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Plugin: Refactor actor_move.
[plomrogue] / plugins / server / PleaseTheIslandGod.py
index f4f5e6ee9ef8a6c6c9f46d84cb32bafabcffd49d..5c89394205cd4288aafff438e794341284b7886b 100644 (file)
@@ -507,39 +507,35 @@ def actor_move(t):
             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!")
-                    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))))):
+                    axe_name = world_db["ThingTypes"][type]["TT_NAME"]
                     if t == world_db["Things"][0]:
-                        log("You chop it DOWN.")
+                        log("With your " + axe_name + ", you chop!")
                         if ord("X") == world_db["MAP"][pos]:
-                            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
+                            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 ord("X") == world_db["MAP"][pos]:
+                                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]) in symbols_passable
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
@@ -580,41 +576,44 @@ def command_worldactive(worldactive_string):
             else:
                 print("World already active.")
         elif 0 == world_db["WORLD_ACTIVE"]:
-            wait_exists = False
             for ThingAction in world_db["ThingActions"]:
                 if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
-                    wait_exists = True
                     break
-            player_exists = False
+            else:
+                print("Ignored: No wait action defined for world to activate.")
+                return
             for Thing in world_db["Things"]:
                 if 0 == Thing:
-                    player_exists = True
                     break
-            altar_found = False
+            else:
+                print("Ignored: No player defined for world to activate.")
+                return
             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
-            specials_set = True
+                else:
+                    print("Ignored: No altar defined for world to activate.")
+                    return
+            else:
+                print("Ignored: No map defined for world to activate.")
+                return
             for name in world_db["specials"]:
                 if world_db[name] not in world_db["ThingTypes"]:
-                    specials_set = False
-            if altar_found and wait_exists and player_exists and \
-                    world_db["MAP"] and specials_set:
-                for id in world_db["Things"]:
-                    if world_db["Things"][id]["T_LIFEPOINTS"]:
-                        build_fov_map(world_db["Things"][id])
-                        if 0 == id:
-                            update_map_memory(world_db["Things"][id], False)
-                if not world_db["Things"][0]["T_LIFEPOINTS"]:
-                    empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
-                    world_db["Things"][0]["fovmap"] = empty_fovmap
-                world_db["WORLD_ACTIVE"] = 1
-            else:
-                print("Ignoring: Not all conditions for world activation met.")
+                    print("Ignored: Not all specials set for world to "
+                          "activate.")
+                    return
+            for id in world_db["Things"]:
+                if world_db["Things"][id]["T_LIFEPOINTS"]:
+                    build_fov_map(world_db["Things"][id])
+                    if 0 == id:
+                        update_map_memory(world_db["Things"][id], False)
+            if not world_db["Things"][0]["T_LIFEPOINTS"]:
+                empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
+                world_db["Things"][0]["fovmap"] = empty_fovmap
+            world_db["WORLD_ACTIVE"] = 1
 
 def play_move(str_arg):
     if action_exists("move"):