# DUMMY so far. Just builds an all-visible map.
+def actor_wait(t):
+ """Make t do nothing (but loudly, if player avatar)."""
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You wait.\n")
+
+
+def actor_move(t):
+ pass
+
+
+def actor_pick_up(t):
+ """Make t pick up (topmost?) Thing from ground into inventory."""
+ # Topmostness is actually not defined so far.
+ ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
+ if not world_db["Things"][id]["carried"]
+ if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
+ if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
+ if len(ids):
+ world_db["Things"][ids[0]]["carried"] = True
+ t["T_CARRIES"].append(ids[0])
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You pick up an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to pick up an object, but there is none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_drop(t):
+ """Make t rop Thing from inventory to ground indexed by T_ARGUMENT."""
+ # TODO: Handle case where T_ARGUMENT matches nothing.
+ if len(t["T_CARRIES"]):
+ id = t["T_CARRIES"][t["T_ARGUMENT"]]
+ t["T_CARRIES"].remove(id)
+ world_db["Things"][id]["carried"] = False
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You drop an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to drop an object, but you own none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_use(t):
+ pass
+
+
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
id = 0
- print("turning over")
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
for id in [id for id in world_db["Things"]
- if not world_db["Things"][id]["carried"]
- if world_db["Things"][id]["T_LIFEPOINTS"]]:
- print(str(id))
+ if world_db["Things"][id]["T_LIFEPOINTS"]]:
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
- print(" evaluating thing")
if not Thing["T_COMMAND"]:
- print(" thing needs new command")
update_map_memory(Thing)
if 0 == id:
whilebreaker = True
break
# DUMMY: ai(thing)
- print(" run AI")
Thing["T_COMMAND"] = 1
# DUMMY: try_healing
Thing["T_PROGRESS"] += 1
if a == Thing["T_COMMAND"]][0]
ThingAction = world_db["ThingActions"][taid]
if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
- print(" running thing action")
- # run_thing_action(action["TA_NAME"])
+ eval("actor_" + ThingAction["TA_NAME"])(Thing)
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
# DUMMY: hunger
# DUMMY: thingproliferation
if whilebreaker:
break
- print(" turn finished")
world_db["TURN"] += 1
- print(" new turn " + str(world_db["TURN"]))
def new_Thing(type):
"""Write to out file list of Things known to player at coordinate y, x."""
def write_thing_if_here():
if y == world_db["Things"][id]["T_POSY"] \
- and x == world_db["Things"][id]["T_POSX"]:
+ and x == world_db["Things"][id]["T_POSX"] \
+ and not world_db["Things"][id]["carried"]:
type = world_db["Things"][id]["T_TYPE"]
name = world_db["ThingTypes"][type]["TT_NAME"]
strong_write(io_db["file_out"], name + "\n")