X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=roguelike-server;h=1a2e51937f76991701bc31e10f45f5ac95f23615;hb=b82a376bd54e438e0d2fbb2b2a4779afe09788f4;hp=10fbd3680dc4f6930df561f4b0bd103514428e60;hpb=20200628949f92fb81dc0efd2ebc39d5e9d0e8f5;p=plomrogue diff --git a/roguelike-server b/roguelike-server index 10fbd36..1a2e519 100755 --- a/roguelike-server +++ b/roguelike-server @@ -211,8 +211,8 @@ def save_world(): string = "" for key in world_db: - if dict != type(world_db[key]) \ - and key != "MAP" and key != "WORLD_ACTIVE": + if (dict != type(world_db[key]) + and key != "MAP" and key != "WORLD_ACTIVE"): string = string + key + " " + str(world_db[key]) + "\n" string = string + mapsetter("MAP")() string = string + helper("ThingActions", "TA_ID") @@ -336,7 +336,7 @@ def try_worldstate_update(): type_id = world_db["Things"][id]["T_TYPE"] name = world_db["ThingTypes"][type_id]["TT_NAME"] inventory = inventory + name + "\n" - # # 7DRL additions: GOD_MOOD, GOD_FAVOR + # 7DRL additions: GOD_MOOD, GOD_FAVOR string = str(world_db["TURN"]) + "\n" + \ str(world_db["GOD_MOOD"]) + "\n" + \ str(world_db["GOD_FAVOR"]) + "\n" + \ @@ -427,7 +427,7 @@ def make_map(): 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). """ - # 7DRL: Also add some ":" cells as land to which plants may proliferate. + # 7DRL: Also add some ":" cells, and (not surrounded by trees!) "_" altar. def is_neighbor(coordinates, type): y = coordinates[0] @@ -487,6 +487,17 @@ def make_map(): 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 # # + if (("." == chr(world_db["MAP"][pos] # # + or ":" == chr(world_db["MAP"][pos])) + and not is_neighbor((y, x), 'X'))): # # + world_db["MAP"][pos] = ord("_") # # + world_db["altar"] = (y, x) # # + altar_placed = True # # def update_map_memory(t, age_map=True): @@ -594,6 +605,23 @@ def build_fov_map(t): raise RuntimeError("Malloc error in build_fov_Map().") +def log_help(): + """Send quick usage info to log.""" + strong_write(io_db["file_out"], "LOG " + + "Use 'w'/'e'/'s'/'d'/'x'/'c' to move, and 'w' to wait.\n") + strong_write(io_db["file_out"], "LOG " + + "Use 'p' to pick up objects, and 'D' to drop them.\n") + strong_write(io_db["file_out"], "LOG " + + "Some objects can be used (such as: eaten) by 'u' if " + + "they are in your inventory. " + + "Use 'UP'/'DOWN' to navigate the inventory.\n") + strong_write(io_db["file_out"], "LOG " + + "Use 'l' to toggle 'look' mode (move an exploration cursor " + + "instead of the player over the map).\n") + strong_write(io_db["file_out"], "LOG See README file for more details.\n") + strong_write(io_db["file_out"], "LOG \n") + + def decrement_lifepoints(t): """Decrement t's lifepoints by 1, and if to zero, corpse it. @@ -601,8 +629,8 @@ def decrement_lifepoints(t): still display memory data. On non-player things, erase fovmap and memory. Dying actors drop all their things. """ - # # 7DRL: also decrements God's mood; deaths heavily so - # # 7DRL: return 1 if death, else 0 + # 7DRL: Also decrements God's mood; deaths heavily so. + # 7DRL: Return 1 if death, else 0. t["T_LIFEPOINTS"] -= 1 world_db["GOD_MOOD"] -= 1 # # if 0 == t["T_LIFEPOINTS"]: @@ -617,6 +645,8 @@ def decrement_lifepoints(t): 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") + strong_write(io_db["file_out"], + "LOG See README on how to start over.\n") else: t["fovmap"] = False t["T_MEMMAP"] = False @@ -655,6 +685,30 @@ def mv_yx_in_dir_legal(dir, y, x): return (test, libpr.result_y(), libpr.result_x()) +def enter_altar(): # # + """What happens when the player enters the altar.""" + if world_db["GAME_WON"]: + strong_write(io_db["file_out"], + "LOG You step on a soul-less slab of stone.\n") + return + strong_write(io_db["file_out"], "LOG YOU ENTER SACRED GROUND.