if world_db["FAVOR_STAGE"] >= 3 and \
live_type == world_db["ANIMAL_0"]:
world_db["GOD_FAVOR"] += 3000
- log("Congratulations! The "
+ log("CONGRATULATIONS! The "
+ world_db["ThingTypes"][live_type]["TT_NAME"]
+ " species has died out. The Island God is pleased.")
else:
hitted_type = world_db["Things"][hit_id]["T_TYPE"]
if t == world_db["Things"][0]:
hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
- log("You wound " + hitted_name + ".")
+ log("You WOUND " + hitted_name + ".")
world_db["GOD_FAVOR"] -= 1 # #
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
- log(hitter_name +" wounds you.")
+ log(hitter_name +" WOUNDS you.")
test = decrement_lifepoints(world_db["Things"][hit_id]) # #(test=)
if test and world_db["FAVOR_STAGE"] >= 3 and \
hitted_type == world_db["ANIMAL_0"]: # #
or (not case_X and # #
0 == int(rand.next() / (3 * chop_power))))): # #
if t == world_db["Things"][0]: # #
- log("You chop it down.") # #
+ log("You chop it DOWN.") # #
if world_db["MAP"][pos] == ord("X"): # #
world_db["GOD_FAVOR"] -= 10 # #
world_db["MAP"][pos] = ord(".") # #
move_result[2] == world_db["altar"][1]): # #
enter_altar() # #
elif t == world_db["Things"][0]:
- log("You fail to move " + dir + ".")
+ log("You FAIL to move " + dir + ".")
def actor_pick_up(t):
world_db["Things"][id]["T_PLAYERDROP"] = 0 # #
t["T_CARRIES"].append(id)
if t == world_db["Things"][0]:
- log("You pick up an object.")
+ log("You PICK UP an object.")
elif t == world_db["Things"][0]:
log("You try to pick up an object, but there is none.")
elif t == world_db["Things"][0]: # #
- log("Can't pick up object: No storage room to carry more.") # #
+ log("CAN'T pick up object: No storage room to carry more.") # #
def actor_drop(t):
t["T_CARRIES"].remove(id)
world_db["Things"][id]["carried"] = False
if t == world_db["Things"][0]:
- log("You drop an object.")
+ log("You DROP an object.")
world_db["Things"][id]["T_PLAYERDROP"] = 1 # #
elif t == world_db["Things"][0]:
- log("You try to drop an object, but you own none.")
+ log("You try to drop an object, but you own NONE.")
def actor_use(t):
pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
if (world_db["MAP"][pos] == ord("X") # #
or world_db["MAP"][pos] == ord("|")): # #
- log("Can't build when standing on barrier.") # #
+ log("CAN'T build when standing on barrier.") # #
return
for id in [id for id in world_db["Things"]
if not world_db["Things"][id] == t
if not world_db["Things"][id]["carried"]
if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]:
- log("Can't build when standing objects.") # #
+ log("CAN'T build when standing objects.") # #
return
for id in t["T_CARRIES"]: # #
type_tool = world_db["Things"][id]["T_TYPE"] # #
world_db["MAP"][pos] = ord("|") # #
log("With your " # #
+ world_db["ThingTypes"][type_tool]["TT_NAME"] # #
- + " you build a wooden barrier from your " # #
+ + " you build a WOODEN BARRIER from your " # #
+ world_db["ThingTypes"][type_material]["TT_NAME"] # #
+ ".") # #
else: # #
- log("You can't use a " # #
+ log("You CAN'T use a " # #
+ world_db["ThingTypes"][type_tool]["TT_NAME"] # #
+ " without some wood in your inventory.") # #
elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer": # #
pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
if world_db["MAP"][pos] == ord("."):
- log("You create soil.")
+ log("You create SOIL.")
world_db["MAP"][pos] = ord(":")
else:
- log("Can only make soil out of non-soil earth.")
