X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=roguelike-server;h=38da4a804a738967be8096acabd11bd1029d0666;hb=refs%2Fheads%2F7drl;hp=887bf7e1ca468dd7d42879dffbf9515728c77c46;hpb=62997c25342a03e2bd62f297af643c7044b45ab0;p=plomrogue diff --git a/roguelike-server b/roguelike-server index 887bf7e..38da4a8 100755 --- a/roguelike-server +++ b/roguelike-server @@ -99,6 +99,11 @@ def cleanup_server_io(): io_db["file_record"].close() +def log(msg): + """Send "msg" to log.""" + strong_write(io_db["file_out"], "LOG " + msg + "\n") + + def obey(command, prefix, replay=False, do_record=False): """Call function from commands_db mapped to command's first token. @@ -140,7 +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"]: @@ -212,12 +217,10 @@ def save_world(): string = "" for key in world_db: if (dict != type(world_db[key]) - and key != "ALTAR" # # - and key != "MAP" and key != "WORLD_ACTIVE"): + and key != "altar" # # + and key != "MAP" and key != "WORLD_ACTIVE"): string = string + key + " " + str(world_db[key]) + "\n" string = string + mapsetter("MAP")() - string = (string + "ALTAR " + str(world_db["ALTAR"][0]) + " " # # - + str(world_db["ALTAR"][1]) + "\n") # # string = string + helper("ThingActions", "TA_ID") string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False}) for id in world_db["ThingTypes"]: @@ -310,21 +313,6 @@ def try_worldstate_update(): """Write worldstate file if io_db["worldstate_updateable"] is set.""" if io_db["worldstate_updateable"]: - def draw_visible_Things(map, run): - for id in world_db["Things"]: - type = world_db["Things"][id]["T_TYPE"] - consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"] - alive = world_db["ThingTypes"][type]["TT_LIFEPOINTS"] - if (0 == run and not consumable and not alive) \ - or (1 == run and consumable and not alive) \ - or (2 == run and alive): - y = world_db["Things"][id]["T_POSY"] - x = world_db["Things"][id]["T_POSX"] - fovflag = world_db["Things"][0]["fovmap"][(y * length) + x] - if 'v' == chr(fovflag): - c = world_db["ThingTypes"][type]["TT_SYMBOL"] - map[(y * length) + x] = ord(c) - def write_map(string, map): for i in range(length): line = map[i * length:(i * length) + length].decode() @@ -339,9 +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" + \ @@ -350,21 +337,79 @@ def try_worldstate_update(): str(world_db["Things"][0]["T_POSX"]) + "\n" + \ str(world_db["MAP_LENGTH"]) + "\n" length = world_db["MAP_LENGTH"] + fov = bytearray(b' ' * (length ** 2)) - for pos in range(length ** 2): - if 'v' == chr(world_db["Things"][0]["fovmap"][pos]): - fov[pos] = world_db["MAP"][pos] - for i in range(3): - draw_visible_Things(fov, i) + ord_v = ord("v") + for pos in [pos for pos in range(length ** 2) + if ord_v == world_db["Things"][0]["fovmap"][pos]]: + fov[pos] = world_db["MAP"][pos] + for id in [id for tid in reversed(sorted(list(world_db["ThingTypes"]))) + for id in world_db["Things"] + if not world_db["Things"][id]["carried"] + if world_db["Things"][id]["T_TYPE"] == tid + if world_db["Things"][0]["fovmap"][ + world_db["Things"][id]["T_POSY"] * length + + world_db["Things"][id]["T_POSX"]] == ord_v]: + type = world_db["Things"][id]["T_TYPE"] + c = ord(world_db["ThingTypes"][type]["TT_SYMBOL"]) + fov[world_db["Things"][id]["T_POSY"] * length + + world_db["Things"][id]["T_POSX"]] = c string = write_map(string, fov) + mem = world_db["Things"][0]["T_MEMMAP"][:] - for i in range(2): - for mt in world_db["Things"][0]["T_MEMTHING"]: - consumable = world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"] - if (i == 0 and not consumable) or (i == 1 and consumable): - c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"] - mem[(mt[1] * length) + mt[2]] = ord(c) + for mt in [mt for tid in