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Server/py: Add movable AI.
[plomrogue] / plomrogue-server.py
index c6bdd44d2832817a93e1ef549c429eb00e3205d3..a63eedd4c3833c15ba3107dfaf11ab27a9a2d51a 100755 (executable)
@@ -39,6 +39,19 @@ def prep_library():
     libpr.result_y.restype = ctypes.c_uint8
     libpr.result_x.restype = ctypes.c_uint8
     libpr.set_maplength(world_db["MAP_LENGTH"])
+    libpr.build_fov_map.argtypes = [ctypes.c_uint8, ctypes.c_uint8,
+                                    ctypes.c_char_p, ctypes.c_char_p]
+    libpr.build_fov_map.restype = ctypes.c_uint8
+    libpr.init_score_map.restype = ctypes.c_uint8
+    libpr.set_map_score.argtypes = [ctypes.c_uint16, ctypes.c_uint16]
+    libpr.set_map_score.restype = ctypes.c_uint8
+    libpr.get_map_score.argtypes = [ctypes.c_uint16]
+    libpr.get_map_score.restype = ctypes.c_int32
+    libpr.get_neighbor_score.argtypes = [ctypes.c_uint8]
+    libpr.get_neighbor_score.restype = ctypes.c_uint16
+    libpr.ready_neighbor_scores.argtpes = [ctypes.c_uint16]
+    libpr.ready_neighbor_scores.restype = ctypes.c_uint8
+    libpr.dijkstra_map.restype = ctypes.c_uint8
     return libpr
 
 
@@ -201,8 +214,10 @@ def save_world():
 
     string = ""
     for key in world_db:
-        if dict != type(world_db[key]) and key != "MAP":
+        if dict != type(world_db[key]) and key != "MAP" and \
+           key != "WORLD_ACTIVE" and key != "SEED_MAP":
             string = string + key + " " + str(world_db[key]) + "\n"
+    string = string + "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n"
     string = string + helper("ThingActions", "TA_ID")
     string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False})
     for id in world_db["ThingTypes"]:
@@ -338,12 +353,11 @@ def try_worldstate_update():
         string = write_map(string, fov)
         mem = world_db["Things"][0]["T_MEMMAP"][:]
         for i in range(2):
-            for memthing in world_db["Things"][0]["T_MEMTHING"]:
-                type = world_db["Things"][memthing[0]]["T_TYPE"]
-                consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+            for mt in world_db["Things"][0]["T_MEMTHING"]:
+                consumable = world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]
                 if (i == 0 and not consumable) or (i == 1 and consumable):
-                    c = world_db["ThingTypes"][type]["TT_SYMBOL"]
-                    mem[(memthing[1] * length) + memthing[2]] = ord(c)
+                    c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"]
+                    mem[(mt[1] * length) + mt[2]] = ord(c)
         string = write_map(string, mem)
         atomic_write(io_db["path_worldstate"], string)
         strong_write(io_db["file_out"], "WORLD_UPDATED\n")
@@ -433,6 +447,7 @@ def remake_map():
             return True
         return False
     store_seed = rand.seed
+    rand.seed = world_db["SEED_MAP"]
     world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
     length = world_db["MAP_LENGTH"]
     add_half_width = (not (length % 2)) * int(length / 2)
@@ -460,7 +475,7 @@ def remake_map():
     # This all-too-precise replica of the original C code misses iter_limit().
 
 
-def update_map_memory(t):
+def update_map_memory(t, age_map=True):
     """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
     if not t["T_MEMMAP"]:
         t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
@@ -472,17 +487,20 @@ def update_map_memory(t):
             if " " == chr(t["T_MEMMAP"][pos]):
                 t["T_MEMMAP"][pos] = world_db["MAP"][pos]
             continue
-        # TODO: Aging of MEMDEPTHMAP.
-    for memthing in t["T_MEMTHING"]:
-        y = world_db["Things"][memthing[0]]["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"]:
+        if age_map and ord('0') <= t["T_MEMDEPTHMAP"][pos] \
+           and ord('9') > t["T_MEMDEPTHMAP"][pos] \
+           and not rand.next() % (2 ** (t["T_MEMDEPTHMAP"][pos] - 48)):
+            t["T_MEMDEPTHMAP"][pos] += 1
+    for mt in [mt for mt in t["T_MEMTHING"]
+               if "v" == chr(t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
+                                         + mt[2]])]:
+            t["T_MEMTHING"].remove(mt)
+    for id in [id for id in world_db["Things"]
+               if not world_db["Things"][id]["carried"]]:
         type = world_db["Things"][id]["T_TYPE"]
         if not world_db["ThingTypes"][type]["TT_LIFEPOINTS"]:
             y = world_db["Things"][id]["T_POSY"]
-            x = world_db["Things"][id]["T_POSY"]
+            x = world_db["Things"][id]["T_POSX"]
             if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
                 t["T_MEMTHING"].append((type, y, x))
 
