import shlex
import shutil
import time
+import ctypes
+
+
+class RandomnessIO:
+ """"Interface to libplomrogue's pseudo-randomness generator."""
+
+ def set_seed(self, seed):
+ libpr.seed_rrand(1, seed)
+
+ def get_seed(self):
+ return libpr.seed_rrand(0, 0)
+
+ def next(self):
+ return libpr.rrand()
+
+ seed = property(get_seed, set_seed)
+
+
+def prep_library():
+ """Prepare ctypes library at ./libplomrogue.so"""
+ libpath = ("./libplomrogue.so")
+ if not os.access(libpath, os.F_OK):
+ raise SystemExit("No library " + libpath + ", run ./compile.sh first?")
+ libpr = ctypes.cdll.LoadLibrary(libpath)
+ libpr.seed_rrand.argtypes = [ctypes.c_uint8, ctypes.c_uint32]
+ libpr.seed_rrand.restype = ctypes.c_uint32
+ libpr.rrand.argtypes = []
+ libpr.rrand.restype = ctypes.c_uint16
+ libpr.set_maplength.argtypes = [ctypes.c_uint16]
+ libpr.mv_yx_in_dir_legal_wrap.argtypes = [ctypes.c_char, ctypes.c_uint8,
+ ctypes.c_uint8]
+ libpr.mv_yx_in_dir_legal_wrap.restype = ctypes.c_uint8
+ libpr.result_y.restype = ctypes.c_uint8
+ libpr.result_x.restype = ctypes.c_uint8
+ libpr.set_maplength(world_db["MAP_LENGTH"])
+ return libpr
def strong_write(file, string):
string = string + "T_ID " + str(id) + "\n"
for carried_id in world_db["Things"][id]["T_CARRIES"]:
string = string + "T_CARRIES " + str(carried_id) + "\n"
- string = string + "WORLD_ACTIVE " + str(world_db["WORLD_ACTIVE"])
+ string = string + "SEED_RANDOMNESS " + str(rand.seed) + "\n" + \
+ "WORLD_ACTIVE " + str(world_db["WORLD_ACTIVE"])
atomic_write(io_db["path_save"], string)
Keep building return string until a newline is encountered. Pause between
unsuccessful reads, and after too much waiting, run server_test().
"""
- wait_on_fail = 1
+ wait_on_fail = 0.03333
max_wait = 5
now = time.time()
command = ""
def remake_map():
- # DUMMY map creator.
- world_db["MAP"] = bytearray(b'.' * (world_db["MAP_LENGTH"] ** 2))
+ """(Re-)make island map.
+
+ Let "~" represent water, "." land, "X" trees: Build island shape randomly,
+ start with one land cell in the middle, then go into cycle of repeatedly
+ selecting a random sea cell and transforming it into land if it is neighbor
+ 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).
+ """
+ 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
+ store_seed = rand.seed
+ world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
+ 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
+ rand.seed = store_seed
+ # This all-too-precise replica of the original C code misses iter_limit().
def update_map_memory(t):
# TODO: Aging of MEMDEPTHMAP.
for memthing in t["T_MEMTHING"]:
y = world_db["Things"][memthing[0]]["T_POSY"]
- x = world_db["Things"][memthing[1]]["T_POSY"]
+ x = world_db["Things"][memthing[0]]["T_POSX"]
if "v" == chr(t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]):
t["T_MEMTHING"].remove(memthing)
for id in world_db["Things"]:
# DUMMY so far. Just builds an all-visible map.
-def new_Thing(type):
+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.
+ """
+ t["T_LIFEPOINTS"] -= 1
+ if 0 == t["T_LIFEPOINTS"]:
+ 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))
+ strong_write(io_db["file_out"], "LOG You die.\n")
+ else:
+ t["fovmap"] = False
+ t["T_MEMMAP"] = False
+ t["T_MEMDEPTHMAP"] = False
+ t["T_MEMTHING"] = []
+ strong_write(io_db["file_out"], "LOG It dies.\n")
+
+
+def actor_wait(t):
+ """Make t do nothing (but loudly, if player avatar)."""
