still display memory data. On non-player things, erase fovmap and memory.
Dying actors drop all their things.
"""
- # 7DRL: Return 1 if death, else 0.
+ # 7DRL: Return TT_LIFEPOINTS if death, else 0.
+ # 7DRL: Re-spawn died-out species.
t["T_LIFEPOINTS"] -= 1
+ live_type = t["T_TYPE"] # 7DRL
if 0 == t["T_LIFEPOINTS"]:
for id in t["T_CARRIES"]:
t["T_CARRIES"].remove(id)
t["T_MEMMAP"] = False
t["T_MEMDEPTHMAP"] = False
t["T_MEMTHING"] = []
- return world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # #
+ n_species = len([id for id in world_db["Things"] # #
+ if world_db["Things"][id]["T_TYPE"] == live_type])
+ if 0 == n_species: # #
+ if world_db["FAVOR_STAGE"] == 3 and \
+ live_type == world_db["ANIMAL_0"]:
+ world_db["GOD_FAVOR"] += 3000
+ log("Congratulations! The "
+ + world_db["ThingTypes"][live_type]["TT_NAME"]
+ + " species has died out. The Island God is pleased.")
+ else:
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(live_type,
+ world_db["altar"])
+ log("The "
+ + world_db["ThingTypes"][live_type]["TT_NAME"]
+ + " species has temporarily died out. "
+ + "One new-born is spawned at the altar.")
+ return world_db["ThingTypes"][live_type]["TT_LIFEPOINTS"] # #
return 0 # #
def enter_altar(): # #
- """What happens when the player enters the altar."""
- if world_db["FAVOR_STAGE"] > 9000:
- log("You step on a soul-less slab of stone.")
- return
- log("YOU ENTER SACRED GROUND.")
- if world_db["FAVOR_STAGE"] == 0:
- world_db["FAVOR_STAGE"] = 1
- log("The Island God speaks to you: \"I don't trust you. You intrude "
- + "on the island's affairs. I think you're a nuisance at best, "
- + "and a danger to my children at worst. I will give you a "
- + "chance to lighten my mood, however: For a while now, I've "
- + "been trying to spread the plant "
- + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " (\""
- + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
- + "\"). I have not been very successful so far. Maybe you can "
- + "make yourself useful there. I will count each further "
- + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
- + " that grows to your favor.\"")
- elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
- world_db["FAVOR_STAGE"] = 2
- log("The Island God speaks to you: \"You could have done worse so "
- + "far. Maybe you are not the worst to happen to this island "
- + "since the metal birds threw the great lightning ball. Maybe "
- + "you can help me spread another plant. It multiplies faster, "
- + "and it is highly nutritious: "
- + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"] + " (\""
- + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"]
- + "\"). It is new. I give you the only example. Be very careful "
- + "with it! I also give you another tool that may be helpful.\"")
- id = id_setter(-1, "Things")
- world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
- world_db["altar"])
- id = id_setter(-1, "Things")
- world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
- world_db["altar"])
- elif world_db["FAVOR_STAGE"] == 2 and \
- 0 == len([id for id in world_db["Things"]
- if world_db["Things"][id]["T_TYPE"]
- == world_db["PLANT_1"]]):
- log("The Island God speaks to you: \"I am greatly disappointed that "
- + "you lost all "
- + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
- + " this island had. Here is another one. It cost me great work. "
- + "Be more careful this time.\"")
- id = id_setter(-1, "Things")
- world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
- world_db["altar"])
- 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"
- + " of my respect. You were a good citizen to the island, and "
- + "sometimes a better steward to its inhabitants than me. The "
- + "island shall miss you when you leave. But you have earned "
- + "the right to do so. Take this "
- + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"]
- + " and USE it when you please. It will take you to where you "
- + "came from. (But do feel free to stay here as long as you "
- + "like.)\"")
- id = id_setter(-1, "Things")
- world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
- world_db["altar"])
+ """What happens when the player enters the altar."""
+ if world_db["FAVOR_STAGE"] > 9000:
+ log("You step on a soul-less slab of stone.")
+ return
+ log("YOU ENTER SACRED GROUND.")
