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Server/py: Undummify actor_pick_up(), plus some stylistic fixes.
[plomrogue] / plomrogue-server.py
index 73c920e265344789e896cbd1b8e35715a1dc8b1e..cb7f9b0cbb31b81d006330528971d99ec56a7151 100755 (executable)
@@ -294,20 +294,19 @@ def try_worldstate_update():
         length = world_db["MAP_LENGTH"]
         fov = bytearray(b' ' * (length ** 2))
         for pos in range(length ** 2):
-            fovflag = world_db["Things"][0]["fovmap"][pos]
-            if 'v' == chr(fovflag):
+            if 'v' == chr(world_db["Things"][0]["fovmap"][pos]):
                 fov[pos] = world_db["MAP"][pos]
         for i in range(3):
             draw_visible_Things(fov, i)
         string = write_map(string, fov)
         mem = world_db["Things"][0]["T_MEMMAP"][:]
         for i in range(2):
-            for id in world_db["Things"][0]["T_MEMTHING"]:
-                type = world_db["Things"][id]["T_TYPE"]
+            for memthing in world_db["Things"][0]["T_MEMTHING"]:
+                type = world_db["Things"][memthing[0]]["T_TYPE"]
                 consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
                 if (i == 0 and not consumable) or (i == 1 and consumable):
-                        c = world_db["ThingTypes"][type]["TT_SYMBOL"]
-                        mem[(y * length) + x] = ord(c)
+                    c = world_db["ThingTypes"][type]["TT_SYMBOL"]
+                    mem[(memthing[1] * length) + memthing[2]] = ord(c)
         string = write_map(string, mem)
         atomic_write(io_db["path_worldstate"], string)
         strong_write(io_db["file_out"], "WORLD_UPDATED\n")
@@ -383,18 +382,18 @@ def update_map_memory(t):
                 t["T_MEMMAP"][pos] = world_db["MAP"][pos]
             continue
         # TODO: Aging of MEMDEPTHMAP.
-    for id in t["T_MEMTHING"]:
-        y = world_db["Things"][id]["T_POSY"]
-        x = world_db["Things"][id]["T_POSY"]
+    for memthing in t["T_MEMTHING"]:
+        y = world_db["Things"][memthing[0]]["T_POSY"]
+        x = world_db["Things"][memthing[1]]["T_POSY"]
         if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
-            t["T_MEMTHING"].remove(id)
+            t["T_MEMTHING"].remove(memthing)
     for id in world_db["Things"]:
         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"]
             if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
-                t["T_MEMTHING"] = (type, y, x)
+                t["T_MEMTHING"].append((type, y, x))
 
 
 def set_world_inactive():
@@ -450,6 +449,82 @@ def build_fov_map(t):
     # DUMMY so far. Just builds an all-visible map.
 
 
+def actor_wait(t):
+    """Make t do nothing (but loudly, if player avatar)."""
+    if t == world_db["Things"][0]:
+        strong_write(io_db["file_out"], "LOG You wait.\n")
+
+
+def actor_move(Thing):
+    pass
+
+
+def actor_pick_up(t):
+    """Make t pick up (topmost?) Thing from ground into inventory."""
+    # Topmostness is actually not defined so far.
+    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])
+        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]:
+        err = "You try to pick up an object, but there is none."
+        strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+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]:
+            print("You drop an object.")
+    elif t == world_db["Things"][0]:
+        print("You try to drop an object, but you own none.")
+
+
+def actor_use(Thing):
+    pass
+
+
+def turn_over():
+    """Run game world and its inhabitants until new player input expected."""
+    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"]]:
+            Thing = world_db["Things"][id]
+            if Thing["T_LIFEPOINTS"]:
+                if not Thing["T_COMMAND"]:
+                    update_map_memory(Thing)
+                    if 0 == id:
+                        whilebreaker = True
+                        break
+                    # DUMMY: ai(thing)
+                    Thing["T_COMMAND"] = 1
+                # DUMMY: try_healing
+                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"]:
+                    eval("actor_" + ThingAction["TA_NAME"])(Thing)
+                    Thing["T_COMMAND"] = 0
+                    Thing["T_PROGRESS"] = 0
+                # DUMMY: hunger
+            # DUMMY: thingproliferation
+        if whilebreaker:
+            break
+        world_db["TURN"] += 1
+
+
 def new_Thing(type):
     """Return Thing of type T_TYPE, with fovmap if alive and world active."""
     thing = {
@@ -522,7 +597,8 @@ 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 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")
@@ -546,6 +622,44 @@ def command_thingshere(str_y, str_x):
         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():
+        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()
+        # 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]
+            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_seedmap(seed_string):
     """Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
     setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
@@ -914,6 +1028,11 @@ commands_db = {
     "T_MEMTHING": (3, False, command_tmemthing),
     "T_POSY": (1, False, setter_tpos("Y")),
     "T_POSX": (1, False, setter_tpos("X")),
+    "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)),
 }