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Server, plugin: Refactor thingproliferation (plugin integration).
[plomrogue] / plugins / server / PleaseTheIslandGod.py
index f513300209122f240f762cfd829ca45ff8665524..e4ca0b3ad1054073cd2ea4f5128a132f6836dfa4 100644 (file)
 
 
 from server.io import log, strong_write
-from server.config.world_data import world_db, symbols_passable, directions_db
+from server.config.world_data import world_db, directions_db
 from server.utils import mv_yx_in_dir_legal, rand, id_setter
 from server.config.io import io_db
-from server.new_thing import new_Thing
-
-def make_world(seed):
-    from server.update_map_memory import update_map_memory
-    from server.config.misc import make_map_func
-    from server.utils import libpr
-
-    def free_pos(plant=False):
-        i = 0
-        while 1:
-            err = "Space to put thing on too hard to find. Map too small?"
-            while 1:
-                y = rand.next() % world_db["MAP_LENGTH"]
-                x = rand.next() % world_db["MAP_LENGTH"]
-                pos = y * world_db["MAP_LENGTH"] + x;
-                if (not plant
-                    and "." == chr(world_db["MAP"][pos])) \
-                   or ":" == chr(world_db["MAP"][pos]):
-                    break
-                i += 1
-                if i == 65535:
-                    raise SystemExit(err)
-            pos_clear = (0 == len([id for id in world_db["Things"]
-                                   if world_db["Things"][id]["T_LIFEPOINTS"]
-                                   if world_db["Things"][id]["T_POSY"] == y
-                                   if world_db["Things"][id]["T_POSX"] == x]))
-            if pos_clear:
-                break
-        return (y, x)
-
-    rand.seed = seed
-    if world_db["MAP_LENGTH"] < 1:
-        print("Ignoring: No map length >= 1 defined.")
-        return
-    libpr.set_maplength(world_db["MAP_LENGTH"])
-    player_will_be_generated = False
-    playertype = world_db["PLAYER_TYPE"]
-    for ThingType in world_db["ThingTypes"]:
-        if playertype == ThingType:
-            if 0 < world_db["ThingTypes"][ThingType]["TT_START_NUMBER"]:
-                player_will_be_generated = True
-            break
-    if not player_will_be_generated:
-        print("Ignoring: No player type with start number >0 defined.")
-        return
-    wait_action = False
-    for ThingAction in world_db["ThingActions"]:
-        if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
-            wait_action = True
-    if not wait_action:
-        print("Ignoring beyond SEED_MAP: " +
-              "No thing action with name 'wait' defined.")
-        return
+
+def pos_test(type, y, x):
+    pos = y * world_db["MAP_LENGTH"] + x;
+    plant = world_db["ThingTypes"][type]["TT_PROLIFERATE"]
+    return (not plant or ":" == chr(world_db["MAP"][pos]))
+
+def world_makable():
+    from server.world_makable import world_makable
+    playertype = world_makable()
     for name in world_db["specials"]:
         if world_db[name] not in world_db["ThingTypes"]:
             print("Ignoring: No valid " + name + " set.")
-            return
-    world_db["Things"] = {}
-    make_map()
-    world_db["WORLD_ACTIVE"] = 1
-    world_db["TURN"] = 1
-    for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
-        id = id_setter(-1, "Things")
-        world_db["Things"][id] = new_Thing(playertype, free_pos())
-    if not world_db["Things"][0]["fovmap"]:
-        empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
-        world_db["Things"][0]["fovmap"] = empty_fovmap
-    update_map_memory(world_db["Things"][0])
-    for type in world_db["ThingTypes"]:
-        for i in range(world_db["ThingTypes"][type]["TT_START_NUMBER"]):
-            if type != playertype:
-                id = id_setter(-1, "Things")
-                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 thingproliferation(t, prol_map):
-    from server.new_thing import new_Thing
-    global directions_db, mv_yx_in_dir_legal
-    prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
-    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"])
-            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])):
-                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
-            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
+            return -1
+    return playertype
 