\n") + if world_db["GOD_FAVOR"] > 9000: + world_db["GAME_WON"] = 1 + strong_write(io_db["file_out"], "LOG The Island God speaks to you: " + + "\"You have proven yourself worthy of my respect. " + + "You were a good citizen to the island, and sometimes " + + "a better steward to its inhabitants than me. The " + + "island shall miss you when you leave. But you have " + + "earned the right to do so. Take this " + + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"] + + " and USE it when you please. It will take you to " + + "where you came from. (But do feel free to stay here " + + "as long as you like.)\"\n") + id = id_setter(-1, "Things") + world_db["Things"][id] = new_Thing(world_db["SLIPPERS"], + world_db["altar"]) + + def actor_wait(t): """Make t do nothing (but loudly, if player avatar).""" if t == world_db["Things"][0]: @@ -663,14 +717,16 @@ def actor_wait(t): def actor_move(t): """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.""" - # # 7DRL: Player wounding (worse: killing) others will lower God's favor. + # 7DRL: Player wounding (worse: killing) others will lower God's favor. + # 7DRL: Player entering the altar triggers enter_altar(). passable = False move_result = mv_yx_in_dir_legal(chr(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]) or \ - ":" == chr(world_db["MAP"][pos]) # # + passable = ("." == chr(world_db["MAP"][pos]) or + ":" == chr(world_db["MAP"][pos]) or # # + "_" == 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"] @@ -703,6 +759,9 @@ def actor_move(t): build_fov_map(t) if t == world_db["Things"][0]: strong_write(io_db["file_out"], "LOG You move " + dir + ".\n") + if (move_result[1] == world_db["altar"][0] and # # + move_result[2] == world_db["altar"][1]): # # + enter_altar() # # elif t == world_db["Things"][0]: strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n") @@ -761,10 +820,20 @@ def actor_drop(t): def actor_use(t): """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory.""" # TODO: Handle case where T_ARGUMENT matches nothing. + # 7DLR: Handle SLIPPERS-type Thing use. if len(t["T_CARRIES"]): id = t["T_CARRIES"][t["T_ARGUMENT"]] type = world_db["Things"][id]["T_TYPE"] - if world_db["ThingTypes"][type]["TT_CONSUMABLE"]: + if type == world_db["SLIPPERS"]: # # + if t == world_db["Things"][0]: # # + strong_write(io_db["file_out"], "LOG You use the " # # + + world_db["ThingTypes"][type]["TT_NAME"] # # + + ". It glows in wondrous colors, and emits " # # + + "a sound as if from a dying cat. The " # # + + "Island God laughs.\n") # # + t["T_LIFEPOINTS"] = 1 # # + decrement_lifepoints(t) # # + elif world_db["ThingTypes"][type]["TT_CONSUMABLE"]: t["T_CARRIES"].remove(id) del world_db["Things"][id] t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"] @@ -786,8 +855,8 @@ def thingproliferation(t, prol_map): marked "." in prol_map. If there are several map cell candidates, one is selected randomly. """ - # # 7DRL: success increments God's mood - # # 7DRL: Things proliferate only on ":" ground. + # 7DRL: success increments God's mood + # 7DRL: Things proliferate only on ":" ground. prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"] if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)): candidates = [] @@ -811,7 +880,7 @@ def try_healing(t): On success, decrease satiation score by 32. """ - # # 7DRL: Successful heals increment God's mood. + # 7DRL: Successful heals increment God's mood. if t["T_SATIATION"] > 0 \ and t["T_LIFEPOINTS"] < \ world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \ @@ -1073,7 +1142,7 @@ def ai(t): none, they will explore parts of the map unseen since ever or for at least one turn; if there is nothing to explore, they will simply wait. """ - # # 7DRL add: Don't pick up or search things when inventory is full. + # 7DRL add: Don't pick up or search things when inventory is full. t["T_COMMAND"] = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] if not