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You wait.\n")
+
+
+def actor_move(t):
+ """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+ dir_c = t["T_ARGUMENT"].encode("ascii")[0]
+ legal_move = libpr.mv_yx_in_dir_legal_wrap(dir_c, t["T_POSY"], t["T_POSX"])
+ passable = False
+ if -1 == legal_move:
+ raise SystemExit("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
+ elif 1 == legal_move:
+ pos = (libpr.result_y() * world_db["MAP_LENGTH"]) + libpr.result_x()
+ passable = "." == 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"]
+ if world_db["Things"][id]["T_POSY"] == libpr.result_y()
+ if world_db["Things"][id]["T_POSX"] == libpr.result_x()]
+ if len(hitted):
+ hit_id = hitted[0]
+ hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+ hitter = "You" if t == world_db["Things"][0] else hitter_name
+ hitted_type = world_db["Things"][hit_id]["T_TYPE"]
+ hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
+ hitted = "you" if hit_id == 0 else hitted_name
+ verb = " wound " if hitter == "You" else " wounds "
+ strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted + \
+ ".\n")
+ decrement_lifepoints(world_db["Things"][hit_id])
+ return
+ dir = [dir for dir in directions_db
+ if directions_db[dir] == t["T_ARGUMENT"]][0]
+ if passable:
+ t["T_POSY"] = libpr.result_y()
+ t["T_POSX"] = libpr.result_x()
+ for id in t["T_CARRIES"]:
+ world_db["Things"][id]["T_POSY"] = libpr.result_y()
+ world_db["Things"][id]["T_POSX"] = libpr.result_x()
+ build_fov_map(t)
+ strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
+ else:
+ strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
+
+
+def actor_pick_up(t):
+ """Make t pick up (topmost?) Thing from ground into inventory."""
+ # Topmostness is actually not defined so far.
+ 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])
+ 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]:
+ err = "You try to pick up an object, but there is none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_drop(t):
+ """Make t rop Thing from inventory to ground indexed by T_ARGUMENT."""
+ # TODO: Handle case where T_ARGUMENT matches nothing.
+ if len(t["T_CARRIES"]):
+ id = t["T_CARRIES"][t["T_ARGUMENT"]]
+ t["T_CARRIES"].remove(id)
+ world_db["Things"][id]["carried"] = False
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You drop an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to drop an object, but you own none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_use(t):
+ """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
+ # Original wrongly featured lifepoints increase through consumable!
+ # TODO: Handle case where T_ARGUMENT matches nothing.
+ 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"]:
+ t["T_CARRIES"].remove(id)
+ del world_db["Things"][id]
+ t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ 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")
+
+
+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 world_db["Things"][id]["T_LIFEPOINTS"]]:
+ Thing = world_db["Things"][id]
+ if Thing["T_LIFEPOINTS"]:
+ if not Thing["T_COMMAND"]:
+ update_map_memory(Thing)
+ if 0 == id:
+ whilebreaker = True
+ break
+ # DUMMY: ai(thing)
+ Thing["T_COMMAND"] = 1
+ # DUMMY: try_healing
+ 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
+ # DUMMY: hunger
+ # DUMMY: thingproliferation
+ if whilebreaker:
+ break
+ world_db["TURN"] += 1
+
+
+def new_Thing(type, pos=(0,0)):
"""Return Thing of type T_TYPE, with fovmap if alive and world active."""
thing = {
"T_LIFEPOINTS": world_db["ThingTypes"][type]["TT_LIFEPOINTS"],
"T_SATIATION": 0,
"T_COMMAND": 0,
"T_TYPE": type,
- "T_POSY": 0,
- "T_POSX": 0,
+ "T_POSY": pos[0],
+ "T_POSX": pos[1],
"T_CARRIES": [],
"carried": False,
"T_MEMTHING": [],
"""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 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")
print("Ignoring: Command only works on existing worlds.")
+def play_commander(action, args=False):
+ """Setter for player's T_COMMAND and T_ARGUMENT, then calling turn_over().
+
+ T_ARGUMENT is set to direction char if action=="wait",or 8-bit int if args.