 def make_map():
+    from server.make_map import make_map, is_neighbor, new_pos
     global rand
-
-    def is_neighbor(coordinates, type):
-        y = coordinates[0]
-        x = coordinates[1]
-        length = world_db["MAP_LENGTH"]
-        ind = y % 2
-        diag_west = x + (ind > 0)
-        diag_east = x + (ind < (length - 1))
-        pos = (y * length) + x
-        if (y > 0 and diag_east
-            and type == chr(world_db["MAP"][pos - length + ind])) \
-           or (x < (length - 1)
-               and type == chr(world_db["MAP"][pos + 1])) \
-           or (y < (length - 1) and diag_east
-               and type == chr(world_db["MAP"][pos + length + ind])) \
-           or (y > 0 and diag_west
-               and type == chr(world_db["MAP"][pos - length - (not ind)])) \
-           or (x > 0
-               and type == chr(world_db["MAP"][pos - 1])) \
-           or (y < (length - 1) and diag_west
-               and type == chr(world_db["MAP"][pos + length - (not ind)])):
-            return True
-        return False
-
-    world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
+    make_map()
     length = world_db["MAP_LENGTH"]
-    add_half_width = (not (length % 2)) * int(length / 2)
-    world_db["MAP"][int((length ** 2) / 2) + add_half_width] = ord(".")
-    while (1):
-        y = rand.next() % length
-        x = rand.next() % length
-        pos = (y * length) + x
-        if "~" == chr(world_db["MAP"][pos]) and is_neighbor((y, x), "."):
-            if y == 0 or y == (length - 1) or x == 0 or x == (length - 1):
-                break
-            world_db["MAP"][pos] = ord(".")
-    n_trees = int((length ** 2) / 16)
-    i_trees = 0
-    while (i_trees <= n_trees):
-        single_allowed = rand.next() % 32
-        y = rand.next() % length
-        x = rand.next() % length
-        pos = (y * length) + x
-        if "." == chr(world_db["MAP"][pos]) \
-          and ((not single_allowed) or is_neighbor((y, x), "X")):
-            world_db["MAP"][pos] = ord("X")
-            i_trees += 1
     n_colons = int((length ** 2) / 16)
     i_colons = 0
     while (i_colons <= n_colons):
         single_allowed = rand.next() % 256
-        y = rand.next() % length
-        x = rand.next() % length
-        pos = (y * length) + x
+        y, x, pos = new_pos()
         if ("." == chr(world_db["MAP"][pos])
           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
+        y, x, pos = new_pos()
         if (("." == chr(world_db["MAP"][pos]
              or ":" == chr(world_db["MAP"][pos]))
             and not is_neighbor((y, x), "X"))):
@@ -189,6 +46,25 @@ def make_map():
             world_db["altar"] = (y, x)
             altar_placed = True
 
+def field_spreadable(c, t):
+    return ":" == c or (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]
+                        and "." == c)
+
+def thingprol_plugin_conditions(t):
+    tt = world_db["ThingTypes"][t["T_TYPE"]]
+    return (tt["TT_LIFEPOINTS"] == 0 or \
+            t["T_LIFEPOINTS"] >= 0.9 * tt["TT_LIFEPOINTS"])
+
+def thingprol_plugin_post_create_hook(t):
+    tt = world_db["ThingTypes"][t["T_TYPE"]]
+    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 ai(t):
     from server.ai import get_dir_to_target, get_inventory_slot_to_consume, \
         standing_on_food
@@ -252,7 +128,7 @@ def actor_pickup(t):
             if t == world_db["Things"][0]:
                 log("You PICK UP an object.")
     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):
@@ -272,9 +148,9 @@ def actor_use(t):
         type = world_db["Things"][id]["T_TYPE"]
         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")
+                log("You use the " + world_db["ThingTypes"][type]["TT_NAME"] +
+                    ". It glows in wondrous colors, and emits a sound as if fr"
+                    "om a dying cat. The Island God laughs.\n")
             t["T_LIFEPOINTS"] = 1
             from server.config.misc import decrement_lifepoints_func
             decrement_lifepoints_func(t)
@@ -301,7 +177,7 @@ def actor_use(t):
                 del world_db["Things"][wood_id]
                 world_db["MAP"][pos] = ord("|")
                 log("With your " + world_db["ThingTypes"][type]["TT_NAME"]
-                    + " you build a wooden barrier from your "
+                    + " you build a WOODEN BARRIER from your "
                     + world_db["ThingTypes"][type_material]["TT_NAME"] + ".")
         elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer":
             pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
@@ -313,15 +189,15 @@ def actor_use(t):
             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 CONSUME this thing.")
         elif t == world_db["Things"][0]:
             log("You try to use this object, but FAIL.")
 