reversed(sorted(list(world_db["ThingTypes"]))) + for mt in world_db["Things"][0]["T_MEMTHING"] + if mt[0] == tid]: + c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"] + mem[(mt[1] * length) + mt[2]] = ord(c) string = write_map(string, mem) + + metamapA = bytearray(b'0' * (length ** 2)) # # + for id in [id for id in world_db["Things"] # # + if not world_db["Things"][id]["carried"] # # + if world_db["Things"][id]["T_LIFEPOINTS"] # # + if world_db["Things"][0]["fovmap"][ # # + world_db["Things"][id]["T_POSY"] * length # # + + world_db["Things"][id]["T_POSX"]] == ord_v]: # # + pos = (world_db["Things"][id]["T_POSY"] * length # # + + world_db["Things"][id]["T_POSX"]) # # + if id == 0 or world_db["EMPATHY"]: # # + type = world_db["Things"][id]["T_TYPE"] # # + max_hp = world_db["ThingTypes"][type]["TT_LIFEPOINTS"] # # + third_of_hp = max_hp / 3 # # + hp = world_db["Things"][id]["T_LIFEPOINTS"] # # + add = 0 # # + if hp > 2 * third_of_hp: # # + add = 2 # # + elif hp > third_of_hp: # # + add = 1 # # + metamapA[pos] = ord('a') + add # # + else: # # + metamapA[pos] = ord('X') # # + for mt in world_db["Things"][0]["T_MEMTHING"]: # # + pos = mt[1] * length + mt[2] # # + if metamapA[pos] < ord('2'): # # + metamapA[pos] += 1 # # + string = write_map(string, metamapA) # # + + metamapB = bytearray(b' ' * (length ** 2)) # # + for id in [id for id in world_db["Things"] # # + if not world_db["Things"][id]["carried"] # # + if world_db["Things"][id]["T_LIFEPOINTS"] # # + if world_db["Things"][0]["fovmap"][ # # + world_db["Things"][id]["T_POSY"] * length # # + + world_db["Things"][id]["T_POSX"]] == ord_v]: # # + pos = (world_db["Things"][id]["T_POSY"] * length # # + + world_db["Things"][id]["T_POSX"]) # # + if id == 0 or world_db["EMPATHY"]: # # + action = world_db["Things"][id]["T_COMMAND"] # # + if 0 != action: # # + name = world_db["ThingActions"][action]["TA_NAME"] # # + else: # # + name = " " # # + metamapB[pos] = ord(name[0]) # # + string = write_map(string, metamapB) # # + atomic_write(io_db["path_worldstate"], string, delete=False) strong_write(io_db["file_out"], "WORLD_UPDATED\n") io_db["worldstate_updateable"] = False @@ -430,7 +475,7 @@ def make_map(): to land. The cycle ends when a land cell is due to be created at the map's border. Then put some trees on the map (TODO: more precise algorithm desc). """ - # 7DRL: Also add some ":" cells as land to which plants may proliferate. + # 7DRL: Also add some ":" cells, and (not surrounded by trees!) "_" altar. def is_neighbor(coordinates, type): y = coordinates[0] @@ -490,6 +535,25 @@ def make_map(): and ((not single_allowed) or is_neighbor((y, x), ":"))): # # world_db["MAP"][pos] = ord(":") # # i_colons += 1 # # + altar_placed = False # # + while not altar_placed: # # + y = rand.next() % length # # + x = rand.next() % length # # + pos = (y * length) + x # # + if (("." == chr(world_db["MAP"][pos] # # + or ":" == chr(world_db["MAP"][pos])) + and not is_neighbor((y, x), "X"))): # # + world_db["MAP"][pos] = ord("_") # # + world_db["altar"] = (y, x) # # + 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): @@ -511,31 +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 - if ord_space == t["T_MEMMAP"][pos]: - 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(): @@ -597,6 +679,19 @@ def build_fov_map(t): raise RuntimeError("Malloc error in build_fov_Map().") +def log_help(): + """Send quick usage info to log.""" + log("Use 'w'/'e'/'s'/'d'/'x'/'c' to move, and 'w' to wait.") + log("Use 'p' to pick up objects, and 'D' to drop them.") + log("Some objects can be used (such as: eaten) by 'u' if they are in " + + "your inventory. Use 'Up'/'Down' to navigate the inventory.") + 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.") + + def decrement_lifepoints(t): """Decrement t's lifepoints by 1, and if to zero, corpse it. @@ -604,13 +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"] @@ -619,36 +712,34 @@ def decrement_lifepoints(t): t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"] if world_db["Things"][0] == t: t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2)) - strong_write(io_db["file_out"], "LOG You die.