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
return libpr
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):
world_db["TURN"] += 1
-def new_Thing(type):
+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": [],
if world_db["ThingActions"][x]["TA_NAME"] == action][0]
world_db["Things"][0]["T_COMMAND"] = id
turn_over()
- # TODO: call 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()
- else:
- print("Ignoring: Argument must be integer >= 0 <=255.")
def set_command_and_argument_movestring(str_arg):
dirs = {"east": "d", "south-east": "c", "south-west": "x",
val = integer_test(seed_string, 0, 4294967295)
if None != val:
rand.seed = val
- else:
- print("Ignoring: Value must be integer >= 0, <= 4294967295.")
def command_seedmap(seed_string):
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.
"""
+
+ 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:
- print("Ignoring: Value must be integer >= 0, <= 4294967295.")
return
rand.seed = val
world_db["SEED_MAP"] = val
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(val_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):