string = ""
for key in world_db:
- if dict != type(world_db[key]) and key != "MAP":
+ if dict != type(world_db[key]) and key != "MAP" and \
+ key != "WORLD_ACTIVE" and key != "SEED_MAP":
string = string + key + " " + str(world_db[key]) + "\n"
+ string = string + "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n"
string = string + helper("ThingActions", "TA_ID")
string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False})
for id in world_db["ThingTypes"]:
return True
return False
store_seed = rand.seed
+ rand.seed = world_db["SEED_MAP"]
world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
length = world_db["MAP_LENGTH"]
add_half_width = (not (length % 2)) * int(length / 2)
# This all-too-precise replica of the original C code misses iter_limit().
-def update_map_memory(t):
+def update_map_memory(t, age_map=True):
"""Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
if not t["T_MEMMAP"]:
t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
if " " == chr(t["T_MEMMAP"][pos]):
t["T_MEMMAP"][pos] = world_db["MAP"][pos]
continue
- if ord('0') <= t["T_MEMDEPTHMAP"][pos] \
- and ord('9') >= t["T_MEMDEPTHMAP"][pos] \
+ if age_map and ord('0') <= t["T_MEMDEPTHMAP"][pos] \
+ and ord('9') > t["T_MEMDEPTHMAP"][pos] \
and not rand.next() % (2 ** (t["T_MEMDEPTHMAP"][pos] - 48)):
t["T_MEMDEPTHMAP"][pos] += 1
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"]:
+ 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"]
def actor_move(t):
"""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"])
+ 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])
decrement_lifepoints(world_db["Things"][hit_id])
return
dir = [dir for dir in directions_db
- if directions_db[dir] == t["T_ARGUMENT"]][0]
+ if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
if passable:
t["T_POSY"] = move_result[1]
t["T_POSX"] = move_result[2]
def actor_pick_up(t):
"""Make t pick up (topmost?) Thing from ground into inventory."""
- # Topmostness is actually not defined so far.
+ # Topmostness is actually not defined so far. Picks Thing with highest ID.
ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
if not world_db["Things"][id]["carried"]
if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
if len(ids):
- world_db["Things"][ids[0]]["carried"] = True
- t["T_CARRIES"].append(ids[0])
+ highest_id = 0
+ for id in ids:
+ if id > highest_id:
+ highest_id = id
+ world_db["Things"][highest_id]["carried"] = True
+ t["T_CARRIES"].append(highest_id)
if t == world_db["Things"][0]:
strong_write(io_db["file_out"], "LOG You pick up an object.\n")
elif t == world_db["Things"][0]:
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
- t["T_LIFEPOINTS"] += 1
- # Wrongly increment HPs is a replica of the original code.
- strong_write(io_db["file_out"], "LOG You consume this object.\n")
- else:
- strong_write(io_db["file_out"], "LOG You try to use this object," +
- "but fail.\n")
- else:
- strong_write(io_db["file_out"], "LOG You try to use an object, but " +
- "you own none.\n")
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"],
+ "LOG You consume this object.\n")
+ elif t == world_db["Things"][0]:
+ strong_write(io_db["file_out"],
+ "LOG You try to use this object, but fail.\n")
+ elif t == world_db["Things"][0]:
+ strong_write(io_db["file_out"],
+ "LOG You try to use an object, but you own none.\n")
def thingproliferation(t):
decrement_lifepoints(t)
+def get_dir_to_nearest_target(t, c):
+ # Dummy
+ return False
+
+
+def standing_on_consumable(t):
+ """Return True/False whether t is standing on a consumable."""
+ for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
+ if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
+ if world_db["Things"][id]["T_POSX"] == t["T_POSX"]
+ if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+ ["TT_CONSUMABLE"]]:
+ return True
+ return False
+
+
+def get_inventory_slot_to_consume(t):
+ """Return slot Id of strongest consumable in t's inventory, else -1."""
+ cmp_consumability = 0
+ selection = -1
+ i = 0
+ for id in t["T_CARRIES"]:
+ type = world_db["Things"][id]["T_TYPE"]
+ if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability:
+ cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ selection = i
+ i += 1
+ return selection
+
+
+def ai(t):
+ """Determine next command/argment for actor t via AI algorithms.