\n") + log("You die.") + log("See README on how to start over.") else: t["fovmap"] = False 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] @@ -658,23 +749,128 @@ def mv_yx_in_dir_legal(dir, y, x): return (test, libpr.result_y(), libpr.result_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: + 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): """Make t do nothing (but loudly, if player avatar).""" if t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You wait.\n") + log("You wait.") def actor_move(t): """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.""" - # # 7DRL: Player wounding (worse: killing) others will lower God's favor. + # 7DRL: Player wounding (worse: killing) others will lower God's favor. + # 7DRL: Player entering the altar triggers enter_altar(). + # 7DRL: Player with axe chops down trees. 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] - passable = ("." == chr(world_db["MAP"][pos]) or - ":" == chr(world_db["MAP"][pos]) or # # - "_" == chr(world_db["MAP"][pos])) # # hitted = [id for id in world_db["Things"] if world_db["Things"][id] != t if world_db["Things"][id]["T_LIFEPOINTS"] @@ -682,20 +878,58 @@ 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"] - strong_write(io_db["file_out"], "LOG You wound " + hitted_name - + ".\n") - 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"] - strong_write(io_db["file_out"], "LOG " + hitter_name + - " wounds you.\n") + 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]): # # + 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 carries_axe: # # + axe_name = world_db["ThingTypes"][type]["TT_NAME"] # # + if t == world_db["Things"][0]: # # + log("With your " + axe_name + ", you chop!\n") # # + if ord("X") == world_db["MAP"][pos]: # # + 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 # # + and ((case_X and # # + 0 == int(rand.next() / chop_power)) # # + or (not case_X and # # + 0 == int(rand.next() / (3 * chop_power))))): # # + 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["MAP"][pos] = ord(".") # # + i = 3 if case_X else 1 # # + for i in range(i): # # + id = id_setter(-1, "Things") # # + world_db["Things"][id] = \ + new_Thing(world_db["LUMBER"], # # + (move_result[1], move_result[2])) # # + build_fov_map(t) # # + return # # + passable = ("." == chr(world_db["MAP"][pos]) or + ":" == chr(world_db["MAP"][pos]) or # # + "_" == chr(world_db["MAP"][pos])) # # dir = [dir for dir in directions_db if directions_db[dir] == chr(t["T_ARGUMENT"])][0] if passable: @@ -706,15 +940,21 @@ def actor_move(t): world_db["Things"][id]["T_POSX"] = move_result[2] build_fov_map(t) if t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You move " + dir + ".\n") + log("You move " + dir + ".") + if (move_result[1] == world_db["altar"][0] and # # + move_result[2] == world_db["altar"][1]): # # + enter_altar() # # elif t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n") + log("You FAIL to move " + dir + ".") def actor_pick_up(t): - """Make t pick up (topmost?) Thing from ground into inventory.""" - # Topmostness is actually not defined so far. Picks most nutritious Thing. + """Make t pick up (topmost?) Thing from ground into inventory. + + Define topmostness by how low the thing's type ID is. + """ # 7DRL: Non-player picking up player-dropped consumable -> GOD_FAVOR gain. + # 