+ if world_db["FAVOR_STAGE"] == 0:
+ world_db["FAVOR_STAGE"] = 1
+ log("The Island God speaks to you: \"I don't trust you. You intrude "
+ + "on the island's affairs. I think you're a nuisance at best, "
+ + "and a danger to my children at worst. I will give you a "
+ + "chance to lighten my mood, however: For a while now, I've "
+ + "been trying to spread the plant "
+ + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " (\""
+ + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
+ + "\"). I have not been very successful so far. Maybe you can "
+ + "make yourself useful there. I will count each further "
+ + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
+ + " that grows to your favor.\"")
+ elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
+ world_db["FAVOR_STAGE"] = 2
+ log("The Island God speaks to you: \"You could have done worse so "
+ + "far. Maybe you are not the worst to happen to this island "
+ + "since the metal birds threw the great lightning ball. Maybe "
+ + "you can help me spread another plant. It multiplies faster, "
+ + "and it is highly nutritious: "
+ + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"] + " (\""
+ + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"]
+ + "\"). It is new. I give you the only example. Be very careful "
+ + "with it! I also give you another tool that may be helpful.\"")
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+ world_db["altar"])
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
+ world_db["altar"])
+ elif world_db["FAVOR_STAGE"] == 2 and \
+ 0 == len([id for id in world_db["Things"]
+ if world_db["Things"][id]["T_TYPE"]
+ == world_db["PLANT_1"]]):
+ log("The Island God speaks to you: \"I am greatly disappointed that "
+ + "you lost all "
+ + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
+ + " this island had. Here is another one. It cost me great work. "
+ + "Be more careful this time when planting it.\"")
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+ world_db["altar"])
+ world_db["GOD_FAVOR"] -= 250
+ elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500:
+ world_db["FAVOR_STAGE"] = 3
+ log("The Island God speaks to you: \"The "
+ + world_db["ThingTypes"][world_db["ANIMAL_0"]]["TT_NAME"]
+ + " has lately become a pest. These creatures do not please me "
+ + "as much as they used to do. Exterminate them all. I will count "
+ + "each kill to your favor. To help you with the hunting, I grant "
+ + "you the empathy and knowledge to read animals.\"")
+ log("You will now see animals' health bars, and activities (\"m\": "
+ + "moving (maybe for an attack), \"u\": eating, \"p\": picking "
+ + "something up; no letter: waiting).")
+ world_db["EMPATHY"] = 1
+ elif world_db["GOD_FAVOR"] > 9000:
+ world_db["FAVOR_STAGE"] = 9001
+ log("The Island God speaks to you: \"You have proven yourself worthy"
+ + " of my respect. You were a good citizen to the island, and "
+ + "sometimes a better steward to its inhabitants than me. The "
+ + "island shall miss you when you leave. But you have earned "
+ + "the right to do so. Take this "
+ + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"]
+ + " and USE it when you please. It will take you to where you "
+ + "came from. (But do feel free to stay here as long as you "
+ + "like.)\"")
+ id = id_setter(-1, "Things")
+ world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
+ world_db["altar"])
def actor_wait(t):
if world_db["Things"][id]["T_POSX"] == move_result[2]]
if len(hitted):
hit_id = hitted[0]
+ hitted_type = 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"]
log("You wound " + hitted_name + ".")
- world_db["GOD_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]: # #
- world_db["GOD_FAVOR"] -test # #
+ if test and world_db["FAVOR_STAGE"] >= 3 and \
+ hitted_type == world_db["ANIMAL_0"]: # #
+ world_db["GOD_FAVOR"] += 125
+ elif test and t == world_db["Things"][0]: # #
+ world_db["GOD_FAVOR"] -= 2 * test # #
return
if (ord("X") == world_db["MAP"][pos] # #
or ord("|") == world_db["MAP"][pos]): # #
if t == world_db["Things"][0]: # #
log("You chop it down.") # #
if world_db["MAP"][pos] == ord("X"): # #
- world_db["GOD_FAVOR"] = -10 # #
+ world_db["GOD_FAVOR"] -= 10 # #
world_db["MAP"][pos] = ord(".") # #
i = 3 if case_X else 1 # #
for i in range(i): # #
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 fertilize on unfertilized earth.")
+ 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]
"""
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("~") == world_db["MAP"][pos]:
+ log("You can't swim.")
+ return
+ 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
"LUMBER": (1, False, specialtypesetter("LUMBER")), # #
"TOOL_0": (1, False, specialtypesetter("TOOL_0")), # #
"TOOL_1": (1, False, specialtypesetter("TOOL_1")), # #
+ "ANIMAL_0": (1, False, specialtypesetter("ANIMAL_0")), # #
"EMPATHY": (1, False, setter(None, "EMPATHY", 0, 1)), # #
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"SLIPPERS": 0, # #
"PLANT_0": 0, # #
"PLANT_1": 0, # #
+ "ANIMAL_0": 0, # #
"LUMBER": 0, # #
"TOOL_0": 0, # #
"TOOL_1": 0, # #
- "EMPATHY": 1, # #
+ "EMPATHY": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}
# 7DRL-specific!
"""Special type settings."""
-specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1"] # #
+specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1",
+ "ANIMAL_0"]
"""Mapping of direction names to internal direction chars."""
directions_db = {"east": "d", "south-east": "c", "south-west": "x",