+
+ AI will look for, and move towards, enemies (animate Things not of their
+ own ThingType); if they see none, they will consume consumables in their
+ inventory; if there are none, they will pick up what they stand on if they
+ stand on consumables; if they stand on none, they will move towards the
+ next consumable they see or remember on the map; if they see or remember
+ 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.
+ """
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
+ if not get_dir_to_nearest_target(t, "f"):
+ sel = get_inventory_slot_to_consume(t)
+ if -1 != sel:
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"]
+ == "use"][0]
+ t["T_ARGUMENT"] = sel
+ elif standing_on_consumable(t):
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"]
+ == "pick_up"][0]
+ elif (not get_dir_to_nearest_target(t, "c")) and \
+ (not get_dir_to_nearest_target(t, "a")):
+ get_dir_to_nearest_target(t, "s")
+
+
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 not id in world_db["Things"]: # Thing may have been consumed
+ continue # during turn …
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
if not Thing["T_COMMAND"]:
if 0 == id:
whilebreaker = True
break
- # DUMMY: ai(thing)
+ ai(Thing)
Thing["T_COMMAND"] = 1
try_healing(Thing)
Thing["T_PROGRESS"] += 1
def command_thingshere(str_y, str_x):
"""Write to out file list of Things known to player at coordinate y, x."""
- def write_thing_if_here():
- if y == world_db["Things"][id]["T_POSY"] \
- and x == world_db["Things"][id]["T_POSX"] \
- and not world_db["Things"][id]["carried"]:
- type = world_db["Things"][id]["T_TYPE"]
- name = world_db["ThingTypes"][type]["TT_NAME"]
- strong_write(io_db["file_out"], name + "\n")
if world_db["WORLD_ACTIVE"]:
y = integer_test(str_y, 0, 255)
x = integer_test(str_x, 0, 255)
strong_write(io_db["file_out"], "THINGS_HERE START\n")
if "v" == chr(world_db["Things"][0]["fovmap"][pos]):
for id in world_db["Things"]:
- write_thing_if_here()
+ # write_thing_if_here()
+ if y == world_db["Things"][id]["T_POSY"] \
+ and x == world_db["Things"][id]["T_POSX"] \
+ and not world_db["Things"][id]["carried"]:
+ type = world_db["Things"][id]["T_TYPE"]
+ name = world_db["ThingTypes"][type]["TT_NAME"]
+ strong_write(io_db["file_out"], name + "\n")
else:
- for id in world_db["Things"][0]["T_MEMTHING"]:
- write_thing_if_here()
+ for mt in world_db["Things"][0]["T_MEMTHING"]:
+ if y == mt[1] and x == mt[2]:
+ name = world_db["ThingTypes"][mt[0]]["TT_NAME"]
+ strong_write(io_db["file_out"], name + "\n")
strong_write(io_db["file_out"], "THINGS_HERE END\n")
else:
print("Ignoring: Invalid map coordinates.")
def set_command_and_argument_movestring(str_arg):
if str_arg in directions_db:
- world_db["Things"][0]["T_ARGUMENT"] = directions_db[str_arg]
+ world_db["Things"][0]["T_ARGUMENT"] = ord(directions_db[str_arg])
set_command()
else:
print("Ignoring: Argument must be valid direction string.")
# In contrast to the original,naming won't map a function to a ThingAction.
+def command_ai():
+ """Call ai() on player Thing, then turn_over()."""
+ ai(world_db["Things"][0])
+ turn_over()
+
+
"""Commands database.
Map command start tokens to ([0]) number of expected command arguments, ([1])
"pick_up": (0, False, play_commander("pick_up")),
"drop": (1, False, play_commander("drop", True)),
"use": (1, False, play_commander("use", True)),
+ "ai": (0, False, command_ai)
}
"""World state database. With sane default values. (Randomness is in rand.)"""
world_db = {
"TURN": 0,
+ "MAP_LENGTH": 64,
"SEED_MAP": 0,
"PLAYER_TYPE": 0,
- "MAP_LENGTH": 64,
"WORLD_ACTIVE": 0,
"ThingActions": {},
"ThingTypes": {},