"][id]["T_POSY"] == y
+                                   if world_db["Things"][id]["T_POSX"] == x]))
+            if pos_clear:
+                break
+        return (y, x)
+
     val = integer_test(seed_string, 0, 4294967295)
     if None == val:
-        print("Ignoring: Value must be integer >= 0, <= 4294967295.")
         return
     rand.seed = val
     world_db["SEED_MAP"] = val
@@ -764,23 +838,24 @@ 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(val_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):