 def decrement_lifepoints(t):
     t["T_LIFEPOINTS"] -= 1
+    live_type = t["T_TYPE"]
     _id = [_id for _id in world_db["Things"] if world_db["Things"][_id] == t][0]
     if 0 == t["T_LIFEPOINTS"]:
-        sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]
         for id in t["T_CARRIES"]:
             t["T_CARRIES"].remove(id)
             world_db["Things"][id]["T_POSY"] = t["T_POSY"]
@@ -337,11 +213,90 @@ 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:
+                from server.new_thing import new_Thing
+                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"][t["T_TYPE"]]["TT_LIFEPOINTS"]
     return 0
 
 def actor_move(t):
 
+    def altar_msg_wait(limit):
+            log("The Island God will talk again when it favors you to >=" +
+                str(limit) + " points.")
+
+    altar_msg_0 = "The Island God speaks to you: \"I don't trust you. You in" \
+    "trude 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 the" \
+    "re. I will count each further " + \
+    world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " that grows to" \
+    " your favor.\""
+
+    altar_msg_1 = "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 spre" \
+    "ad 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 n" \
+    "ew. I give you the only example. Be very careful with it! I also give y" \
+    "ou another tool that may be helpful.\""
+
+    altar_msg_2 = "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 h" \
+    "ad. Here is another one. It cost me great work. Be more careful this ti" \
+    "me when planting it.\""
+
+    altar_msg_3 = "The Island God speaks to you: \"The " + \
+    world_db["ThingTypes"][world_db["ANIMAL_0"]]["TT_NAME"] + " has lately b" \
+    "ecome 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 an" \
+    "imals.\""
+
+    altar_msg_4 = "You will now see animals' health bars, and activities (\"" \
+    "m\": moving (maybe for an attack), \"u\": eating, \"p\": picking someth" \
+    "ing up; no letter: waiting)."
+
+    altar_msg_5 = "The Island God speaks to you: \"You know what animal I fi" \
+    "nd the cutest? The " + \
+    world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + "! I think wha" \
+    "t this islands clearly needs more of is " + \
+    world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"] + "s. Why don't " \
+    "you help? Support them. 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 fa" \
+    "vor. To help you with the feeding, here is something to make the ground" \
+    " bear more consumables."
+
+    altar_msg_6 = "The Island God speaks to you: \"You have proven yourself " \
+    "worthy of my respect. You were a good citizen to the island, and someti" \
+    "mes 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 w" \
+    "hen you please. It will take you to where you came from. (But do feel f" \
+    "ree to stay here as long as you like.)\""
+
     def enter_altar():
         from server.new_thing import new_Thing
         if world_db["FAVOR_STAGE"] > 9000:
@@ -350,34 +305,12 @@ def actor_move(t):
         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 intrud"
-                 + "e on the island's affairs. I think you're a nuisance at be"
-                 + "st, and a danger to my children at worst. I will give you "
-                 + "a chance to lighten my mood, however: For a while now, I'v"
-                 + "e 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.\"")
+            log(altar_msg_0)
         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.")
+            altar_msg_wait(100)
         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 carefu"
-                + "l with it! I also give you another tool that may be helpful"
-                + ".\"")
+            log(altar_msg_2)
             id = id_setter(-1, "Things")
             world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
                                                world_db["altar"])
@@ -388,29 +321,31 @@ def actor_move(t):
             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 tha"
-                + "t you lost all "
-                + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
-                + " this island had. Here is another one. It cost me great wor"
-               + "k. Be more careful this time when planting it.\"")
