pos = (y * length) + x # #
if (("." == chr(world_db["MAP"][pos] # #
or ":" == chr(world_db["MAP"][pos]))
- and not is_neighbor((y, x), 'X'))): # #
+ and not is_neighbor((y, x), "X"))): # #
world_db["MAP"][pos] = ord("_") # #
world_db["altar"] = (y, x) # #
altar_placed = True # #
for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
if ord_v == t["fovmap"][pos]]:
t["T_MEMDEPTHMAP"][pos] = ord_0
- if ord_space == t["T_MEMMAP"][pos]:
- t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+ t["T_MEMMAP"][pos] = world_db["MAP"][pos]
if age_map:
age_some_memdepthmap_on_nonfov_cells()
t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
if test and t == world_db["Things"][0]: # #
add_gods_favor(-test) # #
return
- if ord("X") == world_db["MAP"][pos]: # #
+ if (ord("X") == world_db["MAP"][pos] # #
+ or ord("|") == world_db["MAP"][pos]): # #
carries_axe = False # #
for id in t["T_CARRIES"]: # #
type = world_db["Things"][id]["T_TYPE"] # #
if world_db["ThingTypes"][type]["TT_TOOL"] == "axe": # #
carries_axe = True # #
+ break # #
if carries_axe: # #
axe_name = world_db["ThingTypes"][type]["TT_NAME"] # #
if t == world_db["Things"][0]: # #
+ ", you chop!\n") # #
add_gods_favor(-1) # #
chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
- if chop_power > 0 and 0 == int(rand.next() / chop_power): # #
+ case_X = world_db["MAP"][pos] == ord("X") # #
+ if (chop_power > 0 # #
+ and ((case_X and # #
+ 0 == int(rand.next() / chop_power)) # #
+ or (not case_X and # #
+ 0 == int(rand.next() / (3 * chop_power))))): # #
if t == world_db["Things"][0]: # #
strong_write(io_db["file_out"], # #
- "LOG You chop the tree down.\n") # #
+ "LOG You chop it down.\n") # #
add_gods_favor(-10) # #
world_db["MAP"][pos] = ord(".") # #
+ i = 3 if case_X else 1 # #
+ for i in range(i): # #
+ id = id_setter(-1, "Things") # #
+ world_db["Things"][id] = \
+ new_Thing(world_db["LUMBER"], # #
+ (move_result[1], move_result[2])) # #
build_fov_map(t) # #
return # #
passable = ("." == chr(world_db["MAP"][pos]) or
"LOG To use this item for chopping, move " # #
"towards a tree while carrying it in " # #
"your inventory.\n") # #
+ elif (world_db["ThingTypes"][type]["TT_TOOL"] == "carpentry"): # #
+ pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+ if (world_db["MAP"][pos] == ord("X") # #
+ or world_db["MAP"][pos] == ord("|")): # #
+ strong_write(io_db["file_out"], # #
+ "LOG Can't build when standing on barrier.\n") # #
+ 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"]]:
+ strong_write(io_db["file_out"],
+ "LOG Can't build when standing objects.\n") # #
+ return
+ for id in t["T_CARRIES"]: # #
+ type_tool = world_db["Things"][id]["T_TYPE"] # #
+ if (world_db["ThingTypes"][type_tool]["TT_TOOL"] # #
+ == "carpentry"): # #
+ break # #
+ wood_id = None # #
+ for id in t["T_CARRIES"]: # #
+ type_material = world_db["Things"][id]["T_TYPE"] # #
+ if (world_db["ThingTypes"][type_material]["TT_TOOL"] # #
+ == "wood"): # #
+ wood_id = id # #
+ break # #
+ if wood_id != None: # #
+ t["T_CARRIES"].remove(wood_id) # #
+ del world_db["Things"][wood_id] # #
+ world_db["MAP"][pos] = ord("|") # #
+ strong_write(io_db["file_out"], "LOG With your " # #
+ + world_db["ThingTypes"][type_tool]["TT_NAME"] # #
+ + " you build a wooden barrier from your " # #
+ + world_db["ThingTypes"][type_material] # #
+ ["TT_NAME"] # #
+ + ".\n") # #
+ else: # #
+ strong_write(io_db["file_out"], "LOG You can't use a " # #
+ + world_db["ThingTypes"][type_tool]["TT_NAME"] # #
+ + " without some wood in your inventory.\n") # #
elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
if not world_db["Things"][id]["carried"]]:
y = world_db["Things"][id]["T_POSY"]
x = world_db["Things"][id]["T_POSX"]
- proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
+ proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord("X")
for id in [id for id in world_db["Things"]]: # Only what's from start!
if not id in world_db["Things"] or \
world_db["Things"][id]["carried"]: # May have been consumed or
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 # #
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_0must be set
- # for world activation.
+ # 7DRL: altar must be on map, and (valid) SLIPPERS and PLANT_0 and LUMBER
+ # must be set for world activation.
val = integer_test(worldactive_string, 0, 1)
if None != val:
if 0 != world_db["WORLD_ACTIVE"]:
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"] # #
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: # #
+ if (wait_exists and player_exists and world_db["MAP"]
+ and altar_found and valid_slippers and valid_plant0 # #
+ and valid_lumber): # #
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
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 test_for_id_maker(object, category):
"""Return decorator testing for object having "id" attribute."""
def decorator(f):
"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), # #
"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, # #
+ "LUMBER": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}