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7DRL: Re-spawn died-out species.
[plomrogue] / roguelike-server
index 2a987fd88961d913844d1a3daa555209a59b80f8..33545c8440434c66b9bccb95c4d0ef2eefcfa8bc 100755 (executable)
@@ -145,7 +145,7 @@ def obey(command, prefix, replay=False, do_record=False):
             commands_db[tokens[0]][2](*tokens[1:])
             if do_record:
                 io_db["record_chunk"] += command + "\n"
-                if time.time() > io_db["save_wait"] + 15:
+                if time.time() > io_db["save_wait"] + 300:
                     atomic_write(io_db["path_record"], io_db["record_chunk"],
                                  do_append=True)
                     if world_db["WORLD_ACTIVE"]:
@@ -327,9 +327,8 @@ 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_FAVOR
         string = str(world_db["TURN"]) + "\n" + \
-                 str(world_db["GOD_MOOD"]) + "\n" + \
                  str(world_db["GOD_FAVOR"]) + "\n" + \
                  str(world_db["Things"][0]["T_LIFEPOINTS"]) + "\n" + \
                  str(world_db["Things"][0]["T_SATIATION"]) + "\n" + \
@@ -549,6 +548,14 @@ def make_map():
             altar_placed = True  # #
 
 
+def eat_vs_hunger_threshold(thingtype):
+    """Return satiation cost of eating for type. Good food for it must be >."""
+    hunger_unit = hunger_per_turn(thingtype)
+    actiontype = [id for id in world_db["ThingActions"]
+               if world_db["ThingActions"][id]["TA_NAME"] == "use"][0]
+    return world_db["ThingActions"][actiontype]["TA_EFFORT"] * hunger_unit
+
+
 def update_map_memory(t, age_map=True):
     """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
 
@@ -568,30 +575,49 @@ def update_map_memory(t, age_map=True):
         fovmap = c_pointer_to_bytearray(t["fovmap"])
         libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
 
+    def update_mem_and_memdepthmap_via_fovmap():
+        # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
+        # for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
+        #             if ord_v == t["fovmap"][pos]]:
+        #     t["T_MEMDEPTHMAP"][pos] = ord_0
+        #     t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+        memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
+        memmap = c_pointer_to_bytearray(t["T_MEMMAP"])
+        fovmap = c_pointer_to_bytearray(t["fovmap"])
+        map = c_pointer_to_bytearray(world_db["MAP"])
+        libpr.update_mem_and_memdepthmap_via_fovmap(map, fovmap, memdepthmap,
+                                                    memmap)
+
     if not t["T_MEMMAP"]:
         t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
     if not t["T_MEMDEPTHMAP"]:
         t["T_MEMDEPTHMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
-    ord_v = ord("v")
-    ord_0 = ord("0")
-    ord_space = ord(" ")
-    for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
-                if ord_v == t["fovmap"][pos]]:
-        t["T_MEMDEPTHMAP"][pos] = ord_0
-        t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+    update_mem_and_memdepthmap_via_fovmap()
     if age_map:
         age_some_memdepthmap_on_nonfov_cells()
+    ord_v = ord("v")
     t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
                        if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
                                                + mt[2]]]
-    for id in [id for id in world_db["Things"]
-               if not world_db["Things"][id]["carried"]]:
-        type = world_db["Things"][id]["T_TYPE"]
-        if not world_db["ThingTypes"][type]["TT_LIFEPOINTS"]:
-            y = world_db["Things"][id]["T_POSY"]
-            x = world_db["Things"][id]["T_POSX"]
-            if ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]:
-                t["T_MEMTHING"].append((type, y, x))
+    maplength = world_db["MAP_LENGTH"]
+    eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])  # #
+    [t["T_MEMTHING"].append((world_db["Things"][id]["T_TYPE"],
+                             world_db["Things"][id]["T_POSY"],
+                             world_db["Things"][id]["T_POSX"]))
+     for id in world_db["Things"]
+     if not world_db["Things"][id]["carried"]
+     if not world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                                                              ["TT_LIFEPOINTS"]
+     if (t == world_db["Things"][0] or
+         (world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                                                          ["TT_TOOL"] == "food"
+          and 
+          world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                                                    ["TT_TOOLPOWER"] > eat_cost
+         )
+        )
+     if ord_v == t["fovmap"][(world_db["Things"][id]["T_POSY"] * maplength)
+                                       + world_db["Things"][id]["T_POSX"]]]
 
