"""To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.
Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
- marked '.' in prol_map. If there are several map cell candidates, one is
+ marked "." in prol_map. If there are several map cell candidates, one is
selected randomly.
"""
- from server.config.world_data import directions_db
+ from server.config.world_data import directions_db, symbols_passable
from server.utils import mv_yx_in_dir_legal
prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)):
candidates = []
for dir in [directions_db[key] for key in sorted(directions_db.keys())]:
mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
- if mv_result[0] and ord('.') == prol_map[mv_result[1]
- * world_db["MAP_LENGTH"]
- + mv_result[2]]:
+ c = prol_map[mv_result[1] + world_db["MAP_LENGTH"] + mv_result[2]]
+ if mv_result[0] and str(c) in symbols_passable:
candidates.append((mv_result[1], mv_result[2]))
if len(candidates):
i = rand.next() % len(candidates)
raise RuntimeError("Malloc error in build_fov_Map().")
-def new_Thing(type, pos=(0, 0)):
+def new_Thing(_type, pos=(0, 0)):
"""Return Thing of type T_TYPE, with fovmap if alive and world active."""
- thing = {
- "T_LIFEPOINTS": world_db["ThingTypes"][type]["TT_LIFEPOINTS"],
- "T_ARGUMENT": 0,
- "T_PROGRESS": 0,
- "T_SATIATION": 0,
- "T_COMMAND": 0,
- "T_TYPE": type,
- "T_POSY": pos[0],
- "T_POSX": pos[1],
- "T_CARRIES": [],
- "carried": False,
- "T_MEMTHING": [],
- "T_MEMMAP": False,
- "T_MEMDEPTHMAP": False,
- "fovmap": False
- }
+ from server.config.world_data import thing_defaults
+ thing = {}
+ for key in thing_defaults:
+ thing[key] = thing_defaults[key]
+ if type(thing[key]) == list:
+ thing[key] = thing[key][:]
+ thing["T_LIFEPOINTS"] = world_db["ThingTypes"][_type]["TT_LIFEPOINTS"]
+ thing["T_TYPE"] = _type
+ thing["T_POSY"] = pos[0]
+ thing["T_POSX"] = pos[1]
if world_db["WORLD_ACTIVE"] and thing["T_LIFEPOINTS"]:
build_fov_map(thing)
return thing
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
other. Init player's memory map. Write "NEW_WORLD" line to out file.
"""
+ from server.config.world_data import symbols_passable
def free_pos():
i = 0
while 1:
y = rand.next() % world_db["MAP_LENGTH"]
x = rand.next() % world_db["MAP_LENGTH"]
- if "." == chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]):
+ if chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]) in \
+ symbols_passable:
break
i += 1
if i == 65535:
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
- from server.config.actions import action_db
- from server.ai import ai
+ from server.config.actions import action_db, ai_func
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
if 0 == id:
whilebreaker = True
break
- ai(Thing)
+ ai_func(Thing)
try_healing(Thing)
hunger(Thing)
if Thing["T_LIFEPOINTS"]:
if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
action = action_db["actor_" + ThingAction["TA_NAME"]]
action(Thing)
- #eval("actor_" + ThingAction["TA_NAME"])(Thing)
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
thingproliferation(Thing, proliferable_map)