home · contact · privacy
Server, plugin: Refactor map making.
[plomrogue] / plugins / server / PleaseTheIslandGod.py
index f4f5e6ee9ef8a6c6c9f46d84cb32bafabcffd49d..d126c41c0e46bc215be45431ff58f4fd6bd86320 100644 (file)
@@ -65,7 +65,7 @@ def make_world(seed):
             print("Ignoring: No valid " + name + " set.")
             return
     world_db["Things"] = {}
-    make_map()
+    make_map_func()
     world_db["WORLD_ACTIVE"] = 1
     world_db["TURN"] = 1
     for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
@@ -85,7 +85,7 @@ def make_world(seed):
 
 def thingproliferation(t, prol_map):
     from server.new_thing import new_Thing
-    global directions_db, mv_yx_in_dir_legal
+    global directions_db, mv_yx_in_dir_legal, rand
     prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
     if prolscore and \
       (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] == 0 or
@@ -118,70 +118,22 @@ def thingproliferation(t, prol_map):
                 world_db["GOD_FAVOR"] += 750
 
 def make_map():
+    from server.make_map import make_map, is_neighbor, new_pos
     global rand
-
-    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
-
-    world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
+    make_map()
     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
     n_colons = int((length ** 2) / 16)
     i_colons = 0
     while (i_colons <= n_colons):
         single_allowed = rand.next() % 256
-        y = rand.next() % length
-        x = rand.next() % length
-        pos = (y * length) + x
+        y, x, pos = new_pos()
         if ("." == chr(world_db["MAP"][pos])
           and ((not single_allowed) or is_neighbor((y, x), ":"))):
             world_db["MAP"][pos] = ord(":")
             i_colons += 1
     altar_placed = False
     while not altar_placed:
-        y = rand.next() % length
-        x = rand.next() % length
-        pos = (y * length) + x
+        y, x, pos = new_pos()
         if (("." == chr(world_db["MAP"][pos]
              or ":" == chr(world_db["MAP"][pos]))
             and not is_neighbor((y, x), "X"))):
@@ -507,39 +459,35 @@ def actor_move(t):
             return
         if (ord("X") == world_db["MAP"][pos]
             or ord("|") == world_db["MAP"][pos]):
-            carries_axe = False
             for id in t["T_CARRIES"]:
                 type = world_db["Things"][id]["T_TYPE"]
                 if world_db["ThingTypes"][type]["TT_TOOL"] == "axe":
-                    carries_axe = True
-                    break
-            if carries_axe:
-                axe_name = world_db["ThingTypes"][type]["TT_NAME"]
-                if t == world_db["Things"][0]:
-                    log("With your " + axe_name + ", you chop!")
-                    if ord("X") == world_db["MAP"][pos]:
-                        world_db["GOD_FAVOR"] -= 1
-                chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
-
-                case_X = world_db["MAP"][pos] == ord("X")
-                if (chop_power > 0
-                    and ((case_X and
-                          0 == int(rand.next() / chop_power))
-                    or (not case_X and
-                             0 == int(rand.next() / (3 * chop_power))))):
+                    axe_name = world_db["ThingTypes"][type]["TT_NAME"]
                     if t == world_db["Things"][0]:
-                        log("You chop it DOWN.")
+                        log("With your " + axe_name + ", you chop!")
                         if ord("X") == world_db["MAP"][pos]:
-                            world_db["GOD_FAVOR"] -= 10
-                    world_db["MAP"][pos] = ord(".")
-                    i = 3 if case_X else 1
-                    for i in range(i):
-                        id = id_setter(-1, "Things")
-                        world_db["Things"][id] = \
-                          new_Thing(world_db["LUMBER"],
-                                    (move_result[1], move_result[2]))
-                    build_fov_map(t)
-                return
+                            world_db["GOD_FAVOR"] -= 1
+                    chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
+
+                    case_X = world_db["MAP"][pos] == ord("X")
+                    if (chop_power > 0
+                        and ((case_X and
+                              0 == int(rand.next() / chop_power))
+                        or (not case_X and
+                                 0 == int(rand.next() / (3 * chop_power))))):
+                        if t == world_db["Things"][0]:
+                            log("You chop it DOWN.")
+                            if ord("X") == world_db["MAP"][pos]:
+                                world_db["GOD_FAVOR"] -= 10
+                        world_db["MAP"][pos] = ord(".")
+                        i = 3 if case_X else 1
+                        for i in range(i):
+                            id = id_setter(-1, "Things")
+                            world_db["Things"][id] = \
+                              new_Thing(world_db["LUMBER"],
+                                        (move_result[1], move_result[2]))
+                        build_fov_map(t)
+                    return
         passable = chr(world_db["MAP"][pos]) in symbols_passable
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
@@ -580,41 +528,44 @@ def command_worldactive(worldactive_string):
             else:
                 print("World already active.")
         elif 0 == world_db["WORLD_ACTIVE"]:
-            wait_exists = False
             for ThingAction in world_db["ThingActions"]:
                 if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
-                    wait_exists = True
                     break
-            player_exists = False
+            else:
+                print("Ignored: No wait action defined for world to activate.")
+                return
             for Thing in world_db["Things"]:
                 if 0 == Thing:
-                    player_exists = True
                     break
-            altar_found = False
+            else:
+                print("Ignored: No player defined for world to activate.")
+                return
             if world_db["MAP"]:
                 pos = world_db["MAP"].find(b'_')
                 if pos > 0:
                     y = int(pos / world_db["MAP_LENGTH"])
                     x = pos % world_db["MAP_LENGTH"]
                     world_db["altar"] = (y, x)
-                    altar_found = True
-            specials_set = True
+                else:
+                    print("Ignored: No altar defined for world to activate.")
+                    return
+            else:
+                print("Ignored: No map defined for world to activate.")
+                return
             for name in world_db["specials"]:
                 if world_db[name] not in world_db["ThingTypes"]:
-                    specials_set = False
-            if altar_found and wait_exists and player_exists and \
-                    world_db["MAP"] and specials_set:
-                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], False)
-                if not world_db["Things"][0]["T_LIFEPOINTS"]:
-                    empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
-                    world_db["Things"][0]["fovmap"] = empty_fovmap
-                world_db["WORLD_ACTIVE"] = 1
-            else:
-                print("Ignoring: Not all conditions for world activation met.")
+                    print("Ignored: Not all specials set for world to "
+                          "activate.")
+                    return
+            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], False)
+            if not world_db["Things"][0]["T_LIFEPOINTS"]:
+                empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
+                world_db["Things"][0]["fovmap"] = empty_fovmap
+            world_db["WORLD_ACTIVE"] = 1
 