 
 def set_world_inactive():
@@ -672,13 +698,11 @@ 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: Re-spawn died-out species.
     t["T_LIFEPOINTS"] -= 1
-    world_db["GOD_MOOD"] -= 1  # #
+    live_type = t["T_TYPE"] # 7DRL
     if 0 == t["T_LIFEPOINTS"]:
-        sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
-        world_db["GOD_MOOD"] -= sadness  # #        
         for id in t["T_CARRIES"]:
             t["T_CARRIES"].remove(id)
             world_db["Things"][id]["T_POSY"] = t["T_POSY"]
@@ -694,30 +718,20 @@ def decrement_lifepoints(t):
             t["T_MEMMAP"] = False
             t["T_MEMDEPTHMAP"] = False
             t["T_MEMTHING"] = []
-        return sadness  # #
+            n_species = len([id for id in world_db["Things"]  # #
+                             if world_db["Things"][id]["T_TYPE"] == live_type])
+            if 0 == n_species:  # #
+                id = id_setter(-1, "Things")
+                world_db["Things"][id] = new_Thing(live_type,
+                                                   world_db["altar"])
+                log("Species "
+                    + world_db["ThingTypes"][live_type]["TT_NAME"]
+                    + " has temporarily died out. "
+                    + "One new-born is spawned at the altar.")
+        return world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
     return 0  # #
 
