X-Git-Url: https://plomlompom.com/repos/%7B%7Bprefix%7D%7D/copy_structured?a=blobdiff_plain;f=roguelike-server;h=d4e1cd10a636b709a258749a65260f26bad6a4de;hb=a198f9e8743a0a6fc12f7aa46a1a864ec47741db;hp=e9db093340cce2edce79f7485fe8868f16a7a292;hpb=ca7b5ea22cb91244e0836034b1477d565da8df35;p=plomrogue diff --git a/roguelike-server b/roguelike-server index e9db093..d4e1cd1 100755 --- a/roguelike-server +++ b/roguelike-server @@ -339,7 +339,7 @@ def try_worldstate_update(): 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" + \ @@ -604,8 +604,8 @@ def decrement_lifepoints(t): still display memory data. On non-player things, erase fovmap and memory. Dying actors drop all their things. """ - # # 7DRL: also decrements God's mood; deaths heavily so - # # 7DRL: return 1 if death, else 0 + # 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"]: @@ -658,6 +658,30 @@ def mv_yx_in_dir_legal(dir, y, x): return (test, libpr.result_y(), libpr.result_x()) +def enter_altar(): # # + """What happens when the player enters the altar.""" + if world_db["GAME_WON"]: + strong_write(io_db["file_out"], + "LOG You step on a soul-less slab of stone.\n") + return + strong_write(io_db["file_out"], "LOG YOU ENTER SACRED GROUND.\n") + if world_db["GOD_FAVOR"] > 9000: + world_db["GAME_WON"] = 1 + strong_write(io_db["file_out"], "LOG The Island God speaks to you: " + + "\"You have proven yourself worthy of my respect. " + + "You were a good citizen to the island, and sometimes " + + "a better steward to its inhabitants than me. The " + + "island shall miss you when you leave. But you have " + + "earned the right to do so. Take this " + + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"] + + " and USE it when you please. It will take you to " + + "where you came from. (But do feel free to stay here " + + "as long as you like.)\"\n") + id = id_setter(-1, "Things") + world_db["Things"][id] = new_Thing(world_db["SLIPPERS"], + world_db["ALTAR"]) + + def actor_wait(t): """Make t do nothing (but loudly, if player avatar).""" if t == world_db["Things"][0]: @@ -666,7 +690,8 @@ def actor_wait(t): 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. + # 7DRL: Player wounding (worse: killing) others will lower God's favor. + # 7DRL: Player entering the altar triggers enter_altar(). passable = False move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]), t["T_POSY"], t["T_POSX"]) @@ -707,6 +732,9 @@ def actor_move(t): build_fov_map(t) if t == world_db["Things"][0]: strong_write(io_db["file_out"], "LOG You move " + dir + ".\n") + if (move_result[1] == world_db["ALTAR"][0] and # # + move_result[2] == world_db["ALTAR"][1]): # # + enter_altar() # # elif t == world_db["Things"][0]: strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n") @@ -765,10 +793,20 @@ def actor_drop(t): def actor_use(t): """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory.""" # TODO: Handle case where T_ARGUMENT matches nothing. + # 7DLR: Handle SLIPPERS-type Thing use. if len(t["T_CARRIES"]): id = t["T_CARRIES"][t["T_ARGUMENT"]] type = world_db["Things"][id]["T_TYPE"] - if world_db["ThingTypes"][type]["TT_CONSUMABLE"]: + if type == world_db["SLIPPERS"]: # # + if t == world_db["Things"][0]: # # + strong_write(io_db["file_out"], "LOG You use the " # # + + world_db["ThingTypes"][type]["TT_NAME"] # # + + ". It glows in wondrous colors, and emits " # # + + "a sound as if from a dying cat. The " # # + + "Island God laughs.