def actor_move(t):
- """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+ """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.
+
+ On attack, return 0 on non-kill and TT_LIFEPOINTS of killed type on kill,
+ plus type id of attacked Thing. On move, return mv_yx_in_dir_legal result.
+ """
from server.build_fov_map import build_fov_map
from server.config.misc import decrement_lifepoints_func
from server.utils import mv_yx_in_dir_legal
if world_db["Things"][id]["T_POSX"] == move_result[2]]
if len(hitted):
hit_id = hitted[0]
- hitted_type_id = world_db["Things"][hit_id]["T_TYPE"]
+ hitted_tid = world_db["Things"][hit_id]["T_TYPE"]
if t == world_db["Things"][0]:
- hitted_name = world_db["ThingTypes"][hitted_type_id]["TT_NAME"]
+ hitted_name = world_db["ThingTypes"][hitted_tid]["TT_NAME"]
log("You WOUND " + hitted_name + ".")
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
decr_test = decrement_lifepoints_func(world_db["Things"][hit_id])
if decr_test > 0 and t == world_db["Things"][0]:
log(hitted_name + " dies.")
+ return decr_test, hitted_tid
+ from server.config.actions import actor_move_attempts_hook
+ if actor_move_attempts_hook(t, move_result, pos):
+ return
passable = chr(world_db["MAP"][pos]) in symbols_passable
dir = [dir for dir in directions_db
if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
build_fov_map(t)
if t == world_db["Things"][0]:
log("You MOVE " + dir + ".")
+ return move_result
def actor_pickup(t):