def actor_move(t):
- """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
- from server.world import build_fov_map, decrement_lifepoints
+ """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.
+
+ On attack, return 0 on non-kill and TT_LIFEPOINTS of killed type on kill,
+ plus type id of attacked Thing. On move, return mv_yx_in_dir_legal result.
+ """
+ from server.build_fov_map import build_fov_map
+ from server.config.misc import decrement_lifepoints
from server.utils import mv_yx_in_dir_legal
from server.config.world_data import directions_db, symbols_passable
passable = False
if world_db["Things"][id]["T_POSX"] == move_result[2]]
if len(hitted):
hit_id = hitted[0]
+ hitted_tid = world_db["Things"][hit_id]["T_TYPE"]
if t == world_db["Things"][0]:
- hitted_type = world_db["Things"][hit_id]["T_TYPE"]
- hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
+ hitted_name = world_db["ThingTypes"][hitted_tid]["TT_NAME"]
log("You WOUND " + hitted_name + ".")
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
log(hitter_name +" WOUNDS you.")
- decrement_lifepoints(world_db["Things"][hit_id])
+ decr_test = decrement_lifepoints(world_db["Things"][hit_id])
+ if decr_test > 0 and t == world_db["Things"][0]:
+ log(hitted_name + " dies.")
+ return decr_test, hitted_tid
+ from server.config.actions import actor_move_attempts_hook
+ if actor_move_attempts_hook(t, move_result, pos):
return
passable = chr(world_db["MAP"][pos]) in symbols_passable
dir = [dir for dir in directions_db
if passable:
t["T_POSY"] = move_result[1]
t["T_POSX"] = move_result[2]
+ t["pos"] = move_result[1] * world_db["MAP_LENGTH"] + move_result[2]
for id in t["T_CARRIES"]:
world_db["Things"][id]["T_POSY"] = move_result[1]
world_db["Things"][id]["T_POSX"] = move_result[2]
+ world_db["Things"][id]["pos"] = t["pos"]
build_fov_map(t)
if t == world_db["Things"][0]:
log("You MOVE " + dir + ".")
+ return move_result
def actor_pickup(t):
- """Make t pick up (topmost?) Thing from ground into inventory.
+ """Make t pick up (topmost?) Thing from ground into inventory. Return it.
Define topmostness by how low the thing's type ID is.
"""
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 world_db["Things"][id]["pos"] == t["pos"]]
if len(ids):
lowest_tid = -1
for iid in ids:
tid = world_db["Things"][iid]["T_TYPE"]
- if lowest_tid == -1 or tid < lowest_tid:
+ from server.config.actions import actor_pickup_test_hook
+ if (lowest_tid == -1 or tid < lowest_tid) and \
+ actor_pickup_test_hook(t, tid):
id = iid
lowest_tid = tid
world_db["Things"][id]["carried"] = True
t["T_CARRIES"].append(id)
if t == world_db["Things"][0]:
log("You PICK UP an object.")
-
+ return world_db["Things"][id]
def actor_drop(t):
- """Make t rop Thing from inventory to ground indexed by T_ARGUMENT."""
+ """Drop to ground from t's inventory, return T_ARGUMENT-indexed Thing."""
# TODO: Handle case where T_ARGUMENT matches nothing.
if len(t["T_CARRIES"]):
id = t["T_CARRIES"][t["T_ARGUMENT"]]
world_db["Things"][id]["carried"] = False
if t == world_db["Things"][0]:
log("You DROP an object.")
-
+ return world_db["Things"][id]
def actor_use(t):
"""Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
del world_db["Things"][id]
t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
if t == world_db["Things"][0]:
- log("You CONSUME this object.")
- elif t == world_db["Things"][0]:
- log("You try to use this object, but FAIL.")
+ log("You CONSUME this thing.")
+ else:
+ from server.config.actions import actor_use_attempts_hook
+ actor_use_attempts_hook(t, type)