curses.init_pair(2, curses.COLOR_BLUE, curses.COLOR_BLACK)
curses.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
curses.init_pair(4, curses.COLOR_YELLOW, curses.COLOR_BLACK)
- curses.init_pair(5, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
- curses.init_pair(6, curses.COLOR_BLACK, curses.COLOR_BLUE)
+ curses.init_pair(5, curses.COLOR_CYAN, curses.COLOR_BLACK)
+ curses.init_pair(6, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
+ curses.init_pair(7, curses.COLOR_GREEN, curses.COLOR_BLACK)
+ curses.init_pair(8, curses.COLOR_BLACK, curses.COLOR_MAGENTA)
+ curses.init_pair(9, curses.COLOR_BLACK, curses.COLOR_BLUE)
+ curses.init_pair(10, curses.COLOR_BLACK, curses.COLOR_CYAN)
col_unknown = curses.color_pair(1)
col_mem_obstacle = curses.color_pair(2)
col_mem = curses.color_pair(2)
col_stone = curses.color_pair(1)
- col_dirt = curses.color_pair(4)
- col_earth = curses.color_pair(3)
col_player = curses.color_pair(5)
- col_water = curses.color_pair(6)
+ col_ground = curses.color_pair(6)
+ col_ground_wet = curses.color_pair(8)
+ col_ground_wetter = curses.color_pair(9)
+ col_ground_wettest = curses.color_pair(10)
+ col_dirt = curses.color_pair(3)
+ col_dirt_wet = curses.color_pair(8)
+ col_dirt_wetter = curses.color_pair(9)
+ col_dirt_wettest = curses.color_pair(10)
+ col_earth = curses.color_pair(3)
+ col_earth_wet = curses.color_pair(8)
+ col_earth_wetter = curses.color_pair(9)
+ col_earth_wettest = curses.color_pair(10)
+ col_wall_dirt = curses.color_pair(4)
+ col_wall_dirt_wet = curses.color_pair(8)
+ col_wall_dirt_wetter = curses.color_pair(9)
+ col_wall_dirt_wettest = curses.color_pair(10)
+ col_wall_earth = curses.color_pair(4)
+ col_wall_earth_wet = curses.color_pair(8)
+ col_wall_earth_wetter = curses.color_pair(9)
+ col_wall_earth_wettest = curses.color_pair(10)
+ col_wall_stone = curses.color_pair(1)
+ col_wall_stone_wet = curses.color_pair(8)
+ col_wall_stone_wetter = curses.color_pair(9)
+ col_wall_stone_wettest = curses.color_pair(10)
for y in range(world_data["map_size"]):
for x in range(world_data["map_size"]):
pos = y * world_data["map_size"] + x
attribute = col_mem
if char == " ":
attribute = col_unknown
- elif char == "X" or char == "#":
+ elif char in "%#XABCDEFGHI":
attribute = col_mem_obstacle
+ if char in "ADG":
+ char = "%"
+ elif char in "BEH":
+ char = "#"
+ elif char in "CFI":
+ char = "X"
+ elif char in "LO":
+ char = "~"
+ elif char in "JMP":
+ char = "."
+ elif char in "KNQ":
+ char = ":"
bonus = (" ", attribute)
winmap += [(char, attribute), bonus]
else:
attribute = col_stone
bonus = " "
+ if char == "_":
+ attribute = col_ground
+ elif char == "~":
+ attribute = col_ground_wet
+ elif char == "L":
+ char = "~"
+ attribute = col_ground_wetter
+ elif char == "O":
+ char = "~"
+ attribute = col_ground_wettest
if char == ".":
attribute = col_dirt
+ if char == "J":
+ char = "."
+ attribute = col_dirt_wet
+ if char == "M":
+ char = "."
+ attribute = col_dirt_wetter
+ if char == "P":
+ char = "."
+ attribute = col_dirt_wettest
elif char == ":":
attribute = col_earth
+ elif char == "K":
+ char = ":"
+ attribute = col_earth_wet
+ elif char == "N":
+ char = ":"
+ attribute = col_earth_wetter
+ elif char == "Q":
+ char = ":"
+ attribute = col_earth_wettest
elif char == "%":
- attribute = col_earth
+ attribute = col_wall_dirt
+ elif char == "A":
+ char = "%"
+ attribute = col_wall_dirt_wet
+ elif char == "D":
+ char = "%"
+ attribute = col_wall_dirt_wetter
+ elif char == "G":
+ char = "%"
+ attribute = col_wall_dirt_wettest
elif char == "#":
- attribute = col_dirt
- elif char == "~":
- attribute = col_water
+ attribute = col_wall_earth
+ elif char == "B":
+ char = "#"
+ attribute = col_wall_earth_wet
+ elif char == "E":
+ char = "#"
+ attribute = col_wall_earth_wetter
+ elif char == "H":
+ char = "#"
+ attribute = col_wall_earth_wettest
+ elif char == "X":
+ attribute = col_wall_stone
+ elif char == "C":
+ char = "X"
+ attribute = col_wall_stone_wet
+ elif char == "F":
+ char = "X"
+ attribute = col_wall_stone_wetter
+ elif char == "I":
+ char = "X"
+ attribute = col_wall_stone_wettest
elif char == "@":
attribute = col_player
- bonus = (char, attribute)
winmap += [(char, attribute), bonus]
if y % 2 == 0:
winmap += " "
def play_drink():
if action_exists("drink") and world_db["WORLD_ACTIVE"]:
- if ord("~") != world_db["MAP"][world_db["Things"][0]["pos"]]:
+ if not chr(world_db["MAP"][world_db["Things"][0]["pos"]]) in "~LO":
log("NOTHING to drink here.")
