def obey(command, prefix, replay=False, do_record=False):
"""Call function from commands_db mapped to command's first token.
- The command string is tokenized by shlex.split(comments=True). If replay is
- set, a non-meta command from the commands_db merely triggers obey() on the
- next command from the records file. If not, and do do_record is set,
- non-meta commands are recorded via record(), and save_world() is called.
+ Tokenize command string with shlex.split(comments=True). If replay is set,
+ a non-meta command from the commands_db merely triggers obey() on the next
+ command from the records file. If not, non-meta commands set
+ io_db["worldstate_updateable"] to world_db["WORLD_EXISTS"], and, if
+ do_record is set, are recorded via record(), and save_world() is called.
The prefix string is inserted into the server's input message between its
beginning 'input ' & ':'. All activity is preceded by a server_test() call.
"""
if do_record:
record(command)
save_world()
+ io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"]
elif 0 != len(tokens):
print("Invalid command/argument, or bad number of tokens.")
if world_db["Things"][id][key]:
rmap = world_db["Things"][id][key]
length = world_db["MAP_LENGTH"]
- for i in range(world_db["MAP_LENGTH"]):
+ for i in range(length):
line = rmap[i * length:(i * length) + length].decode()
string = string + key + " " + str(i) + quote(line) + "\n"
return 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"])
atomic_write(io_db["path_save"], string)
return command
+def try_worldstate_update():
+ """Write worldstate file if io_db["worldstate_updateable"] is set."""
+ if io_db["worldstate_updateable"]:
+ string = str(world_db["TURN"]) + "\n" + \
+ str(world_db["Things"][0]["T_LIFEPOINTS"]) + "\n" + \
+ str(world_db["Things"][0]["T_SATIATION"]) + "\n" + \
+ "(none)\n%\n" + \
+ str(world_db["Things"][0]["T_POSY"]) + "\n" + \
+ str(world_db["Things"][0]["T_POSX"]) + "\n" + \
+ str(world_db["MAP_LENGTH"]) + "\n"
+ # TODO: no inventory so far
+ length = world_db["MAP_LENGTH"]
+ for i in range(length):
+ line = world_db["MAP"][i * length:(i * length) + length].decode()
+ string = string + line + "\n"
+ # TODO: no proper user-subjective map
+ atomic_write(io_db["path_worldstate"], string)
+ atomic_write(io_db["path_out"], "WORLD_UPDATED\n", do_append=True)
+ io_db["worldstate_updateable"] = False
+
+
def replay_game():
"""Replay game from record file.
Use opts.replay as breakpoint turn to which to replay automatically before
switching to manual input by non-meta commands in server input file
triggering further reads of record file. Ensure opts.replay is at least 1.
+ Run try_worldstate_update() before each interactive obey()/read_command().
"""
if opts.replay < 1:
opts.replay = 1
+ str(io_db["file_record"].line_n))
io_db["file_record"].line_n = io_db["file_record"].line_n + 1
while True:
+ try_worldstate_update()
obey(read_command(), "in file", replay=True)
If no save file is found, a new world is generated from the commands in the
world config plus a 'MAKE WORLD [current Unix timestamp]'. Record this
- command and all that follow via the server input file.
+ command and all that follow via the server input file. Run
+ try_worldstate_update() before each interactive obey()/read_command().
"""
if os.access(io_db["path_save"], os.F_OK):
obey_lines_in_file(io_db["path_save"], "save")
do_record=True)
obey("MAKE_WORLD " + str(int(time.time())), "in file", do_record=True)
while True:
+ try_worldstate_update()
obey(read_command(), "in file", do_record=True)
return f
+def id_setter(id, category, id_store=False, start_at_1=False):
+ """Set ID of object of category to manipulate ID unused? Create new one.
+
+ The ID is stored as id_store.id (if id_store is set). If the integer of the
+ input is valid (if start_at_1, >= 0 and <= 255, else >= -32768 and <=
+ 32767), but <0 or (if start_at_1) <1, calculate new ID: lowest unused ID
+ >=0 or (if start_at_1) >= 1, and <= 255. None is always returned when no
+ new object is created, otherwise the new object's ID.
