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Server: Make thing action effort calculation selectable.
[plomrogue] / server / world.py
index 84a3fc15ae05cc8549db191dcc68730581cd952d..f0156a355b6519119faaac8f71b5e48a5e3f6100 100644 (file)
 
 from server.config.world_data import world_db
 from server.io import log
-from server.utils import rand, libpr, c_pointer_to_bytearray
+from server.utils import rand
 from server.utils import id_setter
 
 
-def thingproliferation(t, prol_map):
-    """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.
-
-    Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
-    marked "." in prol_map. If there are several map cell candidates, one is
-    selected randomly.
-    """
-    from server.config.world_data import directions_db, symbols_passable
-    from server.utils import mv_yx_in_dir_legal
-    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 sorted(directions_db.keys())]:
-            mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
-            c = prol_map[mv_result[1] + world_db["MAP_LENGTH"] + mv_result[2]]
-            if mv_result[0] and str(c) in symbols_passable:
-                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 update_map_memory(t, age_map=True):
-    """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
-
-    def age_some_memdepthmap_on_nonfov_cells():
-        # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
-        # ord_v = ord("v")
-        # ord_0 = ord("0")
-        # ord_9 = ord("9")
-        # for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
-        #             if not ord_v == t["fovmap"][pos]
-        #             if ord_0 <= t["T_MEMDEPTHMAP"][pos]
-        #             if ord_9 > t["T_MEMDEPTHMAP"][pos]
-        #             if not rand.next() % (2 **
-        #                                   (t["T_MEMDEPTHMAP"][pos] - 48))]:
-        #     t["T_MEMDEPTHMAP"][pos] += 1
-        memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
-        fovmap = c_pointer_to_bytearray(t["fovmap"])
-        libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
-
-    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))
-    ord_v = ord("v")
-    ord_0 = ord("0")
-    for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
-                if ord_v == t["fovmap"][pos]]:
-        t["T_MEMDEPTHMAP"][pos] = ord_0
-        t["T_MEMMAP"][pos] = world_db["MAP"][pos]
-    if age_map:
-        age_some_memdepthmap_on_nonfov_cells()
-    t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
-                       if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
-                                               + mt[2]]]
-    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_POSX"]
-            if ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]:
-                t["T_MEMTHING"].append((type, y, x))
-
-
-def build_fov_map(t):
-    """Build Thing's FOV map."""
-    t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
-    fovmap = c_pointer_to_bytearray(t["fovmap"])
-    map = c_pointer_to_bytearray(world_db["MAP"])
-    if libpr.build_fov_map(t["T_POSY"], t["T_POSX"], fovmap, map):
-        raise RuntimeError("Malloc error in build_fov_Map().")
-
-
-def new_Thing(_type, pos=(0, 0)):
-    """Return Thing of type T_TYPE, with fovmap if alive and world active."""
-    from server.config.world_data import thing_defaults
-    thing = {}
-    for key in thing_defaults:
-        thing[key] = thing_defaults[key]
-        if type(thing[key]) == list:
-            thing[key] = thing[key][:]
-    thing["T_LIFEPOINTS"] = world_db["ThingTypes"][_type]["TT_LIFEPOINTS"]
-    thing["T_TYPE"] = _type
-    thing["T_POSY"] = pos[0]
-    thing["T_POSX"] = pos[1]
-    if world_db["WORLD_ACTIVE"] and thing["T_LIFEPOINTS"]:
-        build_fov_map(thing)
-    return thing
-
-
-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.
-    Dying actors drop all their things.
-    """
-    t["T_LIFEPOINTS"] -= 1
-    if 0 == t["T_LIFEPOINTS"]:
-        for id in t["T_CARRIES"]:
-            t["T_CARRIES"].remove(id)
-            world_db["Things"][id]["T_POSY"] = t["T_POSY"]
-            world_db["Things"][id]["T_POSX"] = t["T_POSX"]
-            world_db["Things"][id]["carried"] = False
-        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))
-            log("You die.")
-            log("See README on how to start over.")
-        else:
-            t["fovmap"] = False
-            t["T_MEMMAP"] = False
-            t["T_MEMDEPTHMAP"] = False
-            t["T_MEMTHING"] = []
-
-
 def try_healing(t):
     """If t's HP < max, increment them if well-nourished, maybe waiting."""
     if t["T_LIFEPOINTS"] < \
@@ -151,6 +31,7 @@ def hunger_per_turn(type_id):
 
