string = ""
for key in world_db:
if (dict != type(world_db[key])
+ and key != "altar" # #
and key != "MAP" and key != "WORLD_ACTIVE"):
string = string + key + " " + str(world_db[key]) + "\n"
string = string + mapsetter("MAP")()
raise RuntimeError("Malloc error in build_fov_Map().")
+def log_help():
+ """Send quick usage info to log."""
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'w'/'e'/'s'/'d'/'x'/'c' to move, and 'w' to wait.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'p' to pick up objects, and 'D' to drop them.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Some objects can be used (such as: eaten) by 'u' if "
+ + "they are in your inventory. "
+ + "Use 'UP'/'DOWN' to navigate the inventory.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'l' to toggle 'look' mode (move an exploration cursor "
+ + "instead of the player over the map).\n")
+ strong_write(io_db["file_out"], "LOG See README file for more details.\n")
+ strong_write(io_db["file_out"], "LOG \n")
+
+
def decrement_lifepoints(t):
"""Decrement t's lifepoints by 1, and if to zero, corpse it.
if world_db["Things"][0] == t:
t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
strong_write(io_db["file_out"], "LOG You die.\n")
+ strong_write(io_db["file_out"],
+ "LOG See README on how to start over.\n")
else:
t["fovmap"] = False
t["T_MEMMAP"] = False
def enter_altar(): # #
"""What happens when the player enters the altar."""
- if world_db["GAME_WON"]:
+ if world_db["FAVOR_STAGE"] > 9000:
strong_write(io_db["file_out"],
"LOG You step on a soul-less slab of stone.\n")
return
strong_write(io_db["file_out"], "LOG YOU ENTER SACRED GROUND.\n")
- if world_db["GOD_FAVOR"] > 9000:
- world_db["GAME_WON"] = 1
+ if world_db["FAVOR_STAGE"] == 0:
+ world_db["FAVOR_STAGE"] = 1
+ strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+ + "\"I don't trust you. You intrude on the island's "
+ + "affairs. I think you're a nuisance at best, and a "
+ + "danger to my children at worst. I will give you a "
+ + "chance to lighten my mood, however: For a while now, "
+ + "I've been trying to spread the plant "
+ + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
+ + " (\""
+ + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
+ + "\"). I have not been very successful so far. Maybe "
+ + "you can make yourself useful there. I will count "
+ + "each further "
+ + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
+ + " that grows to your favor.\n")
+ elif world_db["GOD_FAVOR"] > 9000:
+ world_db["FAVOR_STAGE"] = 9001
strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+ "\"You have proven yourself worthy of my respect. "
+ "You were a good citizen to the island, and sometimes "
newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
world_db["Things"][id] = newT
world_db["GOD_MOOD"] += 1 # #
+ if (world_db["FAVOR_STAGE"] > 0 # #
+ and t["T_TYPE"] == world_db["PLANT_0"]):
+ world_db["GOD_FAVOR"] += 5
def try_healing(t):
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.
+ Call log_help().
"""
# def free_pos(plant=False):
if not world_db["SLIPPERS"] in world_db["ThingTypes"]: # #
print("Ignoring: No valid SLIPPERS set.") # #
return # #
+ if not world_db["PLANT_0"] in world_db["ThingTypes"]: # #
+ print("Ignoring: No valid PLANT_0 set.") # #
+ return # #
world_db["Things"] = {}
make_map()
world_db["WORLD_ACTIVE"] = 1
plantness = world_db["ThingTypes"][type]["TT_PROLIFERATE"] # #
world_db["Things"][id] = new_Thing(type, free_pos(plantness))
strong_write(io_db["file_out"], "NEW_WORLD\n")
+ log_help()
def command_maplength(maplength_string):
An active world can always be set inactive. An inactive world can only be
set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
map. On activation, rebuild all Things' FOVs, and the player's map memory.
+ Also call log_help().
"""
- # 7DRL: altar must be on map, and (valid) SLIPPERS must be set for world
- # activation.
+ # 7DRL: altar must be on map, and (valid) SLIPPERS and PLANT_0must be set
+ # for world activation.
val = integer_test(worldactive_string, 0, 1)
if None != val:
if 0 != world_db["WORLD_ACTIVE"]:
player_exists = True
break
valid_slippers = world_db["SLIPPERS"] in world_db["ThingTypes"] # #
+ valid_plant0 = world_db["PLANT_0"] in world_db["ThingTypes"] # #
altar_found = False # #
if world_db["MAP"]: # #
pos = world_db["MAP"].find(b'_') # #
world_db["altar"] = (y, x) # #
altar_found = True # #
if wait_exists and player_exists and world_db["MAP"] \
- and altar_found and valid_slippers: # #
+ and altar_found and valid_slippers and valid_plant0: # #
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
+ log_help()
else:
print("Ignoring: Not all conditions for world activation met.")
world_db["SLIPPERS"] = val
if world_db["WORLD_ACTIVE"] and \
world_db["SLIPPERS"] not in world_db["ThingTypes"]:
- print(world_db["ThingTypes"])
- print(":::" + str(world_db["SLIPPERS"]))
world_db["WORLD_ACTIVE"] = 0
print("SLIPPERS matches no known ThingTypes, deactivating world.")
+def command_plant0(str_int): # #
+ """Set PLANT_0, but deactivate world if not in ThingTypes."""
+ val = integer_test(str_int, 0)
+ if None != val:
+ world_db["PLANT_0"] = val
+ if world_db["WORLD_ACTIVE"] and \
+ world_db["PLANT_0"] not in world_db["ThingTypes"]:
+ world_db["WORLD_ACTIVE"] = 0
+ print("PLANT_0 matches no known ThingTypes, deactivating world.")
+
+
def test_for_id_maker(object, category):
"""Return decorator testing for object having "id" attribute."""
def decorator(f):
"MAP_LENGTH": (1, False, command_maplength),
"WORLD_ACTIVE": (1, False, command_worldactive),
"MAP": (2, False, setter_map("MAP")),
- "GAME_WON": (1, False, setter(None, "GAME_WON", 0, 1)), # #
+ "FAVOR_STAGE": (1, False, setter(None, "FAVOR_STAGE", 0, 65535)), # #
"SLIPPERS": (1, False, command_slippers), # #
+ "PLANT_0": (1, False, command_plant0), # #
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"TA_NAME": (1, False, command_taname),
"TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER",
0, 255)),
"TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
- 0, 255)),
+ 0, 65535)),
"TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
"TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)), # #
"T_ID": (1, False, command_tid),
"GOD_MOOD": 0, # #
"GOD_FAVOR": 0, # #
"MAP": False,
- "GAME_WON": 0, # #
+ "FAVOR_STAGE": 0, # #
"SLIPPERS": 0, # #
+ "PLANT_0": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}