+            log(altar_msg_2)
             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["GOD_FAVOR"] > 9000:
+            altar_msg_wait(500)
+        elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500:
+            world_db["FAVOR_STAGE"] = 3
+            log(altar_msg_3)
+            log(altar_msg_4)
+            world_db["EMPATHY"] = 1
+        elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] < 5000:
+            altar_msg_wait(5000)
+        elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] >= 5000:
+            world_db["FAVOR_STAGE"] = 4
+            log(altar_msg_5)
+            id = id_setter(-1, "Things")
+            world_db["Things"][id] = new_Thing(world_db["TOOL_1"],
+                                               world_db["altar"])
+        elif world_db["GOD_FAVOR"] < 20000:
+            altar_msg_wait(20000)
+        elif world_db["GOD_FAVOR"] > 20000:
             world_db["FAVOR_STAGE"] = 9001
-            log("The Island God speaks to you: \"You have proven yourself wort"
-                 + "hy of my respect. You were a good citizen to the island, a"
-                 + "nd sometimes a better steward to its inhabitants than me. "
-                 + "The island shall miss you when you leave. But you have ear"
-                 + "ned 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.)\"")
+            log(altar_msg_6)
             id = id_setter(-1, "Things")
             world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
                                                world_db["altar"])
@@ -419,6 +354,7 @@ def actor_move(t):
     from server.build_fov_map import build_fov_map
     from server.config.misc import decrement_lifepoints_func
     from server.new_thing import new_Thing
+    global mv_yx_in_dir_legal
     passable = False
     move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
                                      t["T_POSY"], t["T_POSX"])
@@ -431,8 +367,8 @@ 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 + ".")
                 world_db["GOD_FAVOR"] -= 1
@@ -440,45 +376,45 @@ def actor_move(t):
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
                 log(hitter_name +" WOUNDS you.")
             test = decrement_lifepoints_func(world_db["Things"][hit_id])
-            if test and t == world_db["Things"][0]:
-                world_db["GOD_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!")
-                    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
+    global directions_db
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
     if passable:
@@ -518,41 +454,44 @@ 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"):
@@ -562,7 +501,7 @@ def play_move(str_arg):
             print("Illegal move direction string.")
             return
         dir = ord(directions_db[str_arg])
-        from server.utils import mv_yx_in_dir_legal
+        global mv_yx_in_dir_legal
         move_result = mv_yx_in_dir_legal(chr(dir), t["T_POSY"], t["T_POSX"])
         if 1 == move_result[0]:
             pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
@@ -597,20 +536,20 @@ def play_use(str_arg):
                 if (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.")
+                        "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.")
+                        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
                     wood_id = None
                     for id in t["T_CARRIES"]:
@@ -620,7 +559,7 @@ def play_use(str_arg):
                             wood_id = id
                             break
                     if wood_id == None:
-                        log("You can't use a "
+                        log("You CAN'T use a "
                             + world_db["ThingTypes"][type]["TT_NAME"]
                             + " without some wood in your inventory.")
                         return
@@ -629,6 +568,9 @@ def play_use(str_arg):
                     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
                 elif type != world_db["SLIPPERS"] and not \
                         world_db["ThingTypes"][type]["TT_TOOL"] == "food":
                     log("You CAN'T consume this thing.")
@@ -713,30 +655,39 @@ def calc_effort(thing_action, thing):
         effort = 1 if effort == 0 else effort
     return effort
 