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 @@ -722,29 +962,33 @@ def actor_pick_up(t): if world_db["Things"][id]["T_POSY"] == t["T_POSY"] if world_db["Things"][id]["T_POSX"] == t["T_POSX"]] if len(ids): - highest_id = ids[0] - nutritious = 0 - for id in ids: - type = world_db["Things"][id]["T_TYPE"] - if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > nutritious: - nutritious = world_db["ThingTypes"][type]["TT_CONSUMABLE"] - highest_id = id - world_db["Things"][highest_id]["carried"] = True - if (t != world_db["Things"][0] and # # - world_db["Things"][highest_id]["T_PLAYERDROP"]): # # - x = world_db["Things"][highest_id]["T_TYPE"] - score = world_db["ThingTypes"][x]["TT_CONSUMABLE"] / 32 # # - add_gods_favor(score) # # - world_db["Things"][highest_id]["T_PLAYERDROP"] = 0 # # - t["T_CARRIES"].append(highest_id) + 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" # # + or (world_db["ThingTypes"][tid]["TT_TOOLPOWER"] # # + <= eat_cost))): # # + continue # # + id = iid + lowest_tid = tid + world_db["Things"][id]["carried"] = True + type = world_db["Things"][id]["T_TYPE"] # # + if (t != world_db["Things"][0] # # + and world_db["Things"][id]["T_PLAYERDROP"] # # + and world_db["ThingTypes"][type]["TT_TOOL"] == "food"): # # + score = world_db["ThingTypes"][type]["TT_TOOLPOWER"] / 32 # # + world_db["GOD_FAVOR"] += score # # + world_db["Things"][id]["T_PLAYERDROP"] = 0 # # + t["T_CARRIES"].append(id) if t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You pick up an object.\n") + log("You PICK UP an object.") elif t == world_db["Things"][0]: - err = "You try to pick up an object, but there is none." - strong_write(io_db["file_out"], "LOG " + err + "\n") + log("You try to pick up an object, but there is none.") elif t == world_db["Things"][0]: # # - strong_write(io_db["file_out"], "LOG Can't pick up object: " + # # - "No storage room to carry more.\n") # # + log("CAN'T pick up object: No storage room to carry more.") # # def actor_drop(t): @@ -755,92 +999,163 @@ def actor_drop(t): t["T_CARRIES"].remove(id) world_db["Things"][id]["carried"] = False if t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You drop an object.\n") + log("You DROP an object.") world_db["Things"][id]["T_PLAYERDROP"] = 1 # # elif t == world_db["Things"][0]: - err = "You try to drop an object, but you own none." - strong_write(io_db["file_out"], "LOG " + err + "\n") + 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"] - if world_db["ThingTypes"][type]["TT_CONSUMABLE"]: + if type == world_db["SLIPPERS"]: # # + if t == world_db["Things"][0]: # # + log("You use the " + world_db["ThingTypes"][type]["TT_NAME"] # # + + ". It glows in wondrous colors, and emits a sound as " # # + + "if from a dying cat. The Island God laughs.\n") # # + t["T_LIFEPOINTS"] = 1 # # + decrement_lifepoints(t) # # + elif (world_db["ThingTypes"][type]["TT_TOOL"] == "axe" # # + and t == world_db["Things"][0]): # # + log("To use this item for chopping, move towards a tree while " + + "carrying it in your inventory.") # # + 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: # # + t["T_CARRIES"].remove(wood_id) # # + del world_db["Things"][wood_id] # # + world_db["MAP"][pos] = ord("|") # # + log("With your " # # + + world_db["ThingTypes"][type_tool]["TT_NAME"] # # + + " you build a WOODEN BARRIER from your " # # + + world_db["ThingTypes"][type_material]["TT_NAME"] # # + + ".") # # + else: # # + 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_CONSUMABLE"] + t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"] if t == world_db["Things"][0]: - strong_write(io_db["file_out"], - "LOG You consume this object.\n") + log("You eat this thing.") elif t == world_db["Things"][0]: - strong_write(io_db["file_out"], - "LOG You try to use this object, but fail.