 def hunger(t):
     """Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
+    from server.config.misc import decrement_lifepoints_func
     if t["T_SATIATION"] > -32768:
         t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"])
     if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
@@ -159,7 +40,7 @@ def hunger(t):
                 log("You SUFFER from hunger.")
             else:
                 log("You SUFFER from over-eating.")
-        decrement_lifepoints(t)
+        decrement_lifepoints_func(t)
 
 
 def set_world_inactive():
@@ -169,89 +50,11 @@ def set_world_inactive():
     world_db["WORLD_ACTIVE"] = 0
 
 
-def make_world(seed):
-    """(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
-
-    Seed rand with seed. Do more only with a "wait" ThingAction and
-    world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
-    world_db["Things"] emptied, call make_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.
-    """
-    from server.config.world_data import symbols_passable
-    from server.config.misc import make_map_func
-
-    def free_pos():
-        i = 0
-        while 1:
-            err = "Space to put thing on too hard to find. Map too small?"
-            while 1:
-                y = rand.next() % world_db["MAP_LENGTH"]
-                x = rand.next() % world_db["MAP_LENGTH"]
-                if chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]) in \
-                    symbols_passable:
-                    break
-                i += 1
-                if i == 65535:
-                    raise SystemExit(err)
-            # Replica of C code, wrongly ignores animatedness of new Thing.
-            pos_clear = (0 == len([id for id in world_db["Things"]
-                                   if world_db["Things"][id]["T_LIFEPOINTS"]
-                                   if world_db["Things"][id]["T_POSY"] == y
-                                   if world_db["Things"][id]["T_POSX"] == x]))
-            if pos_clear:
-                break
-        return (y, x)
-
-    rand.seed = seed 
-    if world_db["MAP_LENGTH"] < 1:
-        print("Ignoring: No map length >= 1 defined.")
-        return
-    libpr.set_maplength(world_db["MAP_LENGTH"])
-    player_will_be_generated = False
-    playertype = world_db["PLAYER_TYPE"]
-    for ThingType in world_db["ThingTypes"]:
-        if playertype == ThingType:
-            if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]:
-                player_will_be_generated = True
-            break
-    if not player_will_be_generated:
-        print("Ignoring: No player type with start number >0 defined.")
-        return
-    wait_action = False
-    for ThingAction in world_db["ThingActions"]:
-        if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
-            wait_action = True
-    if not wait_action:
-        print("Ignoring beyond SEED_MAP: " +
-              "No thing action with name 'wait' defined.")
-        return
-    world_db["Things"] = {}
-    make_map_func()
-    world_db["WORLD_ACTIVE"] = 1
-    world_db["TURN"] = 1
-    for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
-        id = id_setter(-1, "Things")
-        world_db["Things"][id] = new_Thing(playertype, free_pos())
-    if not world_db["Things"][0]["fovmap"]:
-        empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
-        world_db["Things"][0]["fovmap"] = empty_fovmap
-    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, free_pos())
-    from server.config.io import io_db
-    from server.io import strong_write
-    strong_write(io_db["file_out"], "NEW_WORLD\n")
-
-
 def turn_over():
     """Run game world and its inhabitants until new player input expected."""
     from server.config.actions import action_db, ai_func
+    from server.config.misc import thingproliferation_func, calc_effort_func
+    from server.update_map_memory import update_map_memory
     id = 0
     whilebreaker = False
     while world_db["Things"][0]["T_LIFEPOINTS"]:
@@ -280,12 +83,13 @@ def turn_over():
                     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"]:
+                    effort = calc_effort_func(ThingAction, Thing)
+                    if Thing["T_PROGRESS"] == effort:
                         action = action_db["actor_" + ThingAction["TA_NAME"]]
                         action(Thing)
                         Thing["T_COMMAND"] = 0
                         Thing["T_PROGRESS"] = 0
-            thingproliferation(Thing, proliferable_map)
+            thingproliferation_func(Thing, proliferable_map)
         if whilebreaker:
             break
         world_db["TURN"] += 1