get_dir_to_target(t, "f"): @@ -1121,15 +1190,16 @@ def turn_over(): break ai(Thing) try_healing(Thing) - 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 hunger(Thing) + if Thing["T_LIFEPOINTS"]: + 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 thingproliferation(Thing, proliferable_map) if whilebreaker: break @@ -1283,6 +1353,7 @@ def command_makeworld(seed_string): 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. + Call log_help(). """ # def free_pos(plant=False): @@ -1331,6 +1402,9 @@ def command_makeworld(seed_string): if not wait_action: print("Ignoring: No thing action with name 'wait' defined.") return + if not world_db["SLIPPERS"] in world_db["ThingTypes"]: # # + print("Ignoring: No valid SLIPPERS set.") # # + return # # world_db["Things"] = {} make_map() world_db["WORLD_ACTIVE"] = 1 @@ -1349,6 +1423,7 @@ def command_makeworld(seed_string): plantness = world_db["ThingTypes"][type]["TT_PROLIFERATE"] # # world_db["Things"][id] = new_Thing(type, free_pos(plantness)) strong_write(io_db["file_out"], "NEW_WORLD\n") + log_help() def command_maplength(maplength_string): @@ -1368,9 +1443,12 @@ def command_worldactive(worldactive_string): 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), and a map. On activation, rebuild all Things' FOVs, and the player's map memory. + Also call log_help(). """ + # 7DRL: altar must be on map, and (valid) SLIPPERS must be set for world + # activation. val = integer_test(worldactive_string, 0, 1) - if val: + if None != val: if 0 != world_db["WORLD_ACTIVE"]: if 0 == val: set_world_inactive() @@ -1387,7 +1465,17 @@ def command_worldactive(worldactive_string): if 0 == Thing: player_exists = True break - if wait_exists and player_exists and world_db["MAP"]: + valid_slippers = world_db["SLIPPERS"] in world_db["ThingTypes"] # # + altar_found = False # # + 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 # # + if wait_exists and player_exists and world_db["MAP"] \ + and altar_found and valid_slippers: # # for id in world_db["Things"]: if world_db["Things"][id]["T_LIFEPOINTS"]: build_fov_map(world_db["Things"][id]) @@ -1397,10 +1485,22 @@ def command_worldactive(worldactive_string): empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2) world_db["Things"][0]["fovmap"] = empty_fovmap world_db["WORLD_ACTIVE"] = 1 + log_help() else: print("Ignoring: Not all conditions for world activation met.") +def command_slippers(str_int): # # + """Set SLIPPERS, but deactivate world if not in ThingTypes.""" + val = integer_test(str_int, 0) + if None != val: + world_db["SLIPPERS"] = val + if world_db["WORLD_ACTIVE"] and \ + world_db["SLIPPERS"] not in world_db["ThingTypes"]: + world_db["WORLD_ACTIVE"] = 0 + print("SLIPPERS matches no known ThingTypes, deactivating world.") + + def test_for_id_maker(object, category): """Return decorator testing for object having "id" attribute.""" def decorator(f): @@ -1672,6 +1772,8 @@ commands_db = { "MAP_LENGTH": (1, False, command_maplength), "WORLD_ACTIVE": (1, False, command_worldactive), "MAP": (2, False, setter_map("MAP")), + "GAME_WON": (1, False, setter(None, "GAME_WON", 0, 1)), # # + "SLIPPERS": (1, False, command_slippers), # # "TA_ID": (1, False, command_taid), "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)), "TA_NAME": (1, False, command_taname), @@ -1684,7 +1786,7 @@ commands_db = { "TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER", 0, 255)), "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE", - 0, 255)), + 0, 65535)), "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)), "TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)), # # "T_ID": (1, False, command_tid), @@ -1720,6 +1822,8 @@ world_db = { "GOD_MOOD": 0, # # "GOD_FAVOR": 0, # # "MAP": False, + "GAME_WON": 0, # # + "SLIPPERS": 0, # # "ThingActions": {}, "ThingTypes": {}, "Things": {}