\n") + log("You try to use this object, but FAIL.") elif t == world_db["Things"][0]: - strong_write(io_db["file_out"], - "LOG You try to use an object, but you own none.\n") + log("You try to use an object, but you own NONE.") def thingproliferation(t, prol_map): - """To chance of 1/TT_PROLIFERATE,create t offspring in open neighbor cell. + """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell. Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be marked "." in prol_map. If there are several map cell candidates, one is selected randomly. """ - # # 7DRL: success increments God's mood - # # 7DRL: Things proliferate only on ":" ground. + # 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"]) - if mv_result[0] and ord(":") == prol_map[mv_result[1] # # + pos = mv_result[1] * world_db["MAP_LENGTH"] + mv_result[2] + if mv_result[0] and \ + (ord(":") == prol_map[pos] # # + or (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # # + and ord(".") == prol_map[pos])): # if mv_result[0] and ord(".") == prol_map[mv_result[1] - * world_db["MAP_LENGTH"] - + mv_result[2]]: + # * world_db["MAP_LENGTH"] + # + mv_result[2]]: candidates.append((mv_result[1], mv_result[2])) if len(candidates): i = rand.next() % len(candidates) id = id_setter(-1, "Things") newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1])) world_db["Things"][id] = newT - 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): - """Grow t's HP to a 1/32 chance if < HP max, satiation > 0, and waiting. + """If t's HP < max, increment them if well-nourished, maybe waiting.""" + # 7DRL: Successful heals increment God's mood. + if t["T_LIFEPOINTS"] < \ + world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]: + wait_id = [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] + wait_divider = 8 if t["T_COMMAND"] == wait_id else 1 + 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]: + log("You HEAL.") - On success, decrease satiation score by 32. - """ - # # 7DRL: Successful heals increment God's mood. - if t["T_SATIATION"] > 0 \ - and t["T_LIFEPOINTS"] < \ - world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \ - and 0 == (rand.next() % 31) \ - and t["T_COMMAND"] == [id for id in world_db["ThingActions"] - if world_db["ThingActions"][id]["TA_NAME"] == - "wait"][0]: - t["T_LIFEPOINTS"] += 1 - world_db["GOD_MOOD"] += 1 # # - t["T_SATIATION"] -= 32 - if t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You heal.\n") + +def hunger_per_turn(type_id): + """The amount of satiation score lost per turn for things of given type.""" + return int(math.sqrt(world_db["ThingTypes"][type_id]["TT_LIFEPOINTS"])) def hunger(t): """Decrement t's satiation,dependent on it trigger lifepoint dec chance.""" if t["T_SATIATION"] > -32768: - t["T_SATIATION"] -= 1 - testbase = t["T_SATIATION"] if t["T_SATIATION"] >= 0 else -t["T_SATIATION"] - if not world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]: - raise RuntimeError("A thing that should not hunger is hungering.") - stomach = int(32767 / world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]) - if int(int(testbase / stomach) / ((rand.next() % stomach) + 1)): + 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]: - strong_write(io_db["file_out"], "LOG You suffer from hunger.