type_id = world_db["Things"][id]["T_TYPE"]
name = world_db["ThingTypes"][type_id]["TT_NAME"]
inventory = inventory + name + "\n"
- ## 7DRL additions: GOD_MOOD, GOD_FAVOR
+ # # 7DRL additions: GOD_MOOD, GOD_FAVOR
string = str(world_db["TURN"]) + "\n" + \
str(world_db["GOD_MOOD"]) + "\n" + \
str(world_db["GOD_FAVOR"]) + "\n" + \
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.
"""
+ # # 7DRL: also decrements God's mood; deaths heavily so
+ # # 7DRL: return 1 if death, else 0
t["T_LIFEPOINTS"] -= 1
+ world_db["GOD_MOOD"] -= 1 # #
if 0 == t["T_LIFEPOINTS"]:
+ sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # #
+ world_db["GOD_MOOD"] -= sadness # #
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))
t["T_MEMMAP"] = False
t["T_MEMDEPTHMAP"] = False
t["T_MEMTHING"] = []
+ return sadness # #
+ return 0 # #
def mv_yx_in_dir_legal(dir, y, x):
def actor_move(t):
"""If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+ # # 7DRL: Player wounding (worse: killing) others will lower God's favor.
passable = False
move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
t["T_POSY"], t["T_POSX"])
if t == world_db["Things"][0]:
hitted_type = world_db["Things"][hit_id]["T_TYPE"]
hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
- strong_write(io_db["file_out"], "LOG You wound " + hitted +
- ".\n")
+ strong_write(io_db["file_out"], "LOG You wound " + hitted_name
+ + ".\n")
+ world_db["GOD_FAVOR"] -= 1 # #
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
- strong_write(io_db["file_out"], "LOG " + hitter +
+ strong_write(io_db["file_out"], "LOG " + hitter_name +
" wounds you.\n")
- decrement_lifepoints(world_db["Things"][hit_id])
+ test = decrement_lifepoints(world_db["Things"][hit_id]) # #
+ if test and t == world_db["Things"][0]: # #
+ world_db["GOD_FAVOR"] -= test # #
return
dir = [dir for dir in directions_db
if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
animate, any other animate Thing. If there are several map cell candidates,
one is selected randomly.
"""
+ # # 7DRL: success increments God's mood
def test_cell(t, y, x):
if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
for id in [id for id in world_db["Things"]
id = id_setter(-1, "Things")
newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
world_db["Things"][id] = newT
+ world_db["GOD_MOOD"] += 1 # #
def try_healing(t):
On success, decrease satiation score by 32.
"""
+ # # 7DRL: Successful heals increment God's mood.
if t["T_SATIATION"] > 0 \
and t["T_LIFEPOINTS"] < \
world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
if world_db["ThingActions"][id]["TA_NAME"] ==
"wait"][0]:
t["T_LIFEPOINTS"] += 1
+ world_db["GOD_MOOD"] += 1 # #
t["T_SATIATION"] -= 32
if t == world_db["Things"][0]:
strong_write(io_db["file_out"], "LOG You heal.\n")
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.
"""
- # 7DRL add: Don't pick up or search things when inventory is full.
+ # # 7DRL add: Don't pick up or search things when inventory is full.
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
if not get_dir_to_target(t, "f"):
def command_quit():
"""Abort server process."""
- save_world()
- atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
+ if None == opts.replay:
+ save_world()
+ atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
raise SystemExit("received QUIT command")