 
-def add_gods_favor(i): # #
-    """"Add to GOD_FAVOR, multiplied with factor growing log. with GOD_MOOD."""
-    def favor_multiplier(i):
-        x = 100
-        threshold = math.e * x
-        mood = world_db["GOD_MOOD"]
-        if i > 0:
-            if mood > threshold:
-                i = i * math.log(mood / x)
-            elif -mood > threshold:
-                i = i / math.log(-mood / x)
-        elif i < 0:
-            if -mood > threshold:
-                i = i * math.log(-mood / x)
-            if mood > threshold:
-                i = i / math.log(mood / x)
-        return int(i)
-    world_db["GOD_FAVOR"] += favor_multiplier(i)
-
-
 def mv_yx_in_dir_legal(dir, y, x):
     """Wrapper around libpr.mv_yx_in_dir_legal to simplify its use."""
     dir_c = dir.encode("ascii")[0]
@@ -775,7 +789,7 @@ def enter_altar():  # #
          id = id_setter(-1, "Things")
          world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
                                             world_db["altar"])
-         add_gods_favor(-250)
+         world_db["GOD_FAVOR"] -= 250
      elif world_db["GOD_FAVOR"] > 9000:
          world_db["FAVOR_STAGE"] = 9001
          log("The Island God speaks to you: \"You have proven yourself worthy"
@@ -819,13 +833,13 @@ def actor_move(t):
                 hitted_type = world_db["Things"][hit_id]["T_TYPE"]
                 hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
                 log("You wound " + hitted_name + ".")
-                add_gods_favor(-1)  # #
+                world_db["GOD_FAVOR"] -= -1  # #
             elif 0 == hit_id:
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
                 log(hitter_name +" wounds you.")
             test = decrement_lifepoints(world_db["Things"][hit_id])  # #(test=)
             if test and t == world_db["Things"][0]:  # #
-                add_gods_favor(-test)  # #
+                world_db["GOD_FAVOR"] -test  # #
             return
         if (ord("X") == world_db["MAP"][pos]  # #
             or ord("|") == world_db["MAP"][pos]):  # #
@@ -840,7 +854,7 @@ def actor_move(t):
                 if t == world_db["Things"][0]:  # #
                     log("With your " + axe_name + ", you chop!\n")  # #
                     if ord("X") == world_db["MAP"][pos]:  # #
-                        add_gods_favor(-1)  # #
+                        world_db["GOD_FAVOR"] = -1  # #
                 chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
                 case_X = world_db["MAP"][pos] == ord("X")  # #
                 if (chop_power > 0  # #
@@ -851,7 +865,7 @@ def actor_move(t):
                     if t == world_db["Things"][0]:  # #
                         log("You chop it down.")  # #
                     if world_db["MAP"][pos] == ord("X"):  # #
-                        add_gods_favor(-10)  # #
+                        world_db["GOD_FAVOR"] = -10  # #
                     world_db["MAP"][pos] = ord(".")   # #
                     i = 3 if case_X else 1  # #
                     for i in range(i):  # #
@@ -888,7 +902,7 @@ def actor_pick_up(t):
     Define topmostness by how low the thing's type ID is.
     """
     # 7DRL: Non-player picking up player-dropped consumable -> GOD_FAVOR gain.
-    # 7DRL: Only player picks up non-food.
+    # 7DRL: Non-players pick up nothing but food of good value to them.
     used_slots = len(t["T_CARRIES"]) # #
     if used_slots < world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]: # #
         ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
@@ -897,12 +911,15 @@ def actor_pick_up(t):
                if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
         if len(ids):
             lowest_tid = -1
+            eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) # #
             for iid in ids:
                 tid = world_db["Things"][iid]["T_TYPE"] 
                 if lowest_tid == -1 or tid < lowest_tid:
                     if (t != world_db["Things"][0] and  # #
-                        world_db["ThingTypes"][tid]["TT_TOOL"] != "food"):
-                        continue
+                        (world_db["ThingTypes"][tid]["TT_TOOL"] != "food"  # #
+                         or (world_db["ThingTypes"][tid]["TT_TOOLPOWER"]  # #
+                             <= eat_cost))):  # #
+                        continue  # #
                     id = iid
                     lowest_tid = tid
             world_db["Things"][id]["carried"] = True
@@ -911,7 +928,7 @@ def actor_pick_up(t):
                 and world_db["Things"][id]["T_PLAYERDROP"]  # #
                 and world_db["ThingTypes"][type]["TT_TOOL"] == "food"):  # #
                 score = world_db["ThingTypes"][type]["TT_TOOLPOWER"] / 32  # #
-                add_gods_favor(score)  # #
+                world_db["GOD_FAVOR"] += score  # #
                 world_db["Things"][id]["T_PLAYERDROP"] = 0  # #
             t["T_CARRIES"].append(id)
             if t == world_db["Things"][0]:
@@ -940,6 +957,7 @@ 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.
+    # 7DRL: Player with fertilizer fertilizes
     if len(t["T_CARRIES"]):
         id = t["T_CARRIES"][t["T_ARGUMENT"]]
         type = world_db["Things"][id]["T_TYPE"]
@@ -992,6 +1010,13 @@ def actor_use(t):
                 log("You can't use a "  # #
                     + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
                     + " without some wood in your inventory.")  # #
+        elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer":  # #
+            pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+            if world_db["MAP"][pos] == ord("."):
+                log("You create soil.")
+                world_db["MAP"][pos] = ord(":")
+            else:
+                log("Can only make soil out of non-soil earth.")
         elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
             t["T_CARRIES"].remove(id)
             del world_db["Things"][id]
@@ -1032,11 +1057,6 @@ def thingproliferation(t, prol_map):
             id = id_setter(-1, "Things")
             newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
             world_db["Things"][id] = newT
-            animacy = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
-            if animacy:  # #
-                world_db["GOD_MOOD"] += animacy  # #
-            else:  # #
-                world_db["GOD_MOOD"] += 1  # #
             if (world_db["FAVOR_STAGE"] > 0  # #
                 and t["T_TYPE"] == world_db["PLANT_0"]):  # #
                 world_db["GOD_FAVOR"] += 5  # #
@@ -1055,8 +1075,6 @@ def try_healing(t):
         testval = int(abs(t["T_SATIATION"]) / wait_divider)
         if (testval <= 1 or 1 == (rand.next() % testval)):
             t["T_LIFEPOINTS"] += 1
-            if t != world_db["Things"][0]: # #
-                 world_db["GOD_MOOD"] += 1  # #
             if t == world_db["Things"][0]:
                 log("You heal.")
 
