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Server/py: Undummify actor_pick_up(), plus some stylistic fixes.
[plomrogue] / plomrogue-server.py
index a1e3a44f120530276d61fbbb3f1cc08f4438e705..cb7f9b0cbb31b81d006330528971d99ec56a7151 100755 (executable)
@@ -7,7 +7,7 @@ import time
 
 
 def strong_write(file, string):
-    """Apply write(string), flush() and os.fsync() to file."""
+    """Apply write(string), flush(), and os.fsync() to file."""
     file.write(string)
     file.flush()
     os.fsync(file)
@@ -134,11 +134,12 @@ def save_world():
         def helper(id):
             string = ""
             if world_db["Things"][id][key]:
-                rmap = world_db["Things"][id][key]
+                map = world_db["Things"][id][key]
                 length = world_db["MAP_LENGTH"]
                 for i in range(length):
-                    line = rmap[i * length:(i * length) + length].decode()
-                    string = string + key + " " + str(i) + quote(line) + "\n"
+                    line = map[i * length:(i * length) + length].decode()
+                    string = string + key + " " + str(i) + " " + quote(line) \
+                             + "\n"
             return string
         return helper
 
@@ -174,7 +175,7 @@ def save_world():
     string = string + helper("Things", "T_ID",
                              {"T_CARRIES": False, "carried": False,
                               "T_MEMMAP": mapsetter("T_MEMMAP"),
-                              "T_MEMTHING": memthing,
+                              "T_MEMTHING": memthing, "fovmap": False,
                               "T_MEMDEPTHMAP": mapsetter("T_MEMDEPTHMAP")})
     for id in world_db["Things"]:
         if [] != world_db["Things"][id]["T_CARRIES"]:
@@ -253,6 +254,28 @@ def read_command():
 def try_worldstate_update():
     """Write worldstate file if io_db["worldstate_updateable"] is set."""
     if io_db["worldstate_updateable"]:
+
+        def draw_visible_Things(map, run):
+            for id in world_db["Things"]:
+                type = world_db["Things"][id]["T_TYPE"]
+                consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+                alive = world_db["ThingTypes"][type]["TT_LIFEPOINTS"]
+                if (0 == run and not consumable and not alive) \
+                   or (1 == run and consumable and not alive) \
+                   or (2 == run and alive):
+                    y = world_db["Things"][id]["T_POSY"]
+                    x = world_db["Things"][id]["T_POSX"]
+                    fovflag = world_db["Things"][0]["fovmap"][(y * length) + x]
+                    if 'v' == chr(fovflag):
+                        c = world_db["ThingTypes"][type]["TT_SYMBOL"]
+                        map[(y * length) + x] = ord(c)
+
+        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"
@@ -269,10 +292,22 @@ def try_worldstate_update():
                  str(world_db["Things"][0]["T_POSX"]) + "\n" + \
                  str(world_db["MAP_LENGTH"]) + "\n"
         length = world_db["MAP_LENGTH"]
-        for i in range(length):
-            line = world_db["MAP"][i * length:(i * length) + length].decode()
-            string = string + line + "\n"
-        # TODO: no proper user-subjective map
+        fov = bytearray(b' ' * (length ** 2))
+        for pos in range(length ** 2):
+            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 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[(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")
         io_db["worldstate_updateable"] = False
@@ -334,6 +369,33 @@ def remake_map():
     world_db["MAP"] = bytearray(b'.' * (world_db["MAP_LENGTH"] ** 2))
 
 
+def update_map_memory(t):
+    """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))
+    if not t["T_MEMDEPTHMAP"]:
+        t["T_MEMDEPTHMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
+    for pos in range(world_db["MAP_LENGTH"] ** 2):
+        if "v" == chr(t["fovmap"][pos]):
+            t["T_MEMDEPTHMAP"][pos] = ord("0")
+            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[1]]["T_POSY"]
+        if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
+            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"].append((type, y, x))
+
+
 def set_world_inactive():
     """Set world_db["WORLD_ACTIVE"] to 0 and remove worldstate file."""
     server_test()
@@ -381,6 +443,111 @@ def setter(category, key, min, max):
     return f
 
 
+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.
+
+
+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 = {
+        "T_LIFEPOINTS": world_db["ThingTypes"][type]["TT_LIFEPOINTS"],
+        "T_ARGUMENT": 0,
+        "T_PROGRESS": 0,
+        "T_SATIATION": 0,
+        "T_COMMAND": 0,
+        "T_TYPE": type,
+        "T_POSY": 0,
+        "T_POSX": 0,
+        "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.
 