\n") + if t["T_SATIATION"] < 0: + log("You SUFFER from hunger.") + else: + log("You SUFFER from over-eating.") decrement_lifepoints(t) @@ -850,16 +1165,15 @@ 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 """ @@ -873,6 +1187,11 @@ 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: @@ -884,26 +1203,56 @@ 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_CONSUMABLE"]: + 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 @@ -923,42 +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"]: - 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_CONSUMABLE"]]: - 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 = [] @@ -983,19 +1329,6 @@ 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)): @@ -1006,19 +1339,23 @@ 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 @@ -1041,68 +1378,71 @@ def get_dir_to_target(t, filter): return dir_to_target -def standing_on_consumable(t): - """Return True/False whether t is standing on a consumable.""" +def standing_on_food(t): + """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_CONSUMABLE"]]: + ["TT_TOOL"] == "food" + if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] + ["TT_TOOLPOWER"] > eat_cost]: return True return False def get_inventory_slot_to_consume(t): - """Return slot Id of strongest consumable in t's inventory, else -1.""" - cmp_consumability = 0 + """Return invent. slot of healthiest consumable(if any healthy),else -1.""" + cmp_food = -1 selection = -1 i = 0 + 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_CONSUMABLE"] > cmp_consumability: - cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"] - selection = i + 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 - eat_cost) + if (cmp_food < 0 and tmp_cmp < abs(t["T_SATIATION"])) \ + or tmp_cmp < cmp_food: + cmp_food = tmp_cmp + selection = i i += 1 return selection 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. - """ - # # 7DRL add: Don't pick up or search things when inventory is full. + """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_consumable(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"]: @@ -1111,7 +1451,7 @@ def turn_over(): if not world_db["Things"][id]["carried"]]: y = world_db["Things"][id]["T_POSY"] x = world_db["Things"][id]["T_POSX"] - proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X') + proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord("X") for id in [id for id in world_db["Things"]]: # Only what's from start! if not id in world_db["Things"] or \ world_db["Things"][id]["carried"]: # May have been consumed or @@ -1125,15 +1465,23 @@ 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"]: + 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 thingproliferation(Thing, proliferable_map) if whilebreaker: break @@ -1210,6 +1558,7 @@ def command_quit(): def command_thingshere(str_y, str_x): """Write to out file list of Things known to player at coordinate y, x.""" + # 7DRL: terrain, too if world_db["WORLD_ACTIVE"]: y = integer_test(str_y, 0, 255) x = integer_test(str_x, 0, 255) @@ -1217,19 +1566,38 @@ def command_thingshere(str_y, str_x): if None != y and None != x and y < length and x < length: pos = (y * world_db["MAP_LENGTH"]) + x strong_write(io_db["file_out"], "THINGS_HERE START\n") + pos = y * world_db["MAP_LENGTH"] + x; # # if "v" == chr(world_db["Things"][0]["fovmap"][pos]): - for id in world_db["Things"]: - if y == world_db["Things"][id]["T_POSY"] \ - and x == world_db["Things"][id]["T_POSX"] \ - and not world_db["Things"][id]["carried"]: - type = world_db["Things"][id]["T_TYPE"] - name = world_db["ThingTypes"][type]["TT_NAME"] - strong_write(io_db["file_out"], name + "\n") + for id in [id for tid in sorted(list(world_db["ThingTypes"])) + for id in world_db["Things"] + if not world_db["Things"][id]["carried"] + if world_db["Things"][id]["T_TYPE"] == tid + if y == world_db["Things"][id]["T_POSY"] + if x == world_db["Things"][id]["T_POSX"]]: + type = world_db["Things"][id]["T_TYPE"] + name = world_db["ThingTypes"][type]["TT_NAME"] + strong_write(io_db["file_out"], name + "\n") else: - for mt in world_db["Things"][0]["T_MEMTHING"]: - if y == mt[1] and x == mt[2]: - name = world_db["ThingTypes"][mt[0]]["TT_NAME"] - strong_write(io_db["file_out"], name + "\n") + for mt in [mt for tid in sorted(list(world_db["ThingTypes"])) + for mt in world_db["Things"][0]["T_MEMTHING"] + if mt[0] == tid if y == mt[1] if x == mt[2]]: + name = world_db["ThingTypes"][mt[0]]["TT_NAME"] + strong_write(io_db["file_out"], name + "\n") + if world_db["Things"][0]["T_MEMMAP"][pos] == ord("~"): # # + name = "(terrain: SEA)" # # + elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("."): # # + name = "(terrain: EARTH)" # # + elif world_db["Things"][0]["T_MEMMAP"][pos] == ord(":"): # # + name = "(terrain: SOIL)" # # + elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("X"): # # + name = "(terrain: TREE)" # # + elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("|"): # # + name = "(terrain: WALL)" # # + elif world_db["Things"][0]["T_MEMMAP"][pos] == ord("_"): # # + name = "(terrain: ALTAR)" # # + else: # # + name = "(?)" # # + strong_write(io_db["file_out"], name + "\n") # # strong_write(io_db["file_out"], "THINGS_HERE END\n") else: print("Ignoring: Invalid map coordinates.") @@ -1244,6 +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 @@ -1287,6 +1754,7 @@ def command_makeworld(seed_string): according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each other. Init player's memory map. Write "NEW_WORLD" line to out file. + Call log_help(). """ # def free_pos(plant=False): @@ -1335,11 +1803,12 @@ def command_makeworld(seed_string): if not wait_action: print("Ignoring: No thing action with name 'wait' defined.") return + for name in specials: # # + if world_db[name] not in world_db["ThingTypes"]: # # + print("Ignoring: No valid " + name + " set.") # # + return # # world_db["Things"] = {} make_map() - world_db["ALTAR"] = free_pos() # # - world_db["MAP"][world_db["ALTAR"][0] * world_db["MAP_LENGTH"] # # - + world_db["ALTAR"][1]] = ord("_") # # world_db["WORLD_ACTIVE"] = 1 world_db["TURN"] = 1 for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]): @@ -1356,18 +1825,7 @@ def command_makeworld(seed_string): plantness = world_db["ThingTypes"][type]["TT_PROLIFERATE"] # # world_db["Things"][id] = new_Thing(type, free_pos(plantness)) strong_write(io_db["file_out"], "NEW_WORLD\n") - - -def command_altar(str_y, str_x): # # - """Set position of Island God's altar.""" - y = integer_test(str_y, 0, 255) - x = integer_test(str_x, 0, 255) - if None != y and None != x: - if y < world_db["MAP_LENGTH"] and x < world_db["MAP_LENGTH"]: - world_db["ALTAR"] = (y, x) - world_db["MAP"][y * world_db["MAP_LENGTH"] + x] = ord("_") - else: - print("Ignoring: Position is outside of map.") + log_help() def command_maplength(maplength_string): @@ -1387,8 +1845,9 @@ def command_worldactive(worldactive_string): An active world can always be set inactive. An inactive world can only be set active with a "wait" ThingAction, and a player Thing (of ID 0), and a map. On activation, rebuild all Things' FOVs, and the player's map memory. + Also call log_help(). """ - # 7DRL: Altar position must also be set for world activation. + # 7DRL: altar must be on map, and specials must be set for active world. val = integer_test(worldactive_string, 0, 1) if None != val: if 0 != world_db["WORLD_ACTIVE"]: @@ -1407,8 +1866,20 @@ def command_worldactive(worldactive_string): if 0 == Thing: player_exists = True break + specials_set = True # # + for name in specials: # # + if world_db[name] not in world_db["ThingTypes"]: # # + specials_set = False # # + altar_found = False # # + if world_db["MAP"]: # # + pos = world_db["MAP"].find(b'_') # # + if pos > 0: # # + y = int(pos / world_db["MAP_LENGTH"]) # # + x = pos % world_db["MAP_LENGTH"] # # + world_db["altar"] = (y, x) # # + altar_found = True # # if wait_exists and player_exists