@@ -1086,16 +1104,15 @@ def get_dir_to_target(t, filter):
     The path-wise nearest target is chosen, via the shortest available path.
     Target must not be t. On succcess, return positive value, else False.
     Filters:
-    "a": Thing in FOV is below a certain distance, animate, but of ThingType
-         that is not t's, and starts out weaker than t is; build path as
-         avoiding things of t's ThingType
-    "f": neighbor cell (not inhabited by any animate Thing) further away from
-         animate Thing not further than x steps away and in FOV and of a
-         ThingType that is not t's, and starts out stronger or as strong as t
-         is currently; or (cornered), if no such flight cell, but Thing of
-         above criteria is too near,1 a cell closer to it, or, if less near,
-         just wait
-    "c": Thing in memorized map is consumable
+    "a": Thing in FOV is animate, but of ThingType, starts out weaker than t
+         is, and its corpse would be healthy food for t
+    "f": move away from an enemy – any visible actor whose thing type has more
+         TT_LIFEPOINTS than t LIFEPOINTS, and might find t's corpse healthy
+         food – if it is closer than n steps, where n will shrink as t's hunger
+         grows; if enemy is too close, move towards (attack) the enemy instead;
+         if no fleeing is possible, nor attacking useful, wait; don't tread on
+         non-enemies for fleeing
+    "c": Thing in memorized map is consumable of sufficient nutrition for t
     "s": memory map cell with greatest-reachable degree of unexploredness
     """
 
@@ -1109,6 +1126,11 @@ def get_dir_to_target(t, filter):
             raise RuntimeError("No score map allocated for "
                                "zero_score_map_where_char_on_memdepthmap().")
 
+    def set_map_score_at_thingpos(id, score):
+        pos = world_db["Things"][id]["T_POSY"] * world_db["MAP_LENGTH"] \
+                                     + world_db["Things"][id]["T_POSX"]
+        set_map_score(pos, score)
+
     def set_map_score(pos, score):
         test = libpr.set_map_score(pos, score)
         if test:
@@ -1120,26 +1142,56 @@ def get_dir_to_target(t, filter):
             raise RuntimeError("No score map allocated for get_map_score().")
         return result
 
+    def animate_in_fov(Thing, maplength): # maplength needed for optimization?
+        if not Thing["T_LIFEPOINTS"] or Thing["carried"] or Thing == t:
+            return False
+        pos = Thing["T_POSY"] * maplength + Thing["T_POSX"]
+        if 118 == t["fovmap"][pos]: # optimization: 118 = ord("v")
+            return True
+
+    def good_attack_target(v):
+        eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
+        type = world_db["ThingTypes"][v["T_TYPE"]]
+        type_corpse = world_db["ThingTypes"][type["TT_CORPSE_ID"]]
+        if t["T_LIFEPOINTS"] > type["TT_LIFEPOINTS"] \
+        and type_corpse["TT_TOOL"] == "food" \
+        and type_corpse["TT_TOOLPOWER"] > eat_cost:
+            return True
+        return False
+
+    def good_flee_target(m):
+        own_corpse_id = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
+        corpse_type = world_db["ThingTypes"][own_corpse_id]
+        targetness = 0 if corpse_type["TT_TOOL"] != "food" \
+                       else corpse_type["TT_TOOLPOWER"]
+        type = world_db["ThingTypes"][m["T_TYPE"]]
+        if t["T_LIFEPOINTS"] < type["TT_LIFEPOINTS"] \
+        and targetness > eat_vs_hunger_threshold(m["T_TYPE"]):
+            return True
+        return False
+
     def seeing_thing():
-        if t["fovmap"] and ("a" == filter or "f" == filter):
+        maplength = world_db["MAP_LENGTH"]
+        if t["fovmap"] and "a" == filter:
             for id in world_db["Things"]:
-                Thing = world_db["Things"][id]
-                if Thing != t and Thing["T_LIFEPOINTS"] and \
-                   t["T_TYPE"] != Thing["T_TYPE"] and \
-                   'v' == chr(t["fovmap"][(Thing["T_POSY"]
-                                          * world_db["MAP_LENGTH"])
-                                          + Thing["T_POSX"]]):
-                    ThingType = world_db["ThingTypes"][Thing["T_TYPE"]]
-                    if ("f" == filter and ThingType["TT_LIFEPOINTS"] >=
-                                          t["T_LIFEPOINTS"]) \
-                       or ("a" == filter and ThingType["TT_LIFEPOINTS"] <
-                                             t["T_LIFEPOINTS"]):
+                if animate_in_fov(world_db["Things"][id], maplength):
+                    if good_attack_target(world_db["Things"][id]):
+                        return True
+        elif t["fovmap"] and "f" == filter:
+            for id in world_db["Things"]:
+                if animate_in_fov(world_db["Things"][id], maplength):
+                    if good_flee_target(world_db["Things"][id]):
                         return True
         elif t["T_MEMMAP"] and "c" == filter:
+            eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
+            ord_blank = ord(" ")
             for mt in t["T_MEMTHING"]:
-                if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
-                                            + mt[2]]) \
-                   and world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food":
+                if ord_blank != t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
+                                            + mt[2]] and \
+                   (t != world_db["Things"][0] or \
+                    (world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
+                      and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"]
+                       > eat_cost)):
                     return True
         return False
 
