X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=roguelike-server;h=38da4a804a738967be8096acabd11bd1029d0666;hb=refs%2Fheads%2F7drl;hp=3c4fd894b9c187553d71f9eaf984102615ac5274;hpb=291bf4d2137c7d04c3c7d5ce310da1f182384c28;p=plomrogue diff --git a/roguelike-server b/roguelike-server index 3c4fd89..38da4a8 100755 --- a/roguelike-server +++ b/roguelike-server @@ -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" + \ @@ -576,30 +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(): @@ -670,6 +688,7 @@ def log_help(): log("Use 'l' to toggle 'look' mode (move an exploration cursor instead of " + "the player over the map).") log("Use 'PgUp'/PgDn' to scroll the 'Things here' window.") + log("The stats window: T=TURN, H=HEALTH, S=SATIATION, G=GOD'S FAVOR.") log("See README file for more details.") @@ -680,13 +699,11 @@ 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: Return TT_LIFEPOINTS 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"] @@ -702,30 +719,27 @@ 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: # # + 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 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] @@ -736,68 +750,109 @@ def mv_yx_in_dir_legal(dir, y, x): 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"]) - add_gods_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: + log("The Island God will talk again when it favors you to >=100 " + +" points.") + 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: + log("The Island God will talk again when it favors you to >=500 " + +" points.") + 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["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] < 5000: + log("The Island God will talk again when it favors you to >=5000 " + +" points.") + elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] >= 5000: + world_db["FAVOR_STAGE"] = 4 + log("The Island God speaks to you: \"You know what animal I find the " + + "cutest? The " + + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + + "! I think what this islands clearly needs more of is " + + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + + "s. Why don't you help? Support thm. Make sure they are well, " + + "and they will multiply faster. From now on, I will " + + "count each new-born " + + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + + " (not spawned by me due to undo an extinction event) " + + "greatly to your favor. To help you with the feeding, here is " + + "something to make the ground bear more consumables.") + id = id_setter(-1, "Things") + world_db["Things"][id] = new_Thing(world_db["TOOL_1"], + world_db["altar"]) + elif world_db["GOD_FAVOR"] < 20000: + log("The Island God will talk again when it favors you to >=20000 " + +" points.") + elif world_db["GOD_FAVOR"] >= 20000: + 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): @@ -823,17 +878,20 @@ def actor_move(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 + ".") - add_gods_favor(-1) # # + log("You WOUND " + hitted_name + ".") + world_db["GOD_FAVOR"] -= 1 # # elif 0 == hit_id: hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"] - log(hitter_name +" wounds you.") + 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) # # + 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]): # # @@ -848,7 +906,7 @@ 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 # # @@ -857,9 +915,9 @@ def actor_move(t): or (not case_X and # # 0 == int(rand.next() / (3 * chop_power))))): # # if t == world_db["Things"][0]: # # - log("You chop it down.") # # + 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): # # @@ -887,7 +945,7 @@ def actor_move(t): move_result[2] == world_db["altar"][1]): # # enter_altar() # # elif t == world_db["Things"][0]: - log("You fail to move " + dir + ".") + log("You FAIL to move " + dir + ".") def actor_pick_up(t): @@ -922,15 +980,15 @@ 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]: - log("You pick up an object.") + log("You PICK UP an object.") elif t == world_db["Things"][0]: log("You try to pick up an object, but there is none.") elif t == world_db["Things"][0]: # # - log("Can't pick up object: No storage room to carry more.") # # + log("CAN'T pick up object: No storage room to carry more.") # # def actor_drop(t): @@ -941,16 +999,17 @@ def actor_drop(t): t["T_CARRIES"].remove(id) world_db["Things"][id]["carried"] = False if t == world_db["Things"][0]: - log("You drop an object.") + log("You DROP an object.") world_db["Things"][id]["T_PLAYERDROP"] = 1 # # elif t == world_db["Things"][0]: - log("You try to drop an object, but you own none.") + log("You try to drop an object, but you own NONE.") 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"] @@ -969,14 +1028,14 @@ def actor_use(t): 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.") # # + 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.") # # + log("CAN'T build when standing objects.") # # return for id in t["T_CARRIES"]: # # type_tool = world_db["Things"][id]["T_TYPE"] # # @@ -996,23 +1055,30 @@ def actor_use(t): world_db["MAP"][pos] = ord("|") # # log("With your " # # + world_db["ThingTypes"][type_tool]["TT_NAME"] # # - + " you build a wooden barrier from your " # # + + " you build a WOODEN BARRIER from your " # # + world_db["ThingTypes"][type_material]["TT_NAME"] # # + ".") # # else: # # - log("You can't use a " # # + 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] t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"] if t == world_db["Things"][0]: - log("You consume this object.") + log("You eat this thing.") elif t == world_db["Things"][0]: - log("You try to use this object, but fail.") + log("You try to use this object, but FAIL.") elif t == world_db["Things"][0]: - log("You try to use an object, but you own none.") + log("You try to use an object, but you own NONE.") def thingproliferation(t, prol_map): @@ -1024,8 +1090,14 @@ def thingproliferation(t, prol_map): """ # 7DRL: success increments God's mood # 7DRL: Plants (no TT_LIFEPOINTS) proliferate only on ":" ground. + # 7DRL: Animals only proliferate when >= 0.9 their max HP. prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"] - if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)): + if