# DUMMY so far. Just builds an all-visible map.
+def actor_wait(Thing):
+ """Do nothing (but loudly, if by player)."""
+ if Thing == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You wait.\n")
+
+
+def actor_move(Thing):
+ pass
+
+
+def actor_pick_up(Thing):
+ pass
+
+
+def actor_drop(Thing):
+ pass
+
+
+def actor_use(Thing):
+ 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))
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):