@@ -1159,42 +1211,39 @@ def get_dir_to_target(t, filter):
         test = libpr.init_score_map()
         if test:
             raise RuntimeError("Malloc error in init_score_map().")
-        ord_v = ord("v")
-        ord_blank = ord(" ")
         set_cells_passable_on_memmap_to_65534_on_scoremap()
+        maplength = world_db["MAP_LENGTH"]
         if "a" == filter:
-            for id in world_db["Things"]:
-                Thing = world_db["Things"][id]
-                pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \
-                      + Thing["T_POSX"]
-                if t != Thing and Thing["T_LIFEPOINTS"] and \
-                   t["T_TYPE"] != Thing["T_TYPE"] and \
-                   ord_v == t["fovmap"][pos] and \
-                   t["T_LIFEPOINTS"] > \
-                   world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
-                    set_map_score(pos, 0)
-                elif t["T_TYPE"] == Thing["T_TYPE"]:
-                    set_map_score(pos, 65535)
+            [set_map_score_at_thingpos(id, 0)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)
+             if good_attack_target(world_db["Things"][id])]
         elif "f" == filter:
-            for id in [id for id in world_db["Things"]
-                       if world_db["Things"][id]["T_LIFEPOINTS"]]:
-                Thing = world_db["Things"][id]
-                pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \
-                      + Thing["T_POSX"]
-                if t["T_TYPE"] != Thing["T_TYPE"] and \
-                   ord_v == t["fovmap"][pos] and \
-                   t["T_LIFEPOINTS"] <= \
-                   world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
-                    set_map_score(pos, 0)
+            [set_map_score_at_thingpos(id, 0)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)
+             if good_flee_target(world_db["Things"][id])]
         elif "c" == filter:
-            for mt in [mt for mt in t["T_MEMTHING"]
-                       if ord_blank != t["T_MEMMAP"][mt[1]
-                                                    * world_db["MAP_LENGTH"]
-                                                    + mt[2]]
-                       if world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"]:
-                set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
+            eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
+            ord_blank = ord(" ")
+            [set_map_score(mt[1] * maplength + mt[2], 0)
+             for mt in t["T_MEMTHING"]
+             if ord_blank != t["T_MEMMAP"][mt[1] * maplength + mt[2]]
+             if t != world_db["Things"][0] or
+                (world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" and
+                 world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] > eat_cost)]
         elif "s" == filter:
             zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
+        if "f" == filter:
+            [set_map_score_at_thingpos(id, 65535)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)
+             if get_map_score(world_db["Things"][id]["T_POSY"] * maplength
+                              + world_db["Things"][id]["T_POSX"])]
+        elif "a" != filter:
+            [set_map_score_at_thingpos(id, 65535)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)]
 