prolscore and \ + (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] == 0 or # # + t["T_LIFEPOINTS"] >= 0.9 * # # + world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]) \ + and \ + (1 == prolscore or 1 == (rand.next() % prolscore)): candidates = [] for dir in [directions_db[key] for key in directions_db]: mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"]) @@ -1043,16 +1115,15 @@ 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 # # elif t["T_TYPE"] == world_db["PLANT_1"]: # # world_db["GOD_FAVOR"] += 25 # # + elif world_db["FAVOR_STAGE"] >= 4 and \ + t["T_TYPE"] == world_db["ANIMAL_1"]: + log("The Island God SMILES upon a new-born bear baby.") + world_db["GOD_FAVOR"] += 750 def try_healing(t): @@ -1066,10 +1137,8 @@ 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.") + log("You HEAL.") def hunger_per_turn(type_id): @@ -1080,14 +1149,13 @@ def hunger_per_turn(type_id): def hunger(t): """Decrement t's satiation,dependent on it trigger lifepoint dec chance.""" if t["T_SATIATION"] > -32768: - #max_hp = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] - t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"]) # int(math.sqrt(max_hp)) + t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"]) if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])): if t == world_db["Things"][0]: if t["T_SATIATION"] < 0: - log("You suffer from hunger.") + log("You SUFFER from hunger.") else: - log("You suffer from over-eating.") + log("You SUFFER from over-eating.") decrement_lifepoints(t) @@ -1135,11 +1203,11 @@ def get_dir_to_target(t, filter): raise RuntimeError("No score map allocated for get_map_score().") return result - def animate_in_fov(Thing): - if Thing["carried"] or Thing == t or not Thing["T_LIFEPOINTS"]: + 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"] * world_db["MAP_LENGTH"] + Thing["T_POSX"] - if ord("v") == t["fovmap"][pos]: + pos = Thing["T_POSY"] * maplength + Thing["T_POSX"] + if 118 == t["fovmap"][pos]: # optimization: 118 = ord("v") return True def good_attack_target(v): @@ -1164,24 +1232,27 @@ def get_dir_to_target(t, filter): return False def seeing_thing(): + maplength = world_db["MAP_LENGTH"] if t["fovmap"] and "a" == filter: for id in world_db["Things"]: - if animate_in_fov(world_db["Things"][id]): + 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]): + 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" \ - and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] \ - > eat_cost: + 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 @@ -1201,41 +1272,39 @@ 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"]: - if animate_in_fov(world_db["Things"][id]) \ - and good_attack_target(world_db["Things"][id]): - set_map_score_at_thingpos(id, 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_attack_target(world_db["Things"][id])] elif "f" == filter: - for id in world_db["Things"]: - if animate_in_fov(world_db["Things"][id]) \ - and good_flee_target(world_db["Things"][id]): - set_map_score_at_thingpos(id, 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: eat_cost = eat_vs_hunger_threshold(t["T_TYPE"]) - 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" - if world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] - > eat_cost]: - set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0) + 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 "a" != filter: - for id in world_db["Things"]: - if animate_in_fov(world_db["Things"][id]): - if "f" == filter: - pos = world_db["Things"][id]["T_POSY"] \ - * world_db["MAP_LENGTH"] \ - + world_db["Things"][id]["T_POSX"] - if 0 == get_map_score(pos): - continue - set_map_score_at_thingpos(id, 65535) + 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 = [] @@ -1347,48 +1416,33 @@ def get_inventory_slot_to_consume(t): def ai(t): """Determine next command/argment for actor t via AI algorithms.""" # 7DRL add: Don't pick up or search things when inventory is full. - if t == world_db["Things"][0]: - log("%AI------") t["T_COMMAND"] = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] if get_dir_to_target(t, "f"): - if t == world_db["Things"][0]: - log("%FLEE") return sel = get_inventory_slot_to_consume(t) if -1 != sel: - if t == world_db["Things"][0]: - log("%EAT") 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 t == world_db["Things"][0]: - log("%STANDINGON") if (len(t["T_CARRIES"]) < # # world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # # - if t == world_db["Things"][0]: - log("%(pickingup)") t["T_COMMAND"] = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "pick_up"][0] else: - if t == world_db["Things"][0]: - log("%AIMING_FOR_FOOD") going_to_known_food_spot = get_dir_to_target(t, "c") if not going_to_known_food_spot: - if t == world_db["Things"][0]: - log("%AIMING_FOR_WALKING_FOOD") aiming_for_walking_food = get_dir_to_target(t, "a") if not aiming_for_walking_food: - if t == world_db["Things"][0]: - log("%SEARCHING") 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"]: @@ -1417,7 +1471,14 @@ 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 @@ -1551,6 +1612,105 @@ 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("NOTHING 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 @@ -2020,7 +2180,6 @@ 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), @@ -2032,6 +2191,9 @@ 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")), # # + "ANIMAL_0": (1, False, specialtypesetter("ANIMAL_0")), # # + "ANIMAL_1": (1, False, specialtypesetter("ANIMAL_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)), @@ -2078,16 +2240,18 @@ world_db = { "MAP_LENGTH": 64, "PLAYER_TYPE": 0, "WORLD_ACTIVE": 0, - "GOD_MOOD": 0, # # "GOD_FAVOR": 0, # # "MAP": False, "FAVOR_STAGE": 0, # # "SLIPPERS": 0, # # "PLANT_0": 0, # # "PLANT_1": 0, # # + "ANIMAL_0": 0, # # + "ANIMAL_1": 0, # # "LUMBER": 0, # # "TOOL_0": 0, # # - "EMPATHY": 1, # # + "TOOL_1": 0, # # + "EMPATHY": 0, # # "ThingActions": {}, "ThingTypes": {}, "Things": {} @@ -2095,7 +2259,8 @@ 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", + "ANIMAL_0", "ANIMAL_1"] """Mapping of direction names to internal direction chars.""" directions_db = {"east": "d", "south-east": "c", "south-west": "x",