return
strong_write(io_db["file_out"], "LOG YOU ENTER SACRED GROUND.\n")
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")
+ 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["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
+ world_db["FAVOR_STAGE"] = 2
+ strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+ + "\"You could have done worse so far. Maybe you are not "
+ + "the worst to happen to this island since the metal "
+ + "birds threw the great lightning ball. Maybe you can "
+ + "help me spread another plant. It multiplies faster, "
+ + "and it is highly nutritious: "
+ + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
+ + " (\""
+ + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"]
+ + "\"). It is new. I give you the only example. Be very "
+ + "careful with it! I also give you another tool that "
+ + "might be helpful.\n")
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+ world_db["altar"])
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
+ world_db["altar"])
+ elif world_db["FAVOR_STAGE"] == 2 and \
+ 0 == len([id for id in world_db["Things"]
+ if world_db["Things"][id]["T_TYPE"]
+ == world_db["PLANT_1"]]):
+ strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+ + "\"I am greatly disappointed that you lost all "
+ + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
+ + " this island had. Here is another one. It cost me "
+ + " great work. Be more careful this time.\n")
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+ world_db["altar"])
+ add_gods_favor(-250)
elif world_db["GOD_FAVOR"] > 9000:
world_db["FAVOR_STAGE"] = 9001
strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
def thingproliferation(t, prol_map):
- """To chance of 1/TT_PROLIFERATE,create t offspring in open neighbor cell.
+ """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.
Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
marked "." in prol_map. If there are several map cell candidates, one is
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
+ and t["T_TYPE"] == world_db["PLANT_0"]): # #
+ world_db["GOD_FAVOR"] += 5 # #
+ elif t["T_TYPE"] == world_db["PLANT_1"]: # #
+ world_db["GOD_FAVOR"] += 25 # #
def try_healing(t):
if not wait_action:
print("Ignoring: No thing action with name 'wait' defined.")
return
- 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 # #
- if not world_db["LUMBER"] in world_db["ThingTypes"]: # #
- print("Ignoring: No valid LUMBER set.") # #
- return # #
+ for name in specials: # #
+ if world_db[name] not in world_db["ThingTypes"]: # #
+ print("Ignoring: No valid " + name + " set.") # #
+ return # #
world_db["Things"] = {}
make_map()
world_db["WORLD_ACTIVE"] = 1
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 and PLANT_0 and LUMBER
- # must be set for world activation.
+ # 7DRL: altar must be on map, and specials must be set for active world.
val = integer_test(worldactive_string, 0, 1)
if None != val:
if 0 != world_db["WORLD_ACTIVE"]:
if 0 == Thing:
player_exists = True
break
- valid_slippers = world_db["SLIPPERS"] in world_db["ThingTypes"] # #
- valid_plant0 = world_db["PLANT_0"] in world_db["ThingTypes"] # #
- valid_lumber = world_db["PLANT_0"] in world_db["ThingTypes"] # #
+ specials_set = True # #
+ for name in specials: # #
+ if world_db[name] not in world_db["ThingTypes"]: # #
+ specials_set = False # #
altar_found = False # #
if world_db["MAP"]: # #
pos = world_db["MAP"].find(b'_') # #
x = pos % world_db["MAP_LENGTH"] # #
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 valid_plant0 # #
- and valid_lumber): # #
+ if wait_exists and player_exists and world_db["MAP"] \
+ and specials_set: # #
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
print("Ignoring: Not all conditions for world activation met.")
-def command_slippers(str_int): # #
- """Set SLIPPERS, but deactivate world if not in ThingTypes."""
- val = integer_test(str_int, 0)
- if None != val:
- world_db["SLIPPERS"] = val
- if world_db["WORLD_ACTIVE"] and \
- world_db["SLIPPERS"] not in world_db["ThingTypes"]:
- 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 command_lumber(str_int): # #
- """Set LUMBER, but deactivate world if not in ThingTypes."""
- val = integer_test(str_int, 0)
- if None != val:
- world_db["LUMBER"] = val
- if world_db["WORLD_ACTIVE"] and \
- world_db["LUMBER"] not in world_db["ThingTypes"]:
- world_db["WORLD_ACTIVE"] = 0
- print("LUMBER matches no known ThingTypes, deactivating world.")
+def specialtypesetter(name): # #
+ """Setter world_db[name], deactivating world if set int no ThingType."""
+ def helper(str_int):
+ val = integer_test(str_int, 0)
+ if None != val:
+ world_db[name] = val
+ if world_db["WORLD_ACTIVE"] \
+ and world_db[name] not in world_db["ThingTypes"]:
+ world_db["WORLD_ACTIVE"] = 0
+ print(name + " fits no known ThingType, deactivating world.")
+ return helper
def test_for_id_maker(object, category):
"WORLD_ACTIVE": (1, False, command_worldactive),
"MAP": (2, False, setter_map("MAP")),
"FAVOR_STAGE": (1, False, setter(None, "FAVOR_STAGE", 0, 65535)), # #
- "SLIPPERS": (1, False, command_slippers), # #
- "PLANT_0": (1, False, command_plant0), # #
- "LUMBER": (1, False, command_lumber), # #
+ "SLIPPERS": (1, False, specialtypesetter("SLIPPERS")), # #
+ "PLANT_0": (1, False, specialtypesetter("PLANT_0")), # #
+ "PLANT_1": (1, False, specialtypesetter("PLANT_1")), # #
+ "LUMBER": (1, False, specialtypesetter("LUMBER")), # #
+ "TOOL_0": (1, False, specialtypesetter("TOOL_0")), # #
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"TA_NAME": (1, False, command_taname),
"FAVOR_STAGE": 0, # #
"SLIPPERS": 0, # #
"PLANT_0": 0, # #
+ "PLANT_1": 0, # #
"LUMBER": 0, # #
+ "TOOL_0": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}
}
+# 7DRL-specific!
+"""Special type settings."""
+specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0"] # #
+
"""Mapping of direction names to internal direction chars."""
directions_db = {"east": "d", "south-east": "c", "south-west": "x",
"west": "s", "north-west": "w", "north-east": "e"}