Comment cleanup.
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1 changed files with 48 additions and 59 deletions
107
make_dungeon.py
107
make_dungeon.py
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@ -6,43 +6,7 @@
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#
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#
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# The nontrivial part of this is the compilation of the YAML for
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# The nontrivial part of this is the compilation of the YAML for
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# movement rules to the travel array that's actually used by
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# movement rules to the travel array that's actually used by
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# playermove(). This program first compiles the YAML to a form
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# playermove().
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# identical to the data in section 3 of the old adventure.text file,
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# then a second stage unpacks that data into the travel array.
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#
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# Here are the rules of the intermediate form:
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#
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# Each row of data contains a location number (X), a second
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# location number (Y), and a list of motion numbers (see section 4).
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# each motion represents a verb which will go to Y if currently at X.
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# Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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# If N<=300 it is the location to go to.
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# If 300<N<=500 N-300 is used in a computed goto to
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# a section of special code.
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# If N>500 message N-500 from section 6 is printed,
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# and he stays wherever he is.
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# Meanwhile, M specifies the conditions on the motion.
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# If M=0 it's unconditional.
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# If 0<M<100 it is done with M% probability.
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# If M=100 unconditional, but forbidden to dwarves.
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# If 100<M<=200 he must be carrying object M-100.
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# If 200<M<=300 must be carrying or in same room as M-200.
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# If 300<M<=400 game.prop(M % 100) must *not* be 0.
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# If 400<M<=500 game.prop(M % 100) must *not* be 1.
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# If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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# If the condition (if any) is not met, then the next *different*
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# "destination" value is used (unless it fails to meet *its* conditions,
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# in which case the next is found, etc.). Typically, the next dest will
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# be for one of the same verbs, so that its only use is as the alternate
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# destination for those verbs. For instance:
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# 15 110022 29 31 34 35 23 43
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# 15 14 29
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# This says that, from loc 15, any of the verbs 29, 31, etc., will take
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# him to 22 if he's carrying object 10, and otherwise will go to 14.
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# 11 303008 49
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# 11 9 50
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# This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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# case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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import sys, yaml
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import sys, yaml
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@ -604,6 +568,51 @@ def bigdump(arr):
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return out
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return out
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def buildtravel(locs, objs):
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def buildtravel(locs, objs):
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assert len(locs) <= 300
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assert len(objs) <= 100
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# THIS CODE IS WAAAY MORE COMPLEX THAN IT NEEDS TO BE. It's the
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# result of a massive refactoring exercise that concentrated all
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# the old nastiness in one spot. It hasn't been finally simplified
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# because there's no need to do it until one of the asserions
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# fails. Hint: if you try cleaning this up, the acceptance test is
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# simple - the output dungeon.c must not change.
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#
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# This function first compiles the YAML to a form identical to the
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# data in section 3 of the old adventure.text file, then a second
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# stage unpacks that data into the travel array. Here are the
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# rules of that intermediate form:
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#
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# Each row of data contains a location number (X), a second
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# location number (Y), and a list of motion numbers (see section 4).
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# each motion represents a verb which will go to Y if currently at X.
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# Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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# If N<=300 it is the location to go to.
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# If 300<N<=500 N-300 is used in a computed goto to
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# a section of special code.
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# If N>500 message N-500 from section 6 is printed,
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# and he stays wherever he is.
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# Meanwhile, M specifies the conditions on the motion.
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# If M=0 it's unconditional.
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# If 0<M<100 it is done with M% probability.
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# If M=100 unconditional, but forbidden to dwarves.
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# If 100<M<=200 he must be carrying object M-100.
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# If 200<M<=300 must be carrying or in same room as M-200.
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# If 300<M<=400 game.prop(M % 100) must *not* be 0.
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# If 400<M<=500 game.prop(M % 100) must *not* be 1.
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# If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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# If the condition (if any) is not met, then the next *different*
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# "destination" value is used (unless it fails to meet *its* conditions,
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# in which case the next is found, etc.). Typically, the next dest will
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# be for one of the same verbs, so that its only use is as the alternate
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# destination for those verbs. For instance:
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# 15 110022 29 31 34 35 23 43
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# 15 14 29
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# This says that, from loc 15, any of the verbs 29, 31, etc., will take
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# him to 22 if he's carrying object 10, and otherwise will go to 14.
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# 11 303008 49
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# 11 9 50
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# This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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# case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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ltravel = []
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ltravel = []
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verbmap = {}
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verbmap = {}
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for i, motion in enumerate(db["motions"]):
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for i, motion in enumerate(db["motions"]):
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@ -685,28 +694,8 @@ def buildtravel(locs, objs):
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# At this point the ltravel data is in the Section 3
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# At this point the ltravel data is in the Section 3
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# representation from the FORTRAN version. Next we perform the
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# representation from the FORTRAN version. Next we perform the
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# same mapping into the runtime format. This was the C translation
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# same mapping into wgat used to be the runtime format.
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# of the FORTRAN code:
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# long loc;
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# while ((loc = GETNUM(database)) != -1) {
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# long newloc = GETNUM(NULL);
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# long L;
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# if (TKEY[loc] == 0) {
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# TKEY[loc] = TRVS;
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# } else {
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# TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
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# }
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# while ((L = GETNUM(NULL)) != 0) {
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# TRAVEL[TRVS] = newloc * 1000 + L;
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# TRVS = TRVS + 1;
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# if (TRVS == TRVSIZ)
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# BUG(TOO_MANY_TRAVEL_OPTIONS);
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# }
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# TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
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# }
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#
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# In order to de-crypticize the runtime code, we're going to break these
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# magic numbers up into a struct.
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travel = [[0, "LOC_NOWHERE", 0, 0, 0, 0, 0, 0, "false", "false"]]
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travel = [[0, "LOC_NOWHERE", 0, 0, 0, 0, 0, 0, "false", "false"]]
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tkey = [0]
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tkey = [0]
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oldloc = 0
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oldloc = 0
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