self.task.check() # will throw GameError if necessary
def proceed(self, is_AI=True):
- """Further the thing in its tasks.
+ """Further the thing in its tasks, decrease its health.
- Decrements .task.todo; if it thus falls to <= 0, enacts method
- whose name is 'task_' + self.task.name and sets .task =
- None. If is_AI, calls .decide_task to decide a self.task.
-
- Before doing anything, ensures an empty map visibility stencil
- and checks that task is still possible, and aborts it
+ First, ensures an empty map, decrements .health and kills
+ thing if crossing zero (removes from self.world.things for AI
+ thing, or unsets self.world.player_is_alive for player thing);
+ then checks that self.task is still possible and aborts if
otherwise (for AI things, decides a new task).
+ Then decrements .task.todo; if it thus falls to <= 0, enacts
+ method whose name is 'task_' + self.task.name and sets .task =
+ None. If is_AI, calls .decide_task to decide a self.task.
+
"""
self._stencil = None
+ self.health -= 1
+ if self.health <= 0:
+ if self is self.world.player:
+ self.world.player_is_alive = False
+ else:
+ del self.world.things[self.world.things.index(self)]
+ return
try:
self.task.check()
except GameError as e:
class ThingHuman(ThingAnimate):
type_ = 'human'
+ health = 100
class ThingMonster(ThingAnimate):
type_ = 'monster'
+ health = 50