@@ -426,9 +593,71 @@ def command_quit():
     raise SystemExit("received QUIT command")
 
 
-def command_thingshere(y, x):
-    # DUMMY
-    print("Ignoring not-yet implemented THINGS_HERE command.")
+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)
+        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")
+            if "v" == chr(world_db["Things"][0]["fovmap"][pos]):
+                for id in world_db["Things"]:
+                    write_thing_if_here()
+            else:
+                for id in world_db["Things"]["T_MEMTHING"]:
+                    write_thing_if_here()
+            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():
+        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):
@@ -438,8 +667,18 @@ def command_seedmap(seed_string):
 
 
 def command_makeworld(seed_string):
-    # DUMMY.
+    """(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()
+    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)
     player_will_be_generated = False
     playertype = world_db["PLAYER_TYPE"]
     for ThingType in world_db["ThingTypes"]:
@@ -459,42 +698,39 @@ def command_makeworld(seed_string):
         print("Ignoring beyond SEED_MAP: " +
               "No thing action with name 'wait' defined.")
         return
-    setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
     world_db["Things"] = {}
     remake_map()
     world_db["WORLD_ACTIVE"] = 1
     world_db["TURN"] = 1
     for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
-        world_db["Things"][id_setter(-1, "Things")] = {
-            "T_LIFEPOINTS": world_db["ThingTypes"][playertype]["TT_LIFEPOINTS"],
-            "T_TYPE": playertype,
-            "T_POSY": 0, # randomize safely
-            "T_POSX": 0, # randomize safely
-            "T_ARGUMENT": 0,
-            "T_PROGRESS": 0,
-            "T_SATIATION": 0,
-            "T_COMMAND": 0,
-            "T_CARRIES": [],
-            "carried": False,
-            "T_MEMTHING": [],
-            "T_MEMMAP": False,
-            "T_MEMDEPTHMAP": False
-        }
-    # generate fov map?
-    # TODO: Generate things (player first, with updated memory)
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(playertype)
+    # TODO: Positioning.
+    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.
     strong_write(io_db["file_out"], "NEW_WORLD\n")
 
 
 def command_maplength(maplength_string):
-    # DUMMY.
+    """Redefine map length. Invalidate map, therefore lose all things on it."""
     set_world_inactive()
-    # TODO: remove map (is this necessary? no memory management trouble …)
     world_db["Things"] = {}
     setter(None, "MAP_LENGTH", 1, 256)(maplength_string)
 
 
 def command_worldactive(worldactive_string):
-    # DUMMY.
+    """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). On
+    activation, rebuild all Things' FOVs, and the player's map memory.
+    """
+    # In original version, map existence was also tested (unnecessarily?).
     val = integer_test(worldactive_string, 0, 1)
     if val:
         if 0 != world_db["WORLD_ACTIVE"]:
@@ -513,9 +749,12 @@ def command_worldactive(worldactive_string):
                 if 0 == Thing:
                     player_exists = True
                     break
-            map_exists = "MAP" in world_db
-            if wait_exists and player_exists and map_exists:
-                # TODO: rebuild all things' FOVs, map memories
+            if wait_exists and player_exists:
+                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])
                 world_db["WORLD_ACTIVE"] = 1
 
 
@@ -542,21 +781,8 @@ def command_tid(id_string):
         if world_db["ThingTypes"] == {}:
             print("Ignoring: No ThingType to settle new Thing in.")
             return
-        world_db["Things"][id] = {
-            "T_LIFEPOINTS": 0,
-            "T_ARGUMENT": 0,
-            "T_PROGRESS": 0,
-            "T_SATIATION": 0,
-            "T_COMMAND": 0,
-            "T_TYPE": list(world_db["ThingTypes"].keys())[0],
-            "T_POSY": 0,
-            "T_POSX": 0,
-            "T_CARRIES": [],
-            "carried": False,
-            "T_MEMTHING": [],
-            "T_MEMMAP": False,
-            "T_MEMDEPTHMAP": False
-        }
+        type = list(world_db["ThingTypes"].keys())[0]
+        world_db["Things"][id] = new_Thing(type)
 
 
 test_Thing_id = test_for_id_maker(command_tid, "Thing")
@@ -639,25 +865,32 @@ def setter_map(maptype):
                 print("Map line length is unequal map width.")
             else:
                 length = world_db["MAP_LENGTH"]
-                rmap = None
+                map = None
                 if not world_db["Things"][command_tid.id][maptype]:
-                    rmap = bytearray(b' ' * (length ** 2))
+                    map = bytearray(b' ' * (length ** 2))
                 else:
-                    rmap = world_db["Things"][command_tid.id][maptype]
-                rmap[val * length:(val * length) + length] = mapline.encode()
-                world_db["Things"][command_tid.id][maptype] = rmap
+                    map = world_db["Things"][command_tid.id][maptype]
+                map[val * length:(val * length) + length] = mapline.encode()
+                world_db["Things"][command_tid.id][maptype] = map
     return helper
 
 
 def setter_tpos(axis):
-    """Generate setter for T_POSX or  T_POSY of selected Thing."""
+    """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
-                # TODO: Delete Thing's FOV, and rebuild it if world is active.
+                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
@@ -795,6 +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)),
 }
 
 
@@ -830,7 +1068,6 @@ io_db = {
 try:
     opts = parse_command_line_arguments()
     setup_server_io()
-    # print("DUMMY: Run game.")
     if None != opts.replay:
         replay_game()
     else:
@@ -842,4 +1079,3 @@ except:
     raise
 finally:
     cleanup_server_io()
-    # print("DUMMY: (Clean up C heap.)")