and world_db["MAP"] \ - and world_db["ALTAR"]: # # + and specials_set: # # for id in world_db["Things"]: if world_db["Things"][id]["T_LIFEPOINTS"]: build_fov_map(world_db["Things"][id]) @@ -1418,10 +1889,24 @@ def command_worldactive(worldactive_string): empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2) world_db["Things"][0]["fovmap"] = empty_fovmap world_db["WORLD_ACTIVE"] = 1 + log_help() else: print("Ignoring: Not all conditions for world activation met.") +def specialtypesetter(name): # # + """Setter world_db[name], deactivating world if set int no ThingType.""" + def helper(str_int): + val = integer_test(str_int, 0) + if None != val: + world_db[name] = val + if world_db["WORLD_ACTIVE"] \ + and world_db[name] not in world_db["ThingTypes"]: + world_db["WORLD_ACTIVE"] = 0 + print(name + " fits no known ThingType, deactivating world.") + return helper + + def test_for_id_maker(object, category): """Return decorator testing for object having "id" attribute.""" def decorator(f): @@ -1583,19 +2068,21 @@ def setter_tpos(axis): def command_ttid(id_string): """Set ID of ThingType to manipulate. ID unused? Create new one. - Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, others: 0. + Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, TT_TOOL to + "", others: 0. """ id = id_setter(id_string, "ThingTypes", command_ttid) if None != id: world_db["ThingTypes"][id] = { "TT_NAME": "(none)", - "TT_CONSUMABLE": 0, + "TT_TOOLPOWER": 0, "TT_LIFEPOINTS": 0, "TT_PROLIFERATE": 0, "TT_START_NUMBER": 0, "TT_STORAGE": 0, # # "TT_SYMBOL": "?", - "TT_CORPSE_ID": id + "TT_CORPSE_ID": id, + "TT_TOOL": "" } @@ -1608,6 +2095,12 @@ def command_ttname(name): world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name +@test_ThingType_id +def command_tttool(name): + """Set TT_TOOL of selected ThingType.""" + world_db["ThingTypes"][command_ttid.id]["TT_TOOL"] = name + + @test_ThingType_id def command_ttsymbol(char): """Set TT_SYMBOL of selected ThingType. """ @@ -1687,26 +2180,34 @@ 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), "WORLD_ACTIVE": (1, False, command_worldactive), "MAP": (2, False, setter_map("MAP")), - "ALTAR": (2, False, command_altar), # # + "FAVOR_STAGE": (1, False, setter(None, "FAVOR_STAGE", 0, 65535)), # # + "SLIPPERS": (1, False, specialtypesetter("SLIPPERS")), # # + "PLANT_0": (1, False, specialtypesetter("PLANT_0")), # # + "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)), "TA_NAME": (1, False, command_taname), "TT_ID": (1, False, command_ttid), "TT_NAME": (1, False, command_ttname), + "TT_TOOL": (1, False, command_tttool), "TT_SYMBOL": (1, False, command_ttsymbol), "TT_CORPSE_ID": (1, False, command_ttcorpseid), - "TT_CONSUMABLE": (1, False, setter("ThingType", "TT_CONSUMABLE", - 0, 65535)), + "TT_TOOLPOWER": (1, False, setter("ThingType", "TT_TOOLPOWER", 0, 65535)), "TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER", 0, 255)), "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE", - 0, 255)), + 0, 65535)), "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)), "TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)), # # "T_ID": (1, False, command_tid), @@ -1739,15 +2240,28 @@ world_db = { "MAP_LENGTH": 64, "PLAYER_TYPE": 0, "WORLD_ACTIVE": 0, - "GOD_MOOD": 0, # # "GOD_FAVOR": 0, # # "MAP": False, - "ALTAR": False, + "FAVOR_STAGE": 0, # # + "SLIPPERS": 0, # # + "PLANT_0": 0, # # + "PLANT_1": 0, # # + "ANIMAL_0": 0, # # + "ANIMAL_1": 0, # # + "LUMBER": 0, # # + "TOOL_0": 0, # # + "TOOL_1": 0, # # + "EMPATHY": 0, # # "ThingActions": {}, "ThingTypes": {}, "Things": {} } +# 7DRL-specific! +"""Special type settings.""" +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", "west": "s", "north-west": "w", "north-east": "e"}