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turn_over(): hunger() before Thing action, so no suicide corpses hunger.
[plomrogue] / roguelike-server
index 9361fb8bc8eed940d896ea86977cac3bc31b1162..e4b23e0b7b02d39e642e6232f534044f6e3b02fd 100755 (executable)
@@ -1048,15 +1048,16 @@ def turn_over():
                         break
                     ai(Thing)
                 try_healing(Thing)
-                Thing["T_PROGRESS"] += 1
-                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"]:
-                    eval("actor_" + ThingAction["TA_NAME"])(Thing)
-                    Thing["T_COMMAND"] = 0
-                    Thing["T_PROGRESS"] = 0
                 hunger(Thing)
+                if Thing["T_LIFEPOINTS"]:
+                    Thing["T_PROGRESS"] += 1
+                    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"]:
+                        eval("actor_" + ThingAction["TA_NAME"])(Thing)
+                        Thing["T_COMMAND"] = 0
+                        Thing["T_PROGRESS"] = 0
             thingproliferation(Thing, proliferable_map)
         if whilebreaker:
             break
@@ -1290,7 +1291,7 @@ def command_worldactive(worldactive_string):
     map. On activation, rebuild all Things' FOVs, and the player's map memory.
     """
     val = integer_test(worldactive_string, 0, 1)
-    if val:
+    if None != val:
         if 0 != world_db["WORLD_ACTIVE"]:
             if 0 == val:
                 set_world_inactive()