from server.config.world_data import world_db
from server.io import log
-from server.utils import rand, libpr
-from server.utils import id_setter
-
-
-def update_map_memory(t, age_map=True):
- """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
- from server.utils import c_pointer_to_bytearray
-
- 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 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"] = []
+from server.utils import rand
def try_healing(t):
def hunger(t):
"""Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
+ from server.config.misc import decrement_lifepoints
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"])):
decrement_lifepoints(t)
+def eat_vs_hunger_threshold(thingtype):
+ """Return satiation cost of eating for type. Good food for it must be >."""
+ hunger_unit = hunger_per_turn(thingtype)
+ try:
+ actiontype = next(taid for taid in world_db["ThingActions"] if
+ world_db["ThingActions"][taid]["TA_NAME"] == "use")
+ except StopIteration:
+ return 0
+ return world_db["ThingActions"][actiontype]["TA_EFFORT"] * hunger_unit
+
+
def set_world_inactive():
"""Set world_db["WORLD_ACTIVE"] to 0 and remove worldstate file."""
from server.io import safely_remove_worldstate_file
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
- from server.new_thing import new_Thing
- 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
+ from server.ai import ai
+ from server.config.actions import action_db
+ from server.config.misc import calc_effort
+ from server.update_map_memory import update_map_memory
+ from server.thingproliferation import thingproliferation
+ from server.io import try_worldstate_update
+ from server.config.io import io_db
id = 0
- whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
proliferable_map = world_db["MAP"][:]
- for id in [id for id in world_db["Things"]
- if not world_db["Things"][id]["carried"]]:
- y = world_db["Things"][id]["T_POSY"]
- x = world_db["Things"][id]["T_POSX"]
+ for tid in [tid for tid in world_db["Things"]
+ if not world_db["Things"][tid]["carried"]]:
+ y = world_db["Things"][tid]["T_POSY"]
+ x = world_db["Things"][tid]["T_POSX"]
proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
for id in [id for id in world_db["Things"]]: # Only what's from start!
if not id in world_db["Things"] or \
if not Thing["T_COMMAND"]:
update_map_memory(Thing)
if 0 == id:
- whilebreaker = True
- break
- ai_func(Thing)
+ return
+ ai(Thing)
try_healing(Thing)
hunger(Thing)
if Thing["T_LIFEPOINTS"]:
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(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_func(Thing, proliferable_map)
- if whilebreaker:
- break
+ thingproliferation(Thing, proliferable_map)
world_db["TURN"] += 1
+ io_db["worldstate_updateable"] = True
+ try_worldstate_update()