from server.config.world_data import world_db
-def make_map():
- from server.make_map import new_pos, is_neighbor
- from server.utils import rand
- world_db["MAP"] = bytearray(b'X' * (world_db["MAP_LENGTH"] ** 2))
- length = world_db["MAP_LENGTH"]
- add_half_width = (not (length % 2)) * int(length / 2)
- world_db["MAP"][int((length ** 2) / 2) + add_half_width] = ord("#")
- while (1):
- y, x, pos = new_pos()
- if "X" == chr(world_db["MAP"][pos]) and is_neighbor((y, x), "#"):
- if y == 0 or y == (length - 1) or x == 0 or x == (length - 1):
- break
- world_db["MAP"][pos] = ord("#")
- n_trees = int((length ** 2) / 16)
- i_trees = 0
- while (i_trees <= n_trees):
- single_allowed = rand.next() % 32
- y, x, pos = new_pos()
- if "#" == chr(world_db["MAP"][pos]) \
- and ((not single_allowed) or is_neighbor((y, x), ".")):
- world_db["MAP"][pos] = ord(".")
- i_trees += 1
+def play_drop():
+ if action_exists("drop") and world_db["WORLD_ACTIVE"]:
+ if world_db["Things"][0]["T_STOMACH"] < 1:
+ log("Nothing to drop from empty stomach.")
+ return
+ world_db["set_command"]("drop")
+
+
+def actor_drop(t):
+ if t["T_STOMACH"] < 1:
+ return
+ if t == world_db["Things"][0]:
+ log("You DEFECATE.")
+ terrain = world_db["MAP"][t["pos"]]
+ t["T_STOMACH"] -= 1
+ if chr(terrain) == "_":
+ world_db["MAP"][t["pos"]] = ord(".")
+ elif chr(terrain) == ".":
+ world_db["MAP"][t["pos"]] = ord(":")
+ elif chr(terrain) == ":":
+ world_db["MAP"][t["pos"]] = ord("%")
+ elif chr(terrain) == "%":
+ world_db["MAP"][t["pos"]] = ord("#")
+ elif chr(terrain) == "#":
+ world_db["MAP"][t["pos"]] = ord("X")
+ elif chr(terrain) == "X":
+ t["T_LIFEPOINTS"] = 0
+ if t == world_db["Things"][0]:
+ t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
+ log("You SUFFOCATE.")
+
+
+def play_move(str_arg):
+ """Try "move" as player's T_COMMAND, str_arg as T_ARGUMENT / direction."""
+ if action_exists("move") and world_db["WORLD_ACTIVE"]:
+ from server.config.world_data import directions_db, symbols_passable
+ t = world_db["Things"][0]
+ if not str_arg in directions_db:
+ print("Illegal move direction string.")
+ return
+ d = ord(directions_db[str_arg])
+ from server.utils import mv_yx_in_dir_legal
+ move_result = mv_yx_in_dir_legal(chr(d), t["T_POSY"], t["T_POSX"])
+ if 1 == move_result[0]:
+ pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
+ if ord("%") == world_db["MAP"][pos] or \
+ ord("#") == world_db["MAP"][pos]:
+ world_db["Things"][0]["T_ARGUMENT"] = d
+ world_db["set_command"]("move")
+ return
+ if chr(world_db["MAP"][pos]) in symbols_passable:
+ world_db["Things"][0]["T_ARGUMENT"] = d
+ world_db["set_command"]("move")
+ return
+ log("You CAN'T eat your way through there.")
def actor_move(t):
t["pos"] = move_result[1] * world_db["MAP_LENGTH"] + move_result[2]
build_fov_map(t)
else:
- if ord("#") == world_db["MAP"][pos] and 0 == int(rand.next() % 5):
- world_db["MAP"][pos] = ord(".")
- t["STOMACH"] += 1
+ if t["T_STOMACH"] >= 32:
+ if t == world_db["Things"][0]:
+ log("You're too FULL to eat.")
+ elif ord("%") == world_db["MAP"][pos] and 0 == int(rand.next() % 2):
+ log("You EAT.")
+ world_db["MAP"][pos] = ord("_")
+ t["T_STOMACH"] += 3
+ elif ord("#") == world_db["MAP"][pos] and 0 == int(rand.next() % 5):
+ log("You EAT.")