return
elif world_db["Things"][0]["T_BLADDER"] >= 32:
def actor_drink(t):
- if ord("~") == world_db["MAP"][world_db["Things"][0]["pos"]] and \
+ pos = world_db["Things"][0]["pos"]
+ if chr(world_db["MAP"][pos]) in "~LO" and \
t["T_BLADDER"] < 32:
log("You DRINK.")
t["T_BLADDER"] += 1
+ if chr(world_db["MAP"][pos]) == "~":
+ world_db["MAP"][pos] = ord("_")
+ elif chr(world_db["MAP"][pos]) == "L":
+ world_db["MAP"][pos] = ord("~")
+ elif chr(world_db["MAP"][pos]) == "O":
+ world_db["MAP"][pos] = ord("L")
def play_pee():
return
if t == world_db["Things"][0]:
log("You LOSE fluid.")
- terrain = world_db["MAP"][t["pos"]]
t["T_BLADDER"] -= 1
+ terrain = world_db["MAP"][t["pos"]]
+ if terrain == ord("_"):
+ world_db["MAP"][t["pos"]] = ord("~")
+ elif terrain == ord("~"):
+ world_db["MAP"][t["pos"]] = ord("L")
+ elif terrain == ord("L"):
+ world_db["MAP"][t["pos"]] = ord("L") + 3
+ elif terrain == ord("."):
+ world_db["MAP"][t["pos"]] = ord("J")
+ elif terrain == ord("J"):
+ world_db["MAP"][t["pos"]] = ord("J") + 3
+ elif terrain == ord("J") + 3:
+ world_db["MAP"][t["pos"]] = ord("J") + 6
+ elif terrain == ord(":"):
+ world_db["MAP"][t["pos"]] = ord("K")
+ elif terrain == ord("K"):
+ world_db["MAP"][t["pos"]] = ord("K") + 3
+ elif terrain == ord("K") + 3:
+ world_db["MAP"][t["pos"]] = ord("K") + 6
+ elif terrain == ord("%"):
+ world_db["MAP"][t["pos"]] = ord("A")
+ elif terrain == ord("A"):
+ world_db["MAP"][t["pos"]] = ord("A") + 3
+ elif terrain == ord("A") + 3:
+ world_db["MAP"][t["pos"]] = ord("A") + 6
+ elif terrain == ord("#"):
+ world_db["MAP"][t["pos"]] = ord("B")
+ elif terrain == ord("B"):
+ world_db["MAP"][t["pos"]] = ord("B") + 3
+ elif terrain == ord("B") + 3:
+ world_db["MAP"][t["pos"]] = ord("B") + 6
+ elif terrain == ord("X"):
+ world_db["MAP"][t["pos"]] = ord("C")
+ elif terrain == ord("C"):
+ world_db["MAP"][t["pos"]] = ord("C") + 3
+ elif terrain == ord("C") + 3:
+ world_db["MAP"][t["pos"]] = ord("C") + 6
+ elif chr(terrain) in "GHIOPQ":
+ t["T_LIFEPOINTS"] = 0
+ if t == world_db["Things"][0]:
+ t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
+ log("You DROWN.")
def play_drop():
log("You DROP waste.")
terrain = world_db["MAP"][t["pos"]]
t["T_BOWEL"] -= 1
- if chr(terrain) == "_":
+ if terrain == ord("_"):
world_db["MAP"][t["pos"]] = ord(".")