     def rand_target_dir(neighbors, cmp, dirs):
         candidates = []
@@ -1219,19 +1268,6 @@ def get_dir_to_target(t, filter):
         dirs = "edcxsw"
         eye_pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
         neighbors = get_neighbor_scores(dirs, eye_pos)
-        if "f" == filter:
-            inhabited = [world_db["Things"][id]["T_POSY"]
-                         * world_db["MAP_LENGTH"]
-                         + world_db["Things"][id]["T_POSX"]
-                         for id in world_db["Things"]
-                         if world_db["Things"][id]["T_LIFEPOINTS"]]
-            for i in range(len(dirs)):
-                mv_yx_in_dir_legal(dirs[i], t["T_POSY"], t["T_POSX"])
-                pos_cmp = libpr.result_y() * world_db["MAP_LENGTH"] \
-                          + libpr.result_x()
-                for pos in [pos for pos in inhabited if pos == pos_cmp]:
-                    neighbors[i] = 65535
-                    break
         minmax_start = 0 if "f" == filter else 65535 - 1
         minmax_neighbor = minmax_start
         for i in range(len(dirs)):
@@ -1242,19 +1278,23 @@ def get_dir_to_target(t, filter):
         if minmax_neighbor != minmax_start:
             dir_to_target = rand_target_dir(neighbors, minmax_neighbor, dirs)
         if "f" == filter:
+            distance = get_map_score(eye_pos)
+            fear_distance = world_db["MAP_LENGTH"]
+            if t["T_SATIATION"] < 0 and math.sqrt(-t["T_SATIATION"]) > 0:
+                fear_distance = fear_distance / math.sqrt(-t["T_SATIATION"])
+            attack_distance = 1
             if not dir_to_target:
-                if 1 == get_map_score(eye_pos):
-                    dir_to_target = rand_target_dir(neighbors, 0, dirs)
-                elif 3 >= get_map_score(eye_pos):
+                if attack_distance >= distance:
+                    dir_to_target = rand_target_dir(neighbors,
+                                                    distance - 1, dirs)
+                elif fear_distance >= distance:
                     t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                                       if
                                       world_db["ThingActions"][id]["TA_NAME"]
                                          == "wait"][0]
                     return 1
-            elif dir_to_target and 3 < get_map_score(eye_pos):
+            elif dir_to_target and fear_distance < distance:
                 dir_to_target = 0
-        elif "a" == filter and 10 <= get_map_score(eye_pos):
-            dir_to_target = 0
         return dir_to_target
 
     dir_to_target = False
@@ -1278,13 +1318,16 @@ def get_dir_to_target(t, filter):
 
 
 def standing_on_food(t):
-    """Return True/False whether t is standing on a consumable."""
+    """Return True/False whether t is standing on healthy consumable."""
+    eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
     for id in [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["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
-                  ["TT_TOOL"] == "food"]:
+                  ["TT_TOOL"] == "food"
+               if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                  ["TT_TOOLPOWER"] > eat_cost]:
         return True
     return False
 
@@ -1294,18 +1337,14 @@ def get_inventory_slot_to_consume(t):
     cmp_food = -1
     selection = -1
     i = 0
-    hunger_u = hunger_per_turn(t["T_TYPE"])
-    type = [id for id in world_db["ThingActions"]
-               if world_db["ThingActions"][id]["TA_NAME"] == "use"][0]
-    consume_hungering =  world_db["ThingActions"][type]["TA_EFFORT"] * hunger_u
+    eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
     for id in t["T_CARRIES"]:
         type = world_db["Things"][id]["T_TYPE"]
         if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
            and world_db["ThingTypes"][type]["TT_TOOLPOWER"]:
             nutvalue = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
-            tmp_cmp = abs(t["T_SATIATION"] + nutvalue - consume_hungering)
+            tmp_cmp = abs(t["T_SATIATION"] + nutvalue - eat_cost)
             if (cmp_food < 0 and tmp_cmp < abs(t["T_SATIATION"])) \
-            or (cmp_food < 0 and 0 > t["T_SATIATION"] + nutvalue) \
             or tmp_cmp < cmp_food:
                 cmp_food = tmp_cmp
                 selection = i
@@ -1314,42 +1353,35 @@ def get_inventory_slot_to_consume(t):
 