+ world_db["MAP"][pos] = ord("_")
+ t["T_STOMACH"] += 4
+ if t["T_STOMACH"] > 32:
+ t["T_STOMACH"] = 32
+
+
+def make_map():
+ from server.make_map import new_pos, is_neighbor
+ from server.utils import rand
+ world_db["MAP"] = bytearray(b'X' * (world_db["MAP_LENGTH"] ** 2))
+ length = world_db["MAP_LENGTH"]
+ add_half_width = (not (length % 2)) * int(length / 2)
+ world_db["MAP"][int((length ** 2) / 2) + add_half_width] = ord("#")
+ while (1):
+ y, x, pos = new_pos()
+ if "X" == chr(world_db["MAP"][pos]) and is_neighbor((y, x), "#"):
+ if y == 0 or y == (length - 1) or x == 0 or x == (length - 1):
+ break
+ world_db["MAP"][pos] = ord("#")
+ n_ground = int((length ** 2) / 16)
+ i_ground = 0
+ while (i_ground <= n_ground):
+ single_allowed = rand.next() % 32
+ y, x, pos = new_pos()
+ if "#" == chr(world_db["MAP"][pos]) \
+ and ((not single_allowed) or is_neighbor((y, x), "_")):
+ world_db["MAP"][pos] = ord("_")
+ i_ground += 1
+ n_water = int((length ** 2) / 64)
+ i_water = 0
+ while (i_water <= n_water):
+ single_allowed = rand.next() % 32
+ y, x, pos = new_pos()
+ if "_" == chr(world_db["MAP"][pos]) \
+ and ((not single_allowed) or is_neighbor((y, x), "~")):
+ world_db["MAP"][pos] = ord("~")
+ i_water += 1
+
+
+def calc_effort(ta, t):
+ from server.utils import mv_yx_in_dir_legal
+ if ta["TA_NAME"] == "move":
+ move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
+ t["T_POSY"], t["T_POSX"])
+ if 1 == move_result[0]:
+ pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
+ terrain = chr(world_db["MAP"][pos])
+ if terrain == ".":
+ return 2
+ elif terrain == ":":
+ return 4
+ return 1
+world_db["calc_effort"] = calc_effort
def turn_over():
from server.ai import ai
from server.config.actions import action_db
- from server.config.misc import calc_effort
from server.update_map_memory import update_map_memory
from server.io import try_worldstate_update
from server.config.io import io_db
+ from server.utils import rand
while world_db["Things"][0]["T_LIFEPOINTS"]:
for tid in [tid for tid in world_db["Things"]]:
if not tid in world_db["Things"]:
taid = [a for a in world_db["ThingActions"]
if a == Thing["T_COMMAND"]][0]
ThingAction = world_db["ThingActions"][taid]
- effort = calc_effort(ThingAction, Thing)
- if Thing["T_PROGRESS"] == effort:
+ effort = world_db["calc_effort"](ThingAction, Thing)
+ if Thing["T_PROGRESS"] >= effort:
action = action_db["actor_" + ThingAction["TA_NAME"]]
action(Thing)
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
+ if Thing["T_STOMACH"] > 16:
+ if 0 == (rand.next() % (33 - Thing["T_STOMACH"])):
+ action_db["actor_drop"](Thing)
world_db["TURN"] += 1
io_db["worldstate_updateable"] = True
try_worldstate_update()
world_db["turn_over"] = turn_over
-def play_move(str_arg):
- """Try "move" as player's T_COMMAND, str_arg as T_ARGUMENT / direction."""
- if action_exists("move") and world_db["WORLD_ACTIVE"]:
- from server.config.world_data import directions_db, symbols_passable
- t = world_db["Things"][0]
- if not str_arg in directions_db:
- print("Illegal move direction string.")
- return
- d = ord(directions_db[str_arg])
- from server.utils import mv_yx_in_dir_legal
- move_result = mv_yx_in_dir_legal(chr(d), t["T_POSY"], t["T_POSX"])
- if 1 == move_result[0]:
- pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- if ord("#") == world_db["MAP"][pos]:
- log("You EAT.")
- world_db["Things"][0]["T_ARGUMENT"] = d
- world_db["set_command"]("move")
- return
- if chr(world_db["MAP"][pos]) in symbols_passable:
- world_db["Things"][0]["T_ARGUMENT"] = d
- world_db["set_command"]("move")
- return
- log("You CAN'T eat your way through there.")
-
-
def command_ai():
"""Call ai() on player Thing, then turn_over()."""
from server.ai import ai
world_db["set_command"]("wait")
-#import server.config.actions
-#server.config.actions.actor_move_attempts_hook = actor_move_attempts_hook
+from server.config.io import io_db
+io_db["worldstate_write_order"] += [["T_STOMACH", "player_int"]]
import server.config.world_data
-server.config.world_data.symbols_hide += "#"
-server.config.world_data.thing_defaults["STOMACH"] = 0
+server.config.world_data.symbols_hide = "%#X"
+server.config.world_data.symbols_passable = "_.:"
+server.config.world_data.thing_defaults["T_STOMACH"] = 0
import server.config.make_world_helpers
server.config.make_world_helpers.make_map = make_map
from server.config.commands import commands_db
+commands_db["THINGS_HERE"] = (2, True, lambda x, y: None)
commands_db["ai"] = (0, False, command_ai)
commands_db["move"] = (1, False, play_move)
commands_db["wait"] = (0, False, play_wait)
-commands_db["drop"] = (1, False, lambda x: None)
+commands_db["drop"] = (0, False, play_drop)
commands_db["use"] = (1, False, lambda x: None)
commands_db["pickup"] = (0, False, lambda: None)
+commands_db["T_STOMACH"] = (1, False, setter("Thing", "T_STOMACH", 0, 255))
from server.actions import actor_wait
import server.config.actions
server.config.actions.action_db = {
"actor_wait": actor_wait,
- "actor_move": actor_move
+ "actor_move": actor_move,
+ "actor_drop": actor_drop
}
strong_write(io_db["file_out"], "PLUGIN TheCrawlingEater\n")