- elif chr(terrain) == ".":
+ elif terrain == ord("~"):
+ world_db["MAP"][t["pos"]] = ord("J")
+ elif terrain == ord("L") :
+ world_db["MAP"][t["pos"]] = ord("J") + 3
+ elif terrain == ord("L") + 3:
+ world_db["MAP"][t["pos"]] = ord("J") + 6
+ elif terrain == ord("."):
world_db["MAP"][t["pos"]] = ord(":")
- elif chr(terrain) == ":":
+ elif terrain == ord("J"):
+ world_db["MAP"][t["pos"]] = ord("K")
+ elif terrain == ord("J") + 3:
+ world_db["MAP"][t["pos"]] = ord("K") + 3
+ elif terrain == ord("J") + 6:
+ world_db["MAP"][t["pos"]] = ord("K") + 6
+ elif terrain == ord(":"):
world_db["MAP"][t["pos"]] = ord("%")
- elif chr(terrain) == "%":
+ elif terrain == ord("K"):
+ world_db["MAP"][t["pos"]] = ord("A")
+ elif terrain == ord("K") + 3:
+ world_db["MAP"][t["pos"]] = ord("A") + 3
+ elif terrain == ord("K") + 6:
+ world_db["MAP"][t["pos"]] = ord("A") + 6
+ elif terrain == ord("%"):
world_db["MAP"][t["pos"]] = ord("#")
- elif chr(terrain) == "#":
+ elif terrain == ord("A"):
+ world_db["MAP"][t["pos"]] = ord("B")
+ elif terrain == ord("A") + 3:
+ world_db["MAP"][t["pos"]] = ord("B") + 3
+ elif terrain == ord("A") + 6:
+ world_db["MAP"][t["pos"]] = ord("B") + 6
+ elif terrain == ord("#"):
world_db["MAP"][t["pos"]] = ord("X")
- elif chr(terrain) == "X":
+ elif terrain == ord("B"):
+ world_db["MAP"][t["pos"]] = ord("C")
+ elif terrain == ord("B") + 3:
+ world_db["MAP"][t["pos"]] = ord("C") + 3
+ elif terrain == ord("B") + 6:
+ world_db["MAP"][t["pos"]] = ord("C") + 6
+ elif chr(terrain) in "XCFI":
t["T_LIFEPOINTS"] = 0
if t == world_db["Things"][0]:
t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
move_result = mv_yx_in_dir_legal(chr(d), t["T_POSY"], t["T_POSX"])
if 1 == move_result[0]:
pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- if ord("%") == world_db["MAP"][pos] or \
- ord("#") == world_db["MAP"][pos]:
+ if chr(world_db["MAP"][pos]) in "%#ABDEGH":
if t["T_BOWEL"] >= 32:
if t == world_db["Things"][0]:
log("You're too FULL to eat.")
else:
if t["T_BOWEL"] >= 32:
return
- elif ord("%") == world_db["MAP"][pos] and 0 == int(rand.next() % 2):
+ elif chr(world_db["MAP"][pos]) in "%ADG" and 0 == int(rand.next() % 2):
log("You EAT.")
- world_db["MAP"][pos] = ord("_")
+ if world_db["MAP"][pos] == ord("%"):
+ world_db["MAP"][pos] = ord("_")
+ elif world_db["MAP"][pos] == ord("A"):
+ world_db["MAP"][pos] = ord("~")
+ elif world_db["MAP"][pos] == ord("A") + 3:
+ world_db["MAP"][pos] = ord("L")
+ elif world_db["MAP"][pos] == ord("A") + 6:
+ world_db["MAP"][pos] = ord("L") + 3
t["T_BOWEL"] += 3
- elif ord("#") == world_db["MAP"][pos] and 0 == int(rand.next() % 5):
+ elif chr(world_db["MAP"][pos]) in "#BEH" and 0 == int(rand.next() % 5):
log("You EAT.")
- world_db["MAP"][pos] = ord("_")
+ if world_db["MAP"][pos] == ord("#"):
+ world_db["MAP"][pos] = ord("_")
+ elif world_db["MAP"][pos] == ord("B"):
+ world_db["MAP"][pos] = ord("~")
+ elif world_db["MAP"][pos] == ord("B") + 3:
+ world_db["MAP"][pos] = ord("L")
+ elif world_db["MAP"][pos] == ord("B") + 6:
+ world_db["MAP"][pos] = ord("L") + 3
t["T_BOWEL"] += 4
if t["T_BOWEL"] > 32:
t["T_BOWEL"] = 32
single_allowed = rand.next() % 32
y, x, pos = new_pos()
if "_" == chr(world_db["MAP"][pos]) \
- and ((not single_allowed) or is_neighbor((y, x), "~")):
- world_db["MAP"][pos] = ord("~")
+ and ((not single_allowed) or is_neighbor((y, x), "O")):
+ world_db["MAP"][pos] = ord("O")
i_water += 1
io_db["worldstate_write_order"] += [["T_BOWEL", "player_int"]]
io_db["worldstate_write_order"] += [["T_BLADDER", "player_int"]]
import server.config.world_data
-server.config.world_data.symbols_hide = "%#X"
-server.config.world_data.symbols_passable = "_.:~"
+server.config.world_data.symbols_hide = "%#X" + "ABC" + "DEF" + "GHI"
+server.config.world_data.symbols_passable = "_.:" + "~JK" + "LMN" + "OPQ"
server.config.world_data.thing_defaults["T_BOWEL"] = 0
server.config.world_data.thing_defaults["T_BLADDER"] = 0
import server.config.make_world_helpers