\n") # # + t["T_LIFEPOINTS"] = 1 # # + decrement_lifepoints(t) # # + elif world_db["ThingTypes"][type]["TT_CONSUMABLE"]: t["T_CARRIES"].remove(id) del world_db["Things"][id] t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"] @@ -790,8 +828,8 @@ def thingproliferation(t, prol_map): marked "." in prol_map. If there are several map cell candidates, one is selected randomly. """ - # # 7DRL: success increments God's mood - # # 7DRL: Things proliferate only on ":" ground. + # 7DRL: success increments God's mood + # 7DRL: Things proliferate only on ":" ground. prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"] if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)): candidates = [] @@ -815,7 +853,7 @@ def try_healing(t): On success, decrease satiation score by 32. """ - # # 7DRL: Successful heals increment God's mood. + # 7DRL: Successful heals increment God's mood. if t["T_SATIATION"] > 0 \ and t["T_LIFEPOINTS"] < \ world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \ @@ -1077,7 +1115,7 @@ def ai(t): 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"): @@ -1336,6 +1374,9 @@ def command_makeworld(seed_string): if not wait_action: print("Ignoring: No thing action with name 'wait' defined.") return + if not world_db["SLIPPERS"] in world_db["ThingTypes"]: # # + print("Ignoring: No valid SLIPPERS set.") # # + return # # world_db["Things"] = {} make_map() world_db["ALTAR"] = free_pos() # # @@ -1389,7 +1430,7 @@ def command_worldactive(worldactive_string): set active with a "wait" ThingAction, and a player Thing (of ID 0), and a map. On activation, rebuild all Things' FOVs, and the player's map memory. """ - # 7DRL: Altar position must also be set for world activation. + # 7DRL: ALTAR position and (valid) SLIPPERS must be set for world activation. val = integer_test(worldactive_string, 0, 1) if None != val: if 0 != world_db["WORLD_ACTIVE"]: @@ -1408,8 +1449,9 @@ def command_worldactive(worldactive_string): if 0 == Thing: player_exists = True break + valid_slippers = world_db["SLIPPERS"] in world_db["ThingTypes"] # # if wait_exists and player_exists and world_db["MAP"] \ - and world_db["ALTAR"]: # # + and world_db["ALTAR"] and valid_slippers: # # for id in world_db["Things"]: if world_db["Things"][id]["T_LIFEPOINTS"]: build_fov_map(world_db["Things"][id]) @@ -1423,6 +1465,19 @@ def command_worldactive(worldactive_string): print("Ignoring: Not all conditions for world activation met.") +def command_slippers(str_int): # # + """Set SLIPPERS, but deactivate world if not in ThingTypes.""" + val = integer_test(str_int, 0) + if None != val: + world_db["SLIPPERS"] = val + if world_db["WORLD_ACTIVE"] and \ + world_db["SLIPPERS"] not in world_db["ThingTypes"]: + print(world_db["ThingTypes"]) + print(":::" + str(world_db["SLIPPERS"])) + world_db["WORLD_ACTIVE"] = 0 + print("SLIPPERS matches no known ThingTypes, deactivating world.") + + def test_for_id_maker(object, category): """Return decorator testing for object having "id" attribute.""" def decorator(f): @@ -1695,6 +1750,8 @@ commands_db = { "WORLD_ACTIVE": (1, False, command_worldactive), "MAP": (2, False, setter_map("MAP")), "ALTAR": (2, False, command_altar), # # + "GAME_WON": (1, False, setter(None, "GAME_WON", 0, 1)), # # + "SLIPPERS": (1, False, command_slippers), # # "TA_ID": (1, False, command_taid), "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)), "TA_NAME": (1, False, command_taname), @@ -1743,7 +1800,9 @@ world_db = { "GOD_MOOD": 0, # # "GOD_FAVOR": 0, # # "MAP": False, - "ALTAR": False, + "ALTAR": False, # # + "GAME_WON": 0, # # + "SLIPPERS": 0, # # "ThingActions": {}, "ThingTypes": {}, "Things": {}