@@ -537,7 +555,12 @@ def setter(category, key, min, max):
 def build_fov_map(t):
     """Build Thing's FOV map."""
     t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
-    # DUMMY so far. Just builds an all-visible map.
+    maptype = ctypes.c_char * len(world_db["MAP"])
+    test = libpr.build_fov_map(t["T_POSY"], t["T_POSX"],
+                               maptype.from_buffer(t["fovmap"]),
+                               maptype.from_buffer(world_db["MAP"]))
+    if test:
+        raise RuntimeError("Malloc error in build_fov_Map().")
 
 
 def decrement_lifepoints(t):
@@ -560,6 +583,15 @@ def decrement_lifepoints(t):
             strong_write(io_db["file_out"], "LOG It dies.\n")
 
 
+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 actor_wait(t):
     """Make t do nothing (but loudly, if player avatar)."""
     if t == world_db["Things"][0]:
@@ -568,55 +600,58 @@ def actor_wait(t):
 
 def actor_move(t):
     """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()
+    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]
         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 world_db["Things"][id]["T_POSY"] == move_result[1]
+                  if world_db["Things"][id]["T_POSX"] == move_result[2]]
         if len(hitted):
-            hitted = hitted[0]
-            decrement_lifepoints(world_db["Things"][hitted])
+            hit_id = hitted[0]
             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_type = world_db["Things"][hit_id]["T_TYPE"]
             hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
-            hitted = "you" if hitted == world_db["Things"][0] else hitted_name
+            hitted = "you" if hit_id == 0 else hitted_name
             verb = " wound " if hitter == "You" else " wounds "
-            strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted + \
+            strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted +
                                             ".\n")
+            decrement_lifepoints(world_db["Things"][hit_id])
             return
     dir = [dir for dir in directions_db
-           if directions_db[dir] == t["T_ARGUMENT"]][0]
+           if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
     if passable:
-        t["T_POSY"] = libpr.result_y()
-        t["T_POSX"] = libpr.result_x()
+        t["T_POSY"] = move_result[1]
+        t["T_POSX"] = move_result[2]
         for id in t["T_CARRIES"]:
-            world_db["Things"][id]["T_POSY"] = libpr.result_y()
-            world_db["Things"][id]["T_POSX"] = libpr.result_x()
+            world_db["Things"][id]["T_POSY"] = move_result[1]
+            world_db["Things"][id]["T_POSX"] = move_result[2]
         build_fov_map(t)
-        strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
-    else:
+        if t == world_db["Things"][0]:
+            strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
+    elif t == world_db["Things"][0]:
         strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
 
 
 def actor_pick_up(t):
     """Make t pick up (topmost?) Thing from ground into inventory."""
-    # Topmostness is actually not defined so far.
+    # Topmostness is actually not defined so far. Picks Thing with highest ID.
     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):
-        world_db["Things"][ids[0]]["carried"] = True
-        t["T_CARRIES"].append(ids[0])
+        highest_id = 0
+        for id in ids:
+            if id > highest_id:
+                highest_id = id
+        world_db["Things"][highest_id]["carried"] = True
+        t["T_CARRIES"].append(highest_id)
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You pick up an object.\n")
     elif t == world_db["Things"][0]:
@@ -640,7 +675,6 @@ def actor_drop(t):
 