 def play_move(str_arg):
     if action_exists("move"):
@@ -796,33 +747,21 @@ def play_pickup():
 
 strong_write(io_db["file_out"], "PLUGIN PleaseTheIslandGod\n")
 
-if not "GOD_FAVOR" in world_db:
-    world_db["GOD_FAVOR"] = 0
-if not "FAVOR_STAGE" in world_db:
-    world_db["FAVOR_STAGE"] = 0
-if not "SLIPPERS" in world_db:
-    world_db["SLIPPERS"] = 0
-if not "PLANT_0" in world_db:
-    world_db["PLANT_0"] = 0
-if not "PLANT_1" in world_db:
-    world_db["PLANT_1"] = 0
-if not "ANIMAL_0" in world_db:
-    world_db["ANIMAL_0"] = 0
-if not "ANIMAL_1" in world_db:
-    world_db["ANIMAL_1"] = 0
-if not "TOOL_0" in world_db:
-    world_db["TOOL_0"] = 0
-if not "TOOL_1" in world_db:
-    world_db["TOOL_1"] = 0
-if not "LUMBER" in world_db:
-    world_db["LUMBER"] = 0
-if not "EMPATHY" in world_db:
-    world_db["EMPATHY"] = 0
+def set_zero_if_undefined(key):
+    if not key in world_db:
+        world_db[key] = 0
+
+set_zero_if_undefined("GOD_FAVOR")
+set_zero_if_undefined("FAVOR_STAGE")
+set_zero_if_undefined("EMPATHY")
+world_db["specials"] = ["SLIPPERS", "PLANT_0", "PLANT_1", "TOOL_0", "TOOL_1",
+    "LUMBER", "ANIMAL_0", "ANIMAL_1"]
+for key in world_db["specials"]:
+    set_zero_if_undefined(key)
+
 world_db["terrain_names"][":"] = "SOIL"
 world_db["terrain_names"]["|"] = "WALL"
 world_db["terrain_names"]["_"] = "ALTAR"
-world_db["specials"] = ["SLIPPERS", "PLANT_0", "PLANT_1", "TOOL_0", "TOOL_1",
-    "LUMBER", "ANIMAL_0", "ANIMAL_1"]
 io_db["worldstate_write_order"] += [["GOD_FAVOR", "world_int"]]
 io_db["worldstate_write_order"] += [[write_metamap_A, "func"]]
 io_db["worldstate_write_order"] += [[write_metamap_B, "func"]]