 
 def ai(t):
-    """Determine next command/argment for actor t via AI algorithms.
-
-    AI will look for, and move towards, enemies (animate Things not of their
-    own ThingType); if they see none, they will consume consumables in their
-    inventory; if there are none, they will pick up what they stand on if they
-    stand on consumables; if they stand on none, they will move towards the
-    next consumable they see or remember on the map; if they see or remember
-    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.
-    """
+    """Determine next command/argment for actor t via AI algorithms."""
     # 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"):
-        sel = get_inventory_slot_to_consume(t)
-        if -1 != sel:
-            t["T_COMMAND"] = [id for id in world_db["ThingActions"]
-                              if world_db["ThingActions"][id]["TA_NAME"]
-                                 == "use"][0]
-            t["T_ARGUMENT"] = sel
-        elif standing_on_food(t) \
-             and (len(t["T_CARRIES"]) < # #
-                 world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # #
+    if get_dir_to_target(t, "f"):
+        return
+    sel = get_inventory_slot_to_consume(t)
+    if -1 != sel:
+        t["T_COMMAND"] = [id for id in world_db["ThingActions"]
+                          if world_db["ThingActions"][id]["TA_NAME"]
+                             == "use"][0]
+        t["T_ARGUMENT"] = sel
+    elif standing_on_food(t):
+        if  (len(t["T_CARRIES"]) <  # #
+             world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]):  # #
             t["T_COMMAND"] = [id for id in world_db["ThingActions"]
-                              if world_db["ThingActions"][id]["TA_NAME"]
+                                 if world_db["ThingActions"][id]["TA_NAME"]
                                  == "pick_up"][0]
-        elif (not
-              (len(t["T_CARRIES"]) < # #
-                world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"] # #
-               and get_dir_to_target(t, "c"))) and \
-             (not get_dir_to_target(t, "a")):
-            get_dir_to_target(t, "s")
+    else:
+        going_to_known_food_spot = get_dir_to_target(t, "c")
+        if not going_to_known_food_spot:
+            aiming_for_walking_food = get_dir_to_target(t, "a")
+            if not aiming_for_walking_food:
+                get_dir_to_target(t, "s")
 
 
 def turn_over():
     """Run game world and its inhabitants until new player input expected."""
+    # 7DRL: effort of move action is TA_EFFORT / sqrt(TT_LIFEPOINTS)
     id = 0
     whilebreaker = False
     while world_db["Things"][0]["T_LIFEPOINTS"]:
@@ -1378,7 +1410,14 @@ def turn_over():
                     taid = [a for a in world_db["ThingActions"]
                               if a == Thing["T_COMMAND"]][0]
                     ThingAction = world_db["ThingActions"][taid]
-                    if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+                    #if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+                    effort = ThingAction["TA_EFFORT"]  # #
+                    if ThingAction["TA_NAME"] == "move":  # #
+                        type = Thing["T_TYPE"]  # #
+                        max_hp = (world_db["ThingTypes"][type]  # #
+                                 ["TT_LIFEPOINTS"])  # #
+                        effort = int(effort / math.sqrt(max_hp))  # #
+                    if Thing["T_PROGRESS"] == effort:  # #
                         eval("actor_" + ThingAction["TA_NAME"])(Thing)
                         Thing["T_COMMAND"] = 0
                         Thing["T_PROGRESS"] = 0
@@ -1512,6 +1551,102 @@ def play_commander(action, args=False):
     """
 