 def actor_use(t):
     """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"]]
@@ -649,13 +683,315 @@ def actor_use(t):
             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")
+            if t == world_db["Things"][0]:
+                strong_write(io_db["file_out"],
+                             "LOG You consume this object.\n")
+        elif t == world_db["Things"][0]:
+            strong_write(io_db["file_out"],
+                         "LOG You try to use this object, but fail.\n")
+    elif t == world_db["Things"][0]:
+        strong_write(io_db["file_out"],
+                     "LOG You try to use an object, but you own none.\n")
+
+
+def thingproliferation(t):
+    """To chance of 1/TT_PROLIFERATE, create t offspring in neighbor cell.
+
+    Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be
+    passable and not be inhabited by a Thing of the same type, or, if Thing is
+    animate, any other animate Thing. If there are several map cell candidates,
+    one is selected randomly.
+    """
+    def test_cell(t, y, x):
+        if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
+            for id in [id for id in world_db["Things"]
+                       if y == world_db["Things"][id]["T_POSY"]
+                       if x == world_db["Things"][id]["T_POSX"]
+                       if (t["T_TYPE"] == world_db["Things"][id]["T_TYPE"])
+                       or (t["T_LIFEPOINTS"] and
+                           world_db["Things"][id]["T_LIFEPOINTS"])]:
+                return False
+            return True
+        return False
+    prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
+    if prolscore 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"])
+            if mv_result[0] and test_cell(t, mv_result[1], 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
+
+
+def try_healing(t):
+    """Grow t's HP to a 1/32 chance if < HP max, satiation > 0, and waiting.
+
+    On success, decrease satiation score by 32.
+    """
+    if t["T_SATIATION"] > 0 \
+       and t["T_LIFEPOINTS"] < \
+           world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
+       and 0 == (rand.next() % 31) \
+       and t["T_COMMAND"] == [id for id in world_db["ThingActions"]
+                              if world_db["ThingActions"][id]["TA_NAME"] ==
+                                 "wait"][0]:
+        t["T_LIFEPOINTS"] += 1
+        t["T_SATIATION"] -= 32
+        if t == world_db["Things"][0]:
+            strong_write(io_db["file_out"], "LOG You heal.\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")
+            name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+            strong_write(io_db["file_out"], "LOG " + name + "heals.\n")
+
+
+def hunger(t):
+    """Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
+    if t["T_SATIATION"] > -32768:
+        t["T_SATIATION"] -= 1
+    testbase = t["T_SATIATION"] if t["T_SATIATION"] >= 0 else -t["T_SATIATION"]
+    if not world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]:
+        raise RuntimeError("A thing that should not hunger is hungering.")
+    stomach = int(32767 / world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"])
+    if int(int(testbase / stomach) / ((rand.next() % stomach) + 1)):
+        if t == world_db["Things"][0]:
+            strong_write(io_db["file_out"], "LOG You suffer from hunger.\n")
+        else:
+            name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+            strong_write(io_db["file_out"], "LOG " + name +
+                                            " suffers from hunger.\n")
+        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 below a certain distance, animate, but of ThingType
+         that is not t's, and starts out weaker than t is; build path as
+         avoiding things of t's ThingType
+    "f": neighbor cell (not inhabited by any animate Thing) further away from
+         animate Thing not further than x steps away and in FOV and of a
+         ThingType that is not t's, and starts out stronger or as strong as t
+         is currently; or (cornered), if no such flight cell, but Thing of
+         above criteria is too near,1 a cell closer to it, or, if less near,
+         just wait
+    "c": Thing in memorized map is consumable
+    "s": memory map cell with greatest-reachable degree of unexploredness
+    """
+
+    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 seeing_thing():
+        if t["fovmap"] and ("a" == filter or "f" == filter):
+            for id in world_db["Things"]:
+                Thing = world_db["Things"][id]
+                if Thing != t and Thing["T_LIFEPOINTS"] and \
+                   t["T_TYPE"] != Thing["T_TYPE"] and \
+                   'v' == chr(t["fovmap"][(Thing["T_POSY"]
+                                          * world_db["MAP_LENGTH"])
+                                          + Thing["T_POSX"]]):
+                    ThingType = world_db["ThingTypes"][Thing["T_TYPE"]]
+                    if ("f" == filter and ThingType["TT_LIFEPOINTS"] >=
+                                          t["T_LIFEPOINTS"]) \
+                       or ("a" == filter and ThingType["TT_LIFEPOINTS"] <
+                                             t["T_LIFEPOINTS"]):
+                        return True
+        elif t["T_MEMMAP"] and "c" == filter:
+            for mt in t["T_MEMTHING"]:
+                if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
+                                         + mt[2]]) \
+                   and world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]:
+                    return True
+        return False
+
+    def init_score_map():
+        test = libpr.init_score_map()
+        if test:
+            raise RuntimeError("Malloc error in init_score_map().")
+        for i in [i for i in range(world_db["MAP_LENGTH"] ** 2)
+                  if '.' == chr(t["T_MEMMAP"][i])]:
+            set_map_score(i, 65535 - 1)
+        if "a" == filter:
+            for id in world_db["Things"]:
+                Thing = world_db["Things"][id]
+                pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
+                if t != Thing and Thing["T_LIFEPOINTS"] and \
+                   t["T_TYPE"] != Thing["T_TYPE"] and \
+                   'v' == chr(t["fovmap"][pos]) and \
+                   t["T_LIFEPOINTS"] > \
+                       world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
+                    set_map_score(pos, 0)
+                elif t["T_TYPE"] == Thing["T_TYPE"]:
+                    set_map_score(pos, 65535)
+        elif "f" == filter:
+            for id in [id for id in world_db["Things"]
+                       if world_db["Things"][id]["T_LIFEPOINTS"]]:
+                Thing = world_db["Things"][id]
+                pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
+                if t["T_TYPE"] != Thing["T_TYPE"] and \
+                   'v' == chr(t["fovmap"][pos]) and \
+                   t["T_LIFEPOINTS"] <= \
+                       world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
+                    set_map_score(pos, 0)
+        elif "c" == filter:
+            for mt in [mt for mt in t["T_MEMTHING"]
+                       if ' ' != chr(t["T_MEMMAP"][mt[1]
+                                                   * world_db["MAP_LENGTH"]
+                                                   + mt[2]])
+                       if world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]]:
+                set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
+        elif "s" == filter:
+            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)
+    
+    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)
+        if "f" == filter:
+            inhabited = [world_db["Things"][id]["T_POSY"]
+                         * world_db["MAP_LENGTH"]
+                         + world_db["Things"][id]["T_POSX"]
+                         for id in world_db["Things"]
+                         if world_db["Things"][id]["T_LIFEPOINTS"]]
+            for i in range(len(dirs)):
+                mv_yx_in_dir_legal(dirs[i], t["T_POSY"], t["T_POSX"])
+                pos_cmp = libpr.result_y() * world_db["MAP_LENGTH"] \
+                          + libpr.result_x()
+                for pos in [pos for pos in inhabited if pos == pos_cmp]:
+                    neighbors[i] = 65535
+                    break
+        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:
+            if not dir_to_target:
+                if 1 == get_map_score(eye_pos):
+                    dir_to_target = rand_target_dir(neighbors, 0, dirs)
+                elif 3 >= get_map_score(eye_pos):
+                    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 3 < get_map_score(eye_pos):
+                dir_to_target = 0
+        elif "a" == filter and 10 <= get_map_score(eye_pos):
+            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_consumable(t):
+    """Return True/False whether t is standing on a consumable."""
+    for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
+               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_CONSUMABLE"]]:
+        return True
+    return False
+
+
+def get_inventory_slot_to_consume(t):
+    """Return slot Id of strongest consumable in t's inventory, else -1."""
+    cmp_consumability = 0
+    selection = -1
+    i = 0
+    for id in t["T_CARRIES"]:
+        type = world_db["Things"][id]["T_TYPE"]
+        if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability:
+            cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+            selection = i
+        i += 1
+    return selection
+
+
+def ai(t):
+    """Determine next command/argment for actor t via AI algorithms.
+
+    AI will look for, and move towards, enemies (animate Things not of their
+    own ThingType); if they see none, they will consume consumables in their
+    inventory; if there are none, they will pick up what they stand on if they
+    stand on consumables; if they stand on none, they will move towards the
+    next consumable they see or remember on the map; if they see or remember
+    none, they will explore parts of the map unseen since ever or for at least
+    one turn; if there is nothing to explore, they will simply wait.
+    """
+    t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+                      if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
+    if not get_dir_to_target(t, "f"):
+        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_consumable(t):
+            t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+                              if world_db["ThingActions"][id]["TA_NAME"]
+                                 == "pick_up"][0]
+        elif (not get_dir_to_target(t, "c")) and \
+             (not get_dir_to_target(t, "a")):
+            get_dir_to_target(t, "s")
 
