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]
+ 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
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)