X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=roguelike-server;h=ffc75e664c2bf9676ed46f882498e803ae3f570e;hb=d893f6ce848386baa7e94a3b67eb83379bb0821e;hp=a26ff25091f77518271a3c9f4d975bc7b625a658;hpb=e6d205f81bcd3e815ecb4694a0a81e1de5258862;p=plomrogue diff --git a/roguelike-server b/roguelike-server index a26ff25..ffc75e6 100755 --- a/roguelike-server +++ b/roguelike-server @@ -330,7 +330,7 @@ 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_MOOD, GOD_FAVOR string = str(world_db["TURN"]) + "\n" + \ str(world_db["GOD_MOOD"]) + "\n" + \ str(world_db["GOD_FAVOR"]) + "\n" + \ @@ -582,8 +582,12 @@ def decrement_lifepoints(t): If t is the player avatar, only blank its fovmap, so that the client may still display memory data. On non-player things, erase fovmap and memory. """ + # # 7DRL: also decrements God's mood; deaths heavily so + # # 7DRL: return 1 if death, else 0 t["T_LIFEPOINTS"] -= 1 + world_db["GOD_MOOD"] -= 1 # # if 0 == t["T_LIFEPOINTS"]: + world_db["GOD_MOOD"] -= 9 # # 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)) @@ -593,7 +597,8 @@ def decrement_lifepoints(t): t["T_MEMMAP"] = False t["T_MEMDEPTHMAP"] = False t["T_MEMTHING"] = [] - strong_write(io_db["file_out"], "LOG It dies.\n") + return 1 # # + return 0 # # def mv_yx_in_dir_legal(dir, y, x): @@ -613,6 +618,7 @@ def actor_wait(t): 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. passable = False move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]), t["T_POSY"], t["T_POSX"]) @@ -626,15 +632,19 @@ def actor_move(t): if world_db["Things"][id]["T_POSX"] == move_result[2]] if len(hitted): hit_id = hitted[0] - hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"] - hitter = "You" if t == world_db["Things"][0] else hitter_name - hitted_type = world_db["Things"][hit_id]["T_TYPE"] - hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"] - hitted = "you" if hit_id == 0 else hitted_name - verb = " wound " if hitter == "You" else " wounds " - strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted + - ".\n") - decrement_lifepoints(world_db["Things"][hit_id]) + 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") + 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") + test = decrement_lifepoints(world_db["Things"][hit_id]) # # + if test and t == world_db["Things"][0]: # # + world_db["GOD_FAVOR"] -= 10 # # return dir = [dir for dir in directions_db if directions_db[dir] == chr(t["T_ARGUMENT"])][0] @@ -654,22 +664,27 @@ def actor_move(t): def actor_pick_up(t): """Make t pick up (topmost?) Thing from ground into inventory.""" # Topmostness is actually not defined so far. Picks Thing with highest ID. - ids = [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 len(ids): - highest_id = 0 - for id in ids: - if id > highest_id: - highest_id = id - world_db["Things"][highest_id]["carried"] = True - t["T_CARRIES"].append(highest_id) - if t == world_db["Things"][0]: - strong_write(io_db["file_out"], "LOG You pick up an object.\n") - 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") + 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 + 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 len(ids): + highest_id = 0 + for id in ids: + if id > highest_id: + highest_id = id + world_db["Things"][highest_id]["carried"] = True + t["T_CARRIES"].append(highest_id) + if t == world_db["Things"][0]: + strong_write(io_db["file_out"], "LOG You pick up an object.\n") + 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") + 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") # # def actor_drop(t): @@ -715,6 +730,7 @@ def thingproliferation(t): animate, any other animate Thing. If there are several map cell candidates, one is selected randomly. """ + # # 7DRL: success increments God's mood def test_cell(t, y, x): if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]): for id in [id for id in world_db["Things"] @@ -738,6 +754,7 @@ def thingproliferation(t): 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 # # def try_healing(t): @@ -745,6 +762,7 @@ def try_healing(t): 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"] \ @@ -753,12 +771,10 @@ def try_healing(t): 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") - else: - name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"] - strong_write(io_db["file_out"], "LOG " + name + "heals.\n") def hunger(t): @@ -772,10 +788,6 @@ def hunger(t): if int(int(testbase / stomach) / ((rand.next() % stomach) + 1)): if t == world_db["Things"][0]: strong_write(io_db["file_out"], "LOG You suffer from hunger.\n") - else: - name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"] - strong_write(io_db["file_out"], "LOG " + name + - " suffers from hunger.\n") decrement_lifepoints(t) @@ -1012,6 +1024,7 @@ def ai(t): 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. 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"): @@ -1021,11 +1034,16 @@ def ai(t): if world_db["ThingActions"][id]["TA_NAME"] == "use"][0] t["T_ARGUMENT"] = sel - elif standing_on_consumable(t): + elif standing_on_consumable(t) \ + and (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"] == "pick_up"][0] - elif (not get_dir_to_target(t, "c")) and \ + 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") @@ -1472,6 +1490,7 @@ def command_ttid(id_string): "TT_LIFEPOINTS": 0, "TT_PROLIFERATE": 0, "TT_START_NUMBER": 0, + "TT_STORAGE": 0, # # "TT_SYMBOL": "?", "TT_CORPSE_ID": id } @@ -1585,6 +1604,7 @@ commands_db = { "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE", 0, 255)), "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), "T_ARGUMENT": (1, False, setter("Thing", "T_ARGUMENT", 0, 255)), "T_PROGRESS": (1, False, setter("Thing", "T_PROGRESS", 0, 255)),