 
 def turn_over():
@@ -663,8 +999,10 @@ def turn_over():
     id = 0
     whilebreaker = False
     while world_db["Things"][0]["T_LIFEPOINTS"]:
-        for id in [id for id in world_db["Things"]
-                   if world_db["Things"][id]["T_LIFEPOINTS"]]:
+        for id in [id for id in world_db["Things"]]: # Only what is from start!
+            if not id in world_db["Things"] or \
+               world_db["Things"][id]["carried"]:# Thing may have been consumed
+                continue                         # or picked up during turn …
             Thing = world_db["Things"][id]
             if Thing["T_LIFEPOINTS"]:
                 if not Thing["T_COMMAND"]:
@@ -672,9 +1010,8 @@ def turn_over():
                     if 0 == id:
                         whilebreaker = True
                         break
-                    # DUMMY: ai(thing)
-                    Thing["T_COMMAND"] = 1
-                # DUMMY: try_healing
+                    ai(Thing)
+                try_healing(Thing)
                 Thing["T_PROGRESS"] += 1
                 taid = [a for a in world_db["ThingActions"]
                           if a == Thing["T_COMMAND"]][0]
@@ -683,14 +1020,14 @@ def turn_over():
                     eval("actor_" + ThingAction["TA_NAME"])(Thing)
                     Thing["T_COMMAND"] = 0
                     Thing["T_PROGRESS"] = 0
-                # DUMMY: hunger
-            # DUMMY: thingproliferation
+                hunger(Thing)
+            thingproliferation(Thing)
         if whilebreaker:
             break
         world_db["TURN"] += 1
 
