Esempio n. 1
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def make_world(seed):
    """(Re-)build game world, i.e. map, things, to a new turn 1 from seed.

    Seed rand with seed. Do more only with a "wait" ThingAction and
    world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
    world_db["Things"] emptied, call make_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.
    """
    def free_pos(type):
        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]) in \
                    symbols_passable and pos_test(type, y, 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)

    playertype = world_makable()
    if playertype < 0:
        return
    rand.seed = seed
    libpr.set_maplength(world_db["MAP_LENGTH"])
    world_db["Things"] = {}
    make_map()
    world_db["WORLD_ACTIVE"] = 1
    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, free_pos(playertype))
    if not world_db["Things"][0]["fovmap"]:
        empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
        world_db["Things"][0]["fovmap"] = empty_fovmap
    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, free_pos(type))
    strong_write(io_db["file_out"], "NEW_WORLD\n")
Esempio n. 2
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 def enter_altar():
     from server.new_thing import new_Thing
     if world_db["FAVOR_STAGE"] > 9000:
         log("You step on a soul-less slab of stone.")
         return
     log("YOU ENTER SACRED GROUND.")
     if world_db["FAVOR_STAGE"] == 0:
         world_db["FAVOR_STAGE"] = 1
         log(altar_msg_0)
     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] < 100:
         altar_msg_wait(100)
     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
         world_db["FAVOR_STAGE"] = 2
         log(altar_msg_1)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
                                            world_db["altar"])
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
                                            world_db["altar"])
     elif world_db["FAVOR_STAGE"] == 2 and \
         0 == len([id for id in world_db["Things"]
                   if world_db["Things"][id]["T_TYPE"]
                      == world_db["PLANT_1"]]):
         log(altar_msg_2)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
                                            world_db["altar"])
         world_db["GOD_FAVOR"] -= 250
     elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] < 500:
         altar_msg_wait(500)
     elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500:
         world_db["FAVOR_STAGE"] = 3
         log(altar_msg_3)
         log(altar_msg_4)
         world_db["EMPATHY"] = 1
     elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] < 5000:
         altar_msg_wait(5000)
     elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] >= 5000:
         world_db["FAVOR_STAGE"] = 4
         log(altar_msg_5)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["TOOL_1"],
                                            world_db["altar"])
     elif world_db["GOD_FAVOR"] < 20000:
         altar_msg_wait(20000)
     elif world_db["GOD_FAVOR"] > 20000:
         world_db["FAVOR_STAGE"] = 9001
         log(altar_msg_6)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
                                            world_db["altar"])
Esempio n. 3
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 def enter_altar():
     from server.new_thing import new_Thing
     if world_db["FAVOR_STAGE"] > 9000:
        log("You step on a soul-less slab of stone.")
        return
     log("YOU ENTER SACRED GROUND.")
     if world_db["FAVOR_STAGE"] == 0:
         world_db["FAVOR_STAGE"] = 1
         log(altar_msg_0)
     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] < 100:
         altar_msg_wait(100)
     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
         world_db["FAVOR_STAGE"] = 2
         log(altar_msg_1)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
                                            world_db["altar"])
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
                                            world_db["altar"])
     elif world_db["FAVOR_STAGE"] == 2 and \
         0 == len([id for id in world_db["Things"]
                   if world_db["Things"][id]["T_TYPE"]
                      == world_db["PLANT_1"]]):
         log(altar_msg_2)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
                                            world_db["altar"])
         world_db["GOD_FAVOR"] -= 250
     elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] < 500:
         altar_msg_wait(500)
     elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500:
         world_db["FAVOR_STAGE"] = 3
         log(altar_msg_3)
         log(altar_msg_4)
         world_db["EMPATHY"] = 1
     elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] < 5000:
         altar_msg_wait(5000)
     elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] >= 5000:
         world_db["FAVOR_STAGE"] = 4
         log(altar_msg_5)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["TOOL_1"],
