return True
return False
store_seed = rand.seed
+ rand.seed = world_db["SEED_MAP"]
world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
length = world_db["MAP_LENGTH"]
add_half_width = (not (length % 2)) * int(length / 2)
def actor_use(t):
"""Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
- # Original wrongly featured lifepoints increase through consumable!
# TODO: Handle case where T_ARGUMENT matches nothing.
if len(t["T_CARRIES"]):
id = t["T_CARRIES"][t["T_ARGUMENT"]]
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ t["T_LIFEPOINTS"] += 1
+ # Wrongly increment HPs is a replica of the original code.
strong_write(io_db["file_out"], "LOG You consume this object.\n")
else:
strong_write(io_db["file_out"], "LOG You try to use this object," +
decrement_lifepoints(t)
+def get_dir_to_nearest_target(t, c):
+ # Dummy
+ return False
+
+
+def standing_on_consumable(t):
+ """Return True/False whether t is standing on a consumable."""
+ for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
+ if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
+ if world_db["Things"][id]["T_POSX"] == t["T_POSX"]
+ if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+ ["TT_CONSUMABLE"]]:
+ return True
+ return False
+
+
+def get_inventory_slot_to_consume(t):
+ """Return slot Id of strongest consumable in t's inventory, else -1."""
+ cmp_consumability = 0
+ selection = -1
+ i = 0
+ for id in t["T_CARRIES"]:
+ type = world_db["Things"][id]["T_TYPE"]
+ if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability:
+ cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ selection = i
+ i += 1
+ return selection
+
+
+def ai(t):
+ """Determine next command/argment for actor t via AI algorithms.
+
+ AI will look for, and move towards, enemies (animate Things not of their
+ own ThingType); if they see none, they will consume consumables in their
+ inventory; if there are none, they will pick up what they stand on if they
+ stand on consumables; if they stand on none, they will move towards the
+ next consumable they see or remember on the map; if they see or remember
+ none, they will explore parts of the map unseen since ever or for at least
+ one turn; if there is nothing to explore, they will simply wait.
+ """
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
+ if not get_dir_to_nearest_target(t, "f"):
+ sel = get_inventory_slot_to_consume(t)
+ if -1 != sel:
+ 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_consumable(t):
+ t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+ if world_db["ThingActions"][id]["TA_NAME"]
+ == "pick_up"][0]
+ elif (not get_dir_to_nearest_target(t, "c")) and \
+ (not get_dir_to_nearest_target(t, "a")):
+ get_dir_to_nearest_target(t, "s")
+
+
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
for id in [id for id in world_db["Things"]]:
+ if not id in world_db["Things"]: # Thing may have been consumed
+ continue # during turn …
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
if not Thing["T_COMMAND"]:
if 0 == id:
whilebreaker = True
break
- # DUMMY: ai(thing)
+ ai(Thing)
Thing["T_COMMAND"] = 1
try_healing(Thing)
Thing["T_PROGRESS"] += 1
# In contrast to the original,naming won't map a function to a ThingAction.
+def command_ai():
+ """Call ai() on player Thing, then turn_over()."""
+ ai(world_db["Things"][0])
+ turn_over()
+
+
"""Commands database.
Map command start tokens to ([0]) number of expected command arguments, ([1])
"pick_up": (0, False, play_commander("pick_up")),
"drop": (1, False, play_commander("drop", True)),
"use": (1, False, play_commander("use", True)),
+ "ai": (0, False, command_ai)
}