 
-def new_Thing(type, pos=(0,0)):
+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"],
@@ -760,13 +1097,6 @@ def command_quit():
 
 def command_thingshere(str_y, str_x):
     """Write to out file list of Things known to player at coordinate y, x."""
-    def write_thing_if_here():
-        if y == world_db["Things"][id]["T_POSY"] \
-           and x == world_db["Things"][id]["T_POSX"] \
-           and not world_db["Things"][id]["carried"]:
-            type = world_db["Things"][id]["T_TYPE"]
-            name = world_db["ThingTypes"][type]["TT_NAME"]
-            strong_write(io_db["file_out"], name + "\n")
     if world_db["WORLD_ACTIVE"]:
         y = integer_test(str_y, 0, 255)
         x = integer_test(str_x, 0, 255)
@@ -776,10 +1106,18 @@ def command_thingshere(str_y, str_x):
             strong_write(io_db["file_out"], "THINGS_HERE START\n")
             if "v" == chr(world_db["Things"][0]["fovmap"][pos]):
                 for id in world_db["Things"]:
-                    write_thing_if_here()
+                    # write_thing_if_here()
+                    if y == world_db["Things"][id]["T_POSY"] \
+                       and x == world_db["Things"][id]["T_POSX"] \
+                       and not world_db["Things"][id]["carried"]:
+                        type = world_db["Things"][id]["T_TYPE"]
+                        name = world_db["ThingTypes"][type]["TT_NAME"]
+                        strong_write(io_db["file_out"], name + "\n")
             else:
-                for id in world_db["Things"]["T_MEMTHING"]:
-                    write_thing_if_here()
+                for mt in world_db["Things"][0]["T_MEMTHING"]:
+                    if y == mt[1] and x == mt[2]:
+                        name = world_db["ThingTypes"][mt[0]]["TT_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.")
@@ -807,7 +1145,7 @@ def play_commander(action, args=False):
 
     def set_command_and_argument_movestring(str_arg):
         if str_arg in directions_db:
-            world_db["Things"][0]["T_ARGUMENT"] = directions_db[str_arg]
+            world_db["Things"][0]["T_ARGUMENT"] = ord(directions_db[str_arg])
             set_command()
         else:
             print("Ignoring: Argument must be valid direction string.")
@@ -1175,6 +1513,12 @@ def command_taname(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])
@@ -1225,15 +1569,16 @@ commands_db = {
     "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)
 }
 
 
 """World state database. With sane default values. (Randomness is in rand.)"""
 world_db = {
     "TURN": 0,
+    "MAP_LENGTH": 64,
     "SEED_MAP": 0,
     "PLAYER_TYPE": 0,
-    "MAP_LENGTH": 64,
     "WORLD_ACTIVE": 0,
     "ThingActions": {},
     "ThingTypes": {},