                                            world_db["altar"])
     elif world_db["GOD_FAVOR"] < 20000:
         altar_msg_wait(20000)
     elif world_db["GOD_FAVOR"] > 20000:
         world_db["FAVOR_STAGE"] = 9001
         log(altar_msg_6)
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
                                            world_db["altar"])
Esempio n. 4
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def decrement_lifepoints(t):
    from server.decrement_lifepoints import decrement_lifepoints
    live_tid = t["T_TYPE"]
    test = decrement_lifepoints(t)
    if test > 0 and t != world_db["Things"][0]:
        n_species = len([
            tid for tid in world_db["Things"]
            if world_db["Things"][tid]["T_TYPE"] == live_tid
        ])
        if 0 == n_species:
            from server.new_thing import new_Thing
            if world_db["FAVOR_STAGE"] >= 3 and \
                    live_tid == world_db["ANIMAL_0"]:
                world_db["GOD_FAVOR"] += 3000
                log("CONGRATULATIONS! The " +
                    world_db["ThingTypes"][live_tid]["TT_NAME"] +
                    " species has died out. The Island God is pleased.")
            else:
                tid = id_setter(-1, "Things")
                world_db["Things"][tid] = new_Thing(live_tid,
                                                    world_db["altar"])
                log("The " + world_db["ThingTypes"][live_tid]["TT_NAME"] + " s"
                    "pecies has temporarily died out. One new-born is spawned "
                    "at the altar.")
    return test
Esempio n. 5
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def actor_move_attempts_hook(t, move_result, pos):
    if (ord("X") == world_db["MAP"][pos] or ord("|") == world_db["MAP"][pos]):
        for tid in t["T_CARRIES"]:
            ty = world_db["Things"][tid]["T_TYPE"]
            if world_db["ThingTypes"][ty]["TT_TOOL"] == "axe":
                axe_name = world_db["ThingTypes"][ty]["TT_NAME"]
                if t == world_db["Things"][0]:
                    log("With your " + axe_name + ", you chop!")
                    if ord("X") == world_db["MAP"][pos]:
                        world_db["GOD_FAVOR"] -= 1
                chop_power = world_db["ThingTypes"][ty]["TT_TOOLPOWER"]
                case_X = world_db["MAP"][pos] == ord("X")
                if (chop_power > 0
                        and ((case_X and 0 == int(rand.next() / chop_power)) or
                             (not case_X and 0 == int(rand.next() /
                                                      (3 * chop_power))))):
                    if t == world_db["Things"][0]:
                        log("You chop it DOWN.")
                        if ord("X") == world_db["MAP"][pos]:
                            world_db["GOD_FAVOR"] -= 10
                    world_db["MAP"][pos] = ord(".")
                    i = 3 if case_X else 1
                    from server.new_thing import new_Thing
                    for i in range(i):
                        tid = id_setter(-1, "Things")
                        world_db["Things"][tid] = new_Thing(
                            world_db["LUMBER"],
                            (move_result[1], move_result[2]))
                    build_fov_map(t)
                return True
    return False
Esempio n. 6
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def actor_move_attempts_hook(t, move_result, pos):
    if (ord("X") == world_db["MAP"][pos] or ord("|") == world_db["MAP"][pos]):
        for tid in t["T_CARRIES"]:
            ty = world_db["Things"][tid]["T_TYPE"]
            if world_db["ThingTypes"][ty]["TT_TOOL"] == "axe":
                axe_name = world_db["ThingTypes"][ty]["TT_NAME"]
                if t == world_db["Things"][0]:
                    log("With your " + axe_name + ", you chop!")
                    if ord("X") == world_db["MAP"][pos]:
                        world_db["GOD_FAVOR"] -= 1
                chop_power = world_db["ThingTypes"][ty]["TT_TOOLPOWER"]
                case_X = world_db["MAP"][pos] == ord("X")
                if (chop_power > 0 and
                    ((case_X and 0 == int(rand.next() / chop_power))
                     or (not case_X and
                         0 == int(rand.next() / (3 * chop_power))))):
                    if t == world_db["Things"][0]:
                        log("You chop it DOWN.")
                        if ord("X") == world_db["MAP"][pos]:
                            world_db["GOD_FAVOR"] -= 10
                    world_db["MAP"][pos] = ord(".")
                    i = 3 if case_X else 1
                    from server.new_thing import new_Thing
                    for i in range(i):
                        tid = id_setter(-1, "Things")
                        world_db["Things"][tid] = new_Thing(world_db["LUMBER"],
                                    (move_result[1], move_result[2]))
                    build_fov_map(t)
                return True
    return False
Esempio n. 7
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def thingproliferation(t, prol_map):
    """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.

    Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
    marked passable in prol_map. If there are several map cell candidates, one
    is selected randomly.
    """
    from server.config.world_data import directions_db, world_db, \
        thingprol_field_spreadable, thingprol_test_hook, \
        thingprol_post_create_hook
    from server.utils import mv_yx_in_dir_legal, rand, id_setter
    from server.new_thing import new_Thing
    prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
    if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)) and \
        thingprol_test_hook(t):
        candidates = []
        for key in sorted(directions_db.keys()):
            mv_result = mv_yx_in_dir_legal(directions_db[key], t["T_POSY"],
                                           t["T_POSX"])
            c = chr(prol_map[mv_result[1] * world_db["MAP_LENGTH"]
                + mv_result[2]])
            if mv_result[0] and thingprol_field_spreadable(c, t):
                from server.io import log
                candidates.append((mv_result[1], mv_result[2]))
        if len(candidates):
            i = rand.next() % len(candidates)
            tid = id_setter(-1, "Things")
            newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
            world_db["Things"][tid] = newT
            thingprol_post_create_hook(t)
Esempio n. 8
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def thingproliferation(t, prol_map):
    """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.

    Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
    marked passable in prol_map. If there are several map cell candidates, one
    is selected randomly.
    """
    from server.config.world_data import directions_db, world_db, \
        thingprol_field_spreadable, thingprol_test_hook, \
        thingprol_post_create_hook
    from server.utils import mv_yx_in_dir_legal, rand, id_setter
    from server.new_thing import new_Thing
    prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
    if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)) and \
        thingprol_test_hook(t):
        candidates = []
        for key in sorted(directions_db.keys()):
            mv_result = mv_yx_in_dir_legal(directions_db[key], t["T_POSY"],
                                           t["T_POSX"])
            c = chr(prol_map[mv_result[1] * world_db["MAP_LENGTH"] +
                             mv_result[2]])
            if mv_result[0] and thingprol_field_spreadable(c, t):
                from server.io import log
                candidates.append((mv_result[1], mv_result[2]))
        if len(candidates):
            i = rand.next() % len(candidates)
            tid = id_setter(-1, "Things")
            newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
            world_db["Things"][tid] = newT
            thingprol_post_create_hook(t)
Esempio n. 9
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def command_tid(id_string):
    """Set ID of Thing to manipulate. ID unused? Create new one.

    Default new Thing's type to the first available ThingType, others: zero.
    """
    tid = id_setter(id_string, "Things", command_tid)
    if None != tid:
        if world_db["ThingTypes"] == {}:
            print("Ignoring: No ThingType to settle new Thing in.")
            return
        ty = list(world_db["ThingTypes"].keys())[0]
        from server.new_thing import new_Thing
        world_db["Things"][tid] = new_Thing(ty)
Esempio n. 10
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def command_tid(id_string):
    """Set ID of Thing to manipulate. ID unused? Create new one.

    Default new Thing's type to the first available ThingType, others: zero.
    """
    tid = id_setter(id_string, "Things", command_tid)
    if None != tid:
        if world_db["ThingTypes"] == {}:
            print("Ignoring: No ThingType to settle new Thing in.")
            return
        ty = list(world_db["ThingTypes"].keys())[0]
        from server.new_thing import new_Thing
        world_db["Things"][tid] = new_Thing(ty)
Esempio n. 11
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def decrement_lifepoints(t):
    from server.decrement_lifepoints import decrement_lifepoints
    live_tid = t["T_TYPE"]
    test = decrement_lifepoints(t)
    if test > 0 and t != world_db["Things"][0]:
        n_species = len([tid for tid in world_db["Things"]
                         if world_db["Things"][tid]["T_TYPE"] == live_tid])
        if 0 == n_species:
            from server.new_thing import new_Thing
            if world_db["FAVOR_STAGE"] >= 3 and \
                    live_tid == world_db["ANIMAL_0"]:
                world_db["GOD_FAVOR"] += 3000
                log("CONGRATULATIONS! The "
                    + world_db["ThingTypes"][live_tid]["TT_NAME"]
                    + " species has died out. The Island God is pleased.")
            else:
                tid = id_setter(-1, "Things")
                world_db["Things"][tid] = new_Thing(live_tid,
                                                    world_db["altar"])
                log("The " + world_db["ThingTypes"][live_tid]["TT_NAME"] + " s"
                    "pecies has temporarily died out. One new-born is spawned "
                    "at the altar.")
    return test