type_id = world_db["Things"][id]["T_TYPE"]
name = world_db["ThingTypes"][type_id]["TT_NAME"]
inventory = inventory + name + "\n"
- # 7DRL additions: GOD_MOOD, GOD_FAVOR
+ # 7DRL additions: GOD_FAVOR
string = str(world_db["TURN"]) + "\n" + \
- str(world_db["GOD_MOOD"]) + "\n" + \
str(world_db["GOD_FAVOR"]) + "\n" + \
str(world_db["Things"][0]["T_LIFEPOINTS"]) + "\n" + \
str(world_db["Things"][0]["T_SATIATION"]) + "\n" + \
still display memory data. On non-player things, erase fovmap and memory.
Dying actors drop all their things.
"""
- # 7DRL: Also decrements God's mood; deaths heavily so.
# 7DRL: Return 1 if death, else 0.
t["T_LIFEPOINTS"] -= 1
- world_db["GOD_MOOD"] -= 1 # #
if 0 == t["T_LIFEPOINTS"]:
- sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # #
- world_db["GOD_MOOD"] -= sadness # #
for id in t["T_CARRIES"]:
t["T_CARRIES"].remove(id)
world_db["Things"][id]["T_POSY"] = t["T_POSY"]
t["T_MEMMAP"] = False
t["T_MEMDEPTHMAP"] = False
t["T_MEMTHING"] = []
- return sadness # #
+ return world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # #
return 0 # #
-def add_gods_favor(i): # #
- """"Add to GOD_FAVOR, multiplied with factor growing log. with GOD_MOOD."""
- def favor_multiplier(i):
- x = 100
- threshold = math.e * x
- mood = world_db["GOD_MOOD"]
- if i > 0:
- if mood > threshold:
- i = i * math.log(mood / x)
- elif -mood > threshold:
- i = i / math.log(-mood / x)
- elif i < 0:
- if -mood > threshold:
- i = i * math.log(-mood / x)
- if mood > threshold:
- i = i / math.log(mood / x)
- return int(i)
- world_db["GOD_FAVOR"] += favor_multiplier(i)
-
-
def mv_yx_in_dir_legal(dir, y, x):
"""Wrapper around libpr.mv_yx_in_dir_legal to simplify its use."""
dir_c = dir.encode("ascii")[0]
id = id_setter(-1, "Things")
world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
world_db["altar"])
- add_gods_favor(-250)
+ world_db["GOD_FAVOR"] -= 250
elif world_db["GOD_FAVOR"] > 9000:
world_db["FAVOR_STAGE"] = 9001
log("The Island God speaks to you: \"You have proven yourself worthy"
hitted_type = world_db["Things"][hit_id]["T_TYPE"]
hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
log("You wound " + hitted_name + ".")
- add_gods_favor(-1) # #
+ world_db["GOD_FAVOR"] -= -1 # #
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
log(hitter_name +" wounds you.")
test = decrement_lifepoints(world_db["Things"][hit_id]) # #(test=)
if test and t == world_db["Things"][0]: # #
- add_gods_favor(-test) # #
+ world_db["GOD_FAVOR"] -test # #
return
if (ord("X") == world_db["MAP"][pos] # #
or ord("|") == world_db["MAP"][pos]): # #
if t == world_db["Things"][0]: # #
log("With your " + axe_name + ", you chop!\n") # #
if ord("X") == world_db["MAP"][pos]: # #
- add_gods_favor(-1) # #
+ world_db["GOD_FAVOR"] = -1 # #
chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
case_X = world_db["MAP"][pos] == ord("X") # #
if (chop_power > 0 # #
if t == world_db["Things"][0]: # #
log("You chop it down.") # #
if world_db["MAP"][pos] == ord("X"): # #
- add_gods_favor(-10) # #
+ world_db["GOD_FAVOR"] = -10 # #
world_db["MAP"][pos] = ord(".") # #
i = 3 if case_X else 1 # #
for i in range(i): # #
and world_db["Things"][id]["T_PLAYERDROP"] # #
and world_db["ThingTypes"][type]["TT_TOOL"] == "food"): # #
score = world_db["ThingTypes"][type]["TT_TOOLPOWER"] / 32 # #
- add_gods_favor(score) # #
+ world_db["GOD_FAVOR"] += score # #
world_db["Things"][id]["T_PLAYERDROP"] = 0 # #
t["T_CARRIES"].append(id)
if t == world_db["Things"][0]:
"""Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
# TODO: Handle case where T_ARGUMENT matches nothing.
# 7DLR: Handle SLIPPERS-type Thing use.
+ # 7DRL: Player with fertilizer fertilizes
if len(t["T_CARRIES"]):
id = t["T_CARRIES"][t["T_ARGUMENT"]]
type = world_db["Things"][id]["T_TYPE"]
id = id_setter(-1, "Things")
newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
world_db["Things"][id] = newT
- animacy = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # #
- if animacy: # #
- world_db["GOD_MOOD"] += animacy # #
- else: # #
- world_db["GOD_MOOD"] += 1 # #
if (world_db["FAVOR_STAGE"] > 0 # #
and t["T_TYPE"] == world_db["PLANT_0"]): # #
world_db["GOD_FAVOR"] += 5 # #
testval = int(abs(t["T_SATIATION"]) / wait_divider)
if (testval <= 1 or 1 == (rand.next() % testval)):
t["T_LIFEPOINTS"] += 1
- if t != world_db["Things"][0]: # #
- world_db["GOD_MOOD"] += 1 # #
if t == world_db["Things"][0]:
log("You heal.")
def ai(t):
"""Determine next command/argment for actor t via AI algorithms."""
# 7DRL add: Don't pick up or search things when inventory is full.
- if t == world_db["Things"][0]:
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
if get_dir_to_target(t, "f"):
- if t == world_db["Things"][0]:
return
sel = get_inventory_slot_to_consume(t)
if -1 != sel:
- if t == world_db["Things"][0]:
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if world_db["ThingActions"][id]["TA_NAME"]
== "use"][0]
t["T_ARGUMENT"] = sel
elif standing_on_food(t):
- if t == world_db["Things"][0]:
if (len(t["T_CARRIES"]) < # #
world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # #
- if t == world_db["Things"][0]:
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if world_db["ThingActions"][id]["TA_NAME"]
== "pick_up"][0]
else:
- if t == world_db["Things"][0]:
going_to_known_food_spot = get_dir_to_target(t, "c")
if not going_to_known_food_spot:
- if t == world_db["Things"][0]:
aiming_for_walking_food = get_dir_to_target(t, "a")
if not aiming_for_walking_food:
- if t == world_db["Things"][0]:
get_dir_to_target(t, "s")
"MAKE_WORLD": (1, False, command_makeworld),
"SEED_RANDOMNESS": (1, False, command_seedrandomness),
"TURN": (1, False, setter(None, "TURN", 0, 65535)),
- "GOD_MOOD": (1, False, setter(None, "GOD_MOOD", -32768, 32767)), # #
"GOD_FAVOR": (1, False, setter(None, "GOD_FAVOR", -32768, 32767)), # #
"PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)),
"MAP_LENGTH": (1, False, command_maplength),
"MAP_LENGTH": 64,
"PLAYER_TYPE": 0,
"WORLD_ACTIVE": 0,
- "GOD_MOOD": 0, # #
"GOD_FAVOR": 0, # #
"MAP": False,
"FAVOR_STAGE": 0, # #