from server.utils import id_setter
-def decrement_lifepoints(t):
- """Decrement t's lifepoints by 1, and if to zero, corpse it.
-
- If t is the player avatar, only blank its fovmap, so that the client may
- still display memory data. On non-player things, erase fovmap and memory.
- Dying actors drop all their things.
- """
- t["T_LIFEPOINTS"] -= 1
- if 0 == t["T_LIFEPOINTS"]:
- for id in t["T_CARRIES"]:
- t["T_CARRIES"].remove(id)
- world_db["Things"][id]["T_POSY"] = t["T_POSY"]
- world_db["Things"][id]["T_POSX"] = t["T_POSX"]
- world_db["Things"][id]["carried"] = False
- t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
- if world_db["Things"][0] == t:
- t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
- log("You die.")
- log("See README on how to start over.")
- else:
- t["fovmap"] = False
- t["T_MEMMAP"] = False
- t["T_MEMDEPTHMAP"] = False
- t["T_MEMTHING"] = []
-
-
def try_healing(t):
"""If t's HP < max, increment them if well-nourished, maybe waiting."""
if t["T_LIFEPOINTS"] < \
def hunger(t):
"""Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
+ from server.config.misc import decrement_lifepoints_func
if t["T_SATIATION"] > -32768:
t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"])
if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
log("You SUFFER from hunger.")
else:
log("You SUFFER from over-eating.")
- decrement_lifepoints(t)
+ decrement_lifepoints_func(t)
def set_world_inactive():
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
from server.config.actions import action_db, ai_func
- from server.config.misc import thingproliferation_func
+ from server.config.misc import thingproliferation_func, calc_effort_func
from server.update_map_memory import update_map_memory
id = 0
whilebreaker = False
taid = [a for a in world_db["ThingActions"]
if a == Thing["T_COMMAND"]][0]
ThingAction = world_db["ThingActions"][taid]
- if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+ effort = calc_effort_func(ThingAction, Thing)
+ if Thing["T_PROGRESS"] == effort:
action = action_db["actor_" + ThingAction["TA_NAME"]]
action(Thing)
Thing["T_COMMAND"] = 0