+ """
+
+ def set_command():
+ id = [x for x in world_db["ThingActions"]
+ if world_db["ThingActions"][x]["TA_NAME"] == action][0]
+ world_db["Things"][0]["T_COMMAND"] = id
+ turn_over()
+
+ def set_command_and_argument_int(str_arg):
+ val = integer_test(str_arg, 0, 255)
+ if None != val:
+ world_db["Things"][0]["T_ARGUMENT"] = val
+ set_command()
+
+ def set_command_and_argument_movestring(str_arg):
+ if str_arg in directions_db:
+ world_db["Things"][0]["T_ARGUMENT"] = directions_db[str_arg]
+ set_command()
+ else:
+ print("Ignoring: Argument must be valid direction string.")
+
+ if action == "move":
+ return set_command_and_argument_movestring
+ elif args:
+ return set_command_and_argument_int
+ else:
+ return set_command
+
+
+def command_seedrandomness(seed_string):
+ """Set rand seed to int(seed_string)."""
+ val = integer_test(seed_string, 0, 4294967295)
+ if None != val:
+ rand.seed = val
+
+
def command_seedmap(seed_string):
"""Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
def command_makeworld(seed_string):
"""(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
- Make seed world_db["SEED_RANDOMNESS"] and world_db["SEED_MAP"]. Do more
- only with a "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType
- of TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_map()
+ Seed rand with seed, fill it into world_db["SEED_MAP"]. Do more only with a
+ "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType of
+ TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_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.
"""
- setter(None, "SEED_RANDOMNESS", 0, 4294967295)(seed_string)
- setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
+
+ 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]):
+ 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)
+
+ val = integer_test(seed_string, 0, 4294967295)
+ if None == val:
+ return
+ rand.seed = val
+ world_db["SEED_MAP"] = val
player_will_be_generated = False
playertype = world_db["PLAYER_TYPE"]
for ThingType in world_db["ThingTypes"]:
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)
- # TODO: Positioning.
+ world_db["Things"][id] = new_Thing(playertype, free_pos())
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)
- # TODO: Positioning.
+ world_db["Things"][id] = new_Thing(type, free_pos())
strong_write(io_db["file_out"], "NEW_WORLD\n")
def command_maplength(maplength_string):
"""Redefine map length. Invalidate map, therefore lose all things on it."""
- set_world_inactive()
- world_db["Things"] = {}
- setter(None, "MAP_LENGTH", 1, 256)(maplength_string)
+ val = integer_test(maplength_string, 1, 256)
+ if None != val:
+ world_db["MAP_LENGTH"] = val
+ set_world_inactive()
+ world_db["Things"] = {}
+ libpr.set_maplength(val)
def command_worldactive(worldactive_string):
"THINGS_HERE": (2, True, command_thingshere),
"MAKE_WORLD": (1, False, command_makeworld),
"SEED_MAP": (1, False, command_seedmap),
- "SEED_RANDOMNESS": (1, False, setter(None, "SEED_RANDOMNESS",
- 0, 4294967295)),
+ "SEED_RANDOMNESS": (1, False, command_seedrandomness),
"TURN": (1, False, setter(None, "TURN", 0, 65535)),
"PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0, 255)),
"MAP_LENGTH": (1, False, command_maplength),
"T_MEMTHING": (3, False, command_tmemthing),
"T_POSY": (1, False, setter_tpos("Y")),
"T_POSX": (1, False, setter_tpos("X")),
+ "wait": (0, False, play_commander("wait")),
+ "move": (1, False, play_commander("move")),
+ "pick_up": (0, False, play_commander("pick_up")),
+ "drop": (1, False, play_commander("drop", True)),
+ "use": (1, False, play_commander("use", True)),
}
-"""World state database. With sane default values."""
+"""World state database. With sane default values. (Randomness is in rand.)"""
world_db = {
"TURN": 0,
"SEED_MAP": 0,
- "SEED_RANDOMNESS": 0,
"PLAYER_TYPE": 0,
"MAP_LENGTH": 64,
"WORLD_ACTIVE": 0,
"Things": {}
}
+"""Mapping of direction names to internal direction chars."""
+directions_db = {"east": "d", "south-east": "c", "south-west": "x",
+ "west": "s", "north-west": "w", "north-east": "e"}
"""File IO database."""
io_db = {
try:
+ libpr = prep_library()
+ rand = RandomnessIO()
opts = parse_command_line_arguments()
setup_server_io()
if None != opts.replay: