Move the travel rule documentation to newdungeon.py.
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1 changed files with 65 additions and 4 deletions
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@ -3,6 +3,46 @@
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# This is the new open-adventure dungeon generator. It'll eventually
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# replace the existing dungeon.c It currently outputs a .h and .c pair
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# for C code.
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#
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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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# playermove(). This program first compiles the YAML to a form
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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 packs 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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@ -408,7 +448,6 @@ def recompose(type_word, value):
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def buildtravel(locs, objs, voc):
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ltravel = []
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lkeys = []
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verbmap = {}
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for entry in db["vocabulary"]:
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if entry["type"] == "motion" and entry["value"] not in verbmap:
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@ -468,7 +507,7 @@ def buildtravel(locs, objs, voc):
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if not rule["verbs"]:
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tt.append(1)
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ltravel.append(tuple(tt))
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return (tuple(ltravel), lkeys)
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return tuple(ltravel)
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def get_motions(motions):
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template = """ {{
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@ -518,8 +557,30 @@ if __name__ == "__main__":
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locnames = [x[0] for x in db["locations"]]
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msgnames = [el[0] for el in db["arbitrary_messages"]]
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objnames = [el[0] for el in db["objects"]]
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(travel, key) = buildtravel(db["locations"], db["objects"], db["vocabulary"])
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# FIXME: pack the Section 3 representation into the runtime format.
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travel = buildtravel(db["locations"], db["objects"], db["vocabulary"])
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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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# same mapping into the runtime format. This was the C translation
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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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c = c_template.format(
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h_name,
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