From: Christian Heller Date: Sun, 15 Mar 2015 19:02:29 +0000 (+0100) Subject: Fix some breaking leftovers from last commits, remove GOD_MOOD. X-Git-Url: https://plomlompom.com/repos/%27%29;%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20chunks.push%28escapeHTML%28span%5B2%5D%29%29;%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20chunks.push%28%27?a=commitdiff_plain;h=5f49de1262f21edd1911fe1df8ccb214acfa208c;p=plomrogue Fix some breaking leftovers from last commits, remove GOD_MOOD. --- diff --git a/roguelike-server b/roguelike-server index 9ecfc92..3f0965e 100755 --- a/roguelike-server +++ b/roguelike-server @@ -327,9 +327,8 @@ def try_worldstate_update(): 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" + \ @@ -699,13 +698,9 @@ def decrement_lifepoints(t): 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"] @@ -721,30 +716,10 @@ def decrement_lifepoints(t): 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] @@ -802,7 +777,7 @@ def enter_altar(): # # 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" @@ -846,13 +821,13 @@ def actor_move(t): 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]): # # @@ -867,7 +842,7 @@ def actor_move(t): 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 # # @@ -878,7 +853,7 @@ def actor_move(t): 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): # # @@ -941,7 +916,7 @@ def actor_pick_up(t): 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]: @@ -970,6 +945,7 @@ def actor_use(t): """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"] @@ -1068,11 +1044,6 @@ def thingproliferation(t, prol_map): 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 # # @@ -1091,8 +1062,6 @@ def try_healing(t): 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.") @@ -1373,35 +1342,27 @@ def get_inventory_slot_to_consume(t): 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") @@ -2046,7 +2007,6 @@ commands_db = { "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), @@ -2105,7 +2065,6 @@ world_db = { "MAP_LENGTH": 64, "PLAYER_TYPE": 0, "WORLD_ACTIVE": 0, - "GOD_MOOD": 0, # # "GOD_FAVOR": 0, # # "MAP": False, "FAVOR_STAGE": 0, # #