+ """
+ min = 0 if start_at_1 else -32768
+ max = 255 if start_at_1 else 32767
+ if str == type(id):
+ id = integer_test(id, min, max)
+ if None != id:
+ if id in world_db[category]:
+ if id_store:
+ id_store.id = id
+ return None
+ else:
+ if (start_at_1 and 0 == id) \
+ or ((not start_at_1) and (id < 0 or id > 255)):
+ id = -1
+ while 1:
+ id = id + 1
+ if id not in world_db[category]:
+ break
+ if id > 255:
+ print("Ignoring: "
+ "No unused ID available to add to ID list.")
+ return None
+ if id_store:
+ id_store.id = id
+ return id
+
+
def command_ping():
"""Send PONG line to server output file."""
io_db["file_out"].write("PONG\n")
# DUMMY.
setter(None, "SEED_RANDOMNESS", 0, 4294967295)(seed_string)
player_will_be_generated = False
+ playertype = world_db["PLAYER_TYPE"]
for ThingType in world_db["ThingTypes"]:
- if 0 == ThingType:
+ if playertype == ThingType:
if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]:
player_will_be_generated = True
break
remake_map()
world_db["WORLD_ACTIVE"] = 1
world_db["TURN"] = 1
+ for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
+ world_db["Things"][id_setter(-1, "Things")] = {
+ "T_LIFEPOINTS": world_db["ThingTypes"][playertype]["TT_LIFEPOINTS"],
+ "T_TYPE": playertype,
+ "T_POSY": 0, # randomize safely
+ "T_POSX": 0, # randomize safely
+ "T_ARGUMENT": 0,
+ "T_PROGRESS": 0,
+ "T_SATIATION": 0,
+ "T_COMMAND": 0,
+ "T_CARRIES": [],
+ "carried": False,
+ "T_MEMTHING": [],
+ "T_MEMMAP": False,
+ "T_MEMDEPTHMAP": False
+ }
+ # generate fov map?
# TODO: Generate things (player first, with updated memory)
atomic_write(io_db["path_out"], "NEW_WORLD\n", do_append=True)
elif 0 == world_db["WORLD_ACTIVE"]:
wait_exists = False
for ThingAction in world_db["ThingActions"]:
- if "wait" == ThingAction["TA_NAME"]:
+ if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
wait_exists = True
break
player_exists = False
for Thing in world_db["Things"]:
- if 0 == ThingAction["T_ID"]:
+ if 0 == Thing:
player_exists = True
break
map_exists = "MAP" in world_db
world_db["WORLD_ACTIVE"] = 1
-def id_setter(id_string, category, id_store, start_at_1=False):
- """Set ID of object of category to manipulate ID unused? Create new one.
-
- The ID is stored as id_store.id. If the integer of the input is valid (if
- start_at_1, >= 0 and <= 255, else >= -32768 and <= 32767), but <0 or (if
- start_at_1) <1, calculate new ID: lowest unused ID >=0 or (if start_at_1)
- >= 1, and <= 255. None is always returned when no new object is created,
- otherwise the new object's ID.
- """
- min = 0 if start_at_1 else -32768
- max = 255 if start_at_1 else 32767
- id = integer_test(id_string, min, max)
- if None != id:
- if id in world_db[category]:
- id_store.id = id
- return None
- else:
- if (start_at_1 and 0 == id) \
- or ((not start_at_1) and (id < 0 or id > 255)):
- id = -1
- while 1:
- id = id + 1
- if id not in world_db[category]:
- break
- if id > 255:
- print("Ignoring: "
- "No unused ID available to add to ID list.")
- return None
- id_store.id = id
- return id
-
-
def test_for_id_maker(object, category):
"""Return decorator testing for object having "id" attribute."""
def decorator(f):
"path_out": "server/out",
"path_worldstate": "server/worldstate",
"tmp_suffix": "_tmp",
- "kicked_by_rival": False
+ "kicked_by_rival": False,
+ "worldstate_updateable": False
}