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Server/py: More improvement of memthing handling.
[plomrogue] / plomrogue-server.py
index 7c6fbdee1450bef78a70a9f6115c7337e46f950b..d0c0e0c58d82cb3d0db038896ab436e926c59145 100755 (executable)
@@ -32,6 +32,16 @@ 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
+    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
     return libpr
 
 
@@ -262,7 +272,7 @@ def read_command():
     Keep building return string until a newline is encountered. Pause between
     unsuccessful reads, and after too much waiting, run server_test().
     """
-    wait_on_fail = 1
+    wait_on_fail = 0.03333
     max_wait = 5
     now = time.time()
     command = ""
@@ -331,12 +341,11 @@ 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")
@@ -395,8 +404,62 @@ 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):
@@ -405,23 +468,22 @@ def update_map_memory(t):
         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]):
+    for pos in [pos 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 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 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"]
+            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))
 
@@ -476,7 +538,41 @@ 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):
+    """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 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):
@@ -486,7 +582,41 @@ def actor_wait(t):
 
 
 def actor_move(t):
-    pass
+    """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+    passable = False
+    move_result = mv_yx_in_dir_legal(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"] == move_result[1]
+                  if world_db["Things"][id]["T_POSX"] == move_result[2]]
+        if len(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"][hit_id]["T_TYPE"]
+            hitted_name = world_db["ThingTypes"][hitted_type]["TT_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 + \
+                                            ".\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 passable:
+        t["T_POSY"] = move_result[1]
+        t["T_POSX"] = move_result[2]
+        for id in t["T_CARRIES"]:
+            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:
+        strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
 
 
 def actor_pick_up(t):
@@ -540,13 +670,63 @@ def actor_use(t):
                                         "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 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 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"]]:
+        for id in [id for id in world_db["Things"]]:
             Thing = world_db["Things"][id]
             if Thing["T_LIFEPOINTS"]:
                 if not Thing["T_COMMAND"]:
@@ -565,8 +745,8 @@ 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
@@ -660,7 +840,7 @@ def command_thingshere(str_y, str_x):
                 for id in world_db["Things"]:
                     write_thing_if_here()
             else:
-                for id in world_db["Things"]["T_MEMTHING"]:
+                for id in world_db["Things"][0]["T_MEMTHING"]:
                     write_thing_if_here()
             strong_write(io_db["file_out"], "THINGS_HERE END\n")
         else:
@@ -686,14 +866,10 @@ def play_commander(action, args=False):
         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.")
@@ -711,8 +887,6 @@ 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):
@@ -756,7 +930,6 @@ def command_makeworld(seed_string):
 
     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
@@ -797,9 +970,12 @@ def command_makeworld(seed_string):
 
 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):
@@ -1126,6 +1302,9 @@ 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 = {