+ log("Can only make soil out of NON-SOIL earth.")
elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
if t == world_db["Things"][0]:
- log("You consume this object.")
+ log("You eat this thing.")
elif t == world_db["Things"][0]:
- log("You try to use this object, but fail.")
+ log("You try to use this object, but FAIL.")
elif t == world_db["Things"][0]:
- log("You try to use an object, but you own none.")
+ log("You try to use an object, but you own NONE.")
def thingproliferation(t, prol_map):
world_db["GOD_FAVOR"] += 25 # #
elif world_db["FAVOR_STAGE"] >= 4 and \
t["T_TYPE"] == world_db["ANIMAL_1"]:
- log("The Island God smiles upon a new-born bear baby.")
+ log("The Island God SMILES upon a new-born bear baby.")
world_db["GOD_FAVOR"] += 750
if (testval <= 1 or 1 == (rand.next() % testval)):
t["T_LIFEPOINTS"] += 1
if t == world_db["Things"][0]:
- log("You heal.")
+ log("You HEAL.")
def hunger_per_turn(type_id):
if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
if t == world_db["Things"][0]:
if t["T_SATIATION"] < 0:
- log("You suffer from hunger.")
+ log("You SUFFER from hunger.")
else:
- log("You suffer from over-eating.")
+ log("You SUFFER from over-eating.")
decrement_lifepoints(t)
if action == "drop":
t = world_db["Things"][0]
if 0 == len(t["T_CARRIES"]):
- log("You have nothing to drop in your inventory.")
+ log("You have NOTHING to drop in your inventory.")
return
elif action == "pick_up":
if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
if not len(ids):
- log("No object to pick up.")
+ log("NOTHING to pick up.")
return
used_slots = len(t["T_CARRIES"]) # #
if used_slots >= world_db["ThingTypes"][t["T_TYPE"]] \
["TT_STORAGE"]: # #
- log("Can't pick up: No storage room to carry anything more.")
+ log("CAN'T pick up: No storage room to carry anything more.")
return
elif action == "move":
if 1 == move_result[0]:
pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
if ord("~") == world_db["MAP"][pos]:
- log("You can't swim.")
+ log("You can't SWIM.")
return
if (ord("X") == world_db["MAP"][pos] # #
or ord("|") == world_db["MAP"][pos]): # #
carries_axe = True # #
break # #
if not carries_axe: # #
- log("You can't move there.")
+ log("You CAN'T move there.")
return
else:
- log("You can't move there.")
+ log("You CAN'T move there.")
return
elif action == "use":
pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
if (world_db["MAP"][pos] == ord("X") # #
or world_db["MAP"][pos] == ord("|")): # #
- log("Can't build when standing on barrier.") # #
+ log("CAN'T build when standing on barrier.") # #
return
for id in [id for id in world_db["Things"]
if not world_db["Things"][id] == t
if not world_db["Things"][id]["carried"]
if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
if world_db["Things"][id]["T_POSX"] ==t["T_POSX"]]:
- log("Can't build when standing objects.") # #
+ log("CAN'T build when standing objects.") # #
return
for id in t["T_CARRIES"]: # #
type_tool = world_db["Things"][id]["T_TYPE"] # #
wood_id = id # #
break # #
if wood_id == None: # #
- log("You can't use a " # #
+ log("You CAN'T use a " # #
+ world_db["ThingTypes"][type_tool]["TT_NAME"] # #
+ " without some wood in your inventory.") # #
return
elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer": # #
pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
if not world_db["MAP"][pos] == ord("."):
- log("Can only make soil out of non-soil earth.")
+ log("Can only make soil out of NON-SOIL earth.")
return
elif world_db["ThingTypes"][type]["TT_TOOL"] == "wood": # #
- log("To use wood, you need a carpentry tool.") # #
+ log("To use wood, you NEED a carpentry tool.") # #
return
else:
- log("You have nothing to use in your inventory.")
+ log("You have NOTHING to use in your inventory.")
return