     def set_command():
+
+        if action == "drop":
+            t = world_db["Things"][0]
+            if 0 == len(t["T_CARRIES"]):
+                log("You have nothing to drop in your inventory.")
+                return
+
+        elif action == "pick_up":
+            t = world_db["Things"][0]
+            ids = [id for id in world_db["Things"] if id
+                   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 not len(ids):
+                log("No object to pick up.")
+                return
+            used_slots = len(t["T_CARRIES"]) # #
+            if used_slots >= world_db["ThingTypes"][t["T_TYPE"]] \
+                ["TT_STORAGE"]: # #
+                log("Can't pick up: No storage room to carry anything more.")
+                return
+
+        elif action == "move":
+            t = world_db["Things"][0]
+            passable = False
+            move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
+                                             t["T_POSY"], t["T_POSX"])
+            if 1 == move_result[0]:
+                pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
+                if (ord("X") == world_db["MAP"][pos]  # #
+                    or ord("|") == world_db["MAP"][pos]):  # #
+                    carries_axe = False  # #
+                    for id in t["T_CARRIES"]:  # #
+                        type = world_db["Things"][id]["T_TYPE"]  # #
+                        if world_db["ThingTypes"][type]["TT_TOOL"] == "axe":  # #
+                            carries_axe = True  # #
+                            break  # #
+                    if not carries_axe:  # #
+                        log("You can't move there.")
+                        return
+            else:
+                log("You can't move there.")
+                return
+
+        elif action == "use":
+            t = world_db["Things"][0]
+            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_TOOL"] == "axe":
+                    log("To use this item for chopping, move towards a tree "
+                         + "while carrying it in your inventory.")
+                    return
+                elif world_db["ThingTypes"][type]["TT_TOOL"] == "carpentry":
+                    pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+                    if (world_db["MAP"][pos] == ord("X")  # #
+                        or world_db["MAP"][pos] == ord("|")):  # #
+                        log("Can't build when standing on barrier.")  # #
+                        return
+                    for id in [id for id in world_db["Things"]
+                               if not 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"]]:
+                         log("Can't build when standing objects.")  # #
+                         return
+                    for id in t["T_CARRIES"]:  # #
+                        type_tool = world_db["Things"][id]["T_TYPE"]  # #
+                        if (world_db["ThingTypes"][type_tool]["TT_TOOL"]  # #
+                            == "carpentry"):  # #
+                            break  # #
+                    wood_id = None  # #
+                    for id in t["T_CARRIES"]:  # #
+                        type_material = world_db["Things"][id]["T_TYPE"]  # #
+                        if (world_db["ThingTypes"][type_material]["TT_TOOL"]  # #
+                            == "wood"):  # #
+                            wood_id = id  # #
+                            break  # #
+                    if wood_id == None:  # #
+                        log("You can't use a "  # #
+                            + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
+                            + " without some wood in your inventory.")  # #
+                        return
+                elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer":  # #
+                    pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+                    if not world_db["MAP"][pos] == ord("."):
+                        log("Can only make soil out of non-soil earth.")
+                        return
+                elif world_db["ThingTypes"][type]["TT_TOOL"] == "wood":  # #
+                        log("To use wood, you need a carpentry tool.")  # #
+                        return
+            else:
+                log("You have nothing to use in your inventory.")
+                return
+
+
         id = [x for x in world_db["ThingActions"]
                 if world_db["ThingActions"][x]["TA_NAME"] == action][0]
         world_db["Things"][0]["T_COMMAND"] = id
@@ -1981,7 +2116,6 @@ commands_db = {
     "MAKE_WORLD": (1, False, command_makeworld),
     "SEED_RANDOMNESS": (1, False, command_seedrandomness),
     "TURN": (1, False, setter(None, "TURN", 0, 65535)),
-    "GOD_MOOD": (1, False, setter(None, "GOD_MOOD", -32768, 32767)),  # #
     "GOD_FAVOR": (1, False, setter(None, "GOD_FAVOR", -32768, 32767)),  # #
     "PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)),
     "MAP_LENGTH": (1, False, command_maplength),
@@ -1993,6 +2127,7 @@ commands_db = {
     "PLANT_1": (1, False, specialtypesetter("PLANT_1")),  # #
     "LUMBER": (1, False, specialtypesetter("LUMBER")),  # #
     "TOOL_0": (1, False, specialtypesetter("TOOL_0")),  # #
+    "TOOL_1": (1, False, specialtypesetter("TOOL_1")),  # #
     "EMPATHY": (1, False, setter(None, "EMPATHY", 0, 1)),  # #
     "TA_ID": (1, False, command_taid),
     "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
@@ -2039,7 +2174,6 @@ world_db = {
     "MAP_LENGTH": 64,
     "PLAYER_TYPE": 0,
     "WORLD_ACTIVE": 0,
-    "GOD_MOOD": 0,  # #
     "GOD_FAVOR": 0,  # #
     "MAP": False,
     "FAVOR_STAGE": 0,  # #
@@ -2048,6 +2182,7 @@ world_db = {
     "PLANT_1": 0,  # #
     "LUMBER": 0,  # #
     "TOOL_0": 0,  # #
+    "TOOL_1": 0,  # #
     "EMPATHY": 1,  # #
     "ThingActions": {},
     "ThingTypes": {},
@@ -2056,7 +2191,7 @@ world_db = {
 
 # 7DRL-specific!
 """Special type settings."""
-specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0"]  # #
+specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1"]  # #
 
 """Mapping of direction names to internal direction chars."""
 directions_db = {"east": "d", "south-east": "c", "south-west": "x",