+def play_pickup():
+    """Try "pickup" as player's T_COMMAND"."""
+    if action_exists("pickup"):
+        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.")
+        elif len(t["T_CARRIES"]) >= world_db["ThingTypes"][t["T_TYPE"]] \
+                ["TT_STORAGE"]:
+            log("CAN'T pick up: No storage room to carry anything more.")
+        else:
+            set_command("pickup")
+
 strong_write(io_db["file_out"], "PLUGIN PleaseTheIslandGod\n")
 
-if not "GOD_FAVOR" in world_db:
-    world_db["GOD_FAVOR"] = 0
-if not "FAVOR_STAGE" in world_db:
-    world_db["FAVOR_STAGE"] = 0
-if not "SLIPPERS" in world_db:
-    world_db["SLIPPERS"] = 0
-if not "PLANT_0" in world_db:
-    world_db["PLANT_0"] = 0
-if not "PLANT_1" in world_db:
-    world_db["PLANT_1"] = 0
-if not "TOOL_0" in world_db:
-    world_db["TOOL_0"] = 0
-if not "TOOL_1" in world_db:
-    world_db["TOOL_1"] = 0
-if not "LUMBER" in world_db:
-    world_db["LUMBER"] = 0
-if not "EMPATHY" in world_db:
-    world_db["EMPATHY"] = 0
+def set_zero_if_undefined(key):
+    if not key in world_db:
+        world_db[key] = 0
+
+set_zero_if_undefined("GOD_FAVOR")
+set_zero_if_undefined("FAVOR_STAGE")
+set_zero_if_undefined("EMPATHY")
+world_db["specials"] = ["SLIPPERS", "PLANT_0", "PLANT_1", "TOOL_0", "TOOL_1",
+    "LUMBER", "ANIMAL_0", "ANIMAL_1"]
+for key in world_db["specials"]:
+    set_zero_if_undefined(key)
+
 world_db["terrain_names"][":"] = "SOIL"
 world_db["terrain_names"]["|"] = "WALL"
 world_db["terrain_names"]["_"] = "ALTAR"
-world_db["specials"] = ["SLIPPERS", "PLANT_0", "PLANT_1", "TOOL_0", "LUMBER"]
 io_db["worldstate_write_order"] += [["GOD_FAVOR", "world_int"]]
 io_db["worldstate_write_order"] += [[write_metamap_A, "func"]]
 io_db["worldstate_write_order"] += [[write_metamap_B, "func"]]
@@ -764,16 +715,29 @@ commands_db["FAVOR_STAGE"] = (1, False, setter(None, "FAVOR_STAGE", 0, 1))
 commands_db["SLIPPERS"] = (1, False, specialtypesetter("SLIPPERS"))
 commands_db["TOOL_0"] = (1, False, specialtypesetter("TOOL_0"))
 commands_db["TOOL_1"] = (1, False, specialtypesetter("TOOL_1"))
+commands_db["ANIMAL_0"] = (1, False, specialtypesetter("ANIMAL_0"))
+commands_db["ANIMAL_1"] = (1, False, specialtypesetter("ANIMAL_1"))
 commands_db["PLANT_0"] = (1, False, specialtypesetter("PLANT_0"))
 commands_db["PLANT_1"] = (1, False, specialtypesetter("PLANT_1"))
 commands_db["LUMBER"] = (1, False, specialtypesetter("LUMBER"))
 commands_db["EMPATHY"] = (1, False, setter(None, "EMPATHY", 0, 1))
 commands_db["use"] = (1, False, play_use)
 commands_db["move"] = (1, False, play_move)
+commands_db["pickup"] = (0, False, play_pickup)
 
 import server.config.misc
 server.config.misc.make_map_func = make_map
-server.config.misc.thingproliferation_func = thingproliferation
-server.config.misc.make_world = make_world
 server.config.misc.decrement_lifepoints_func = decrement_lifepoints
 server.config.misc.calc_effort_func = calc_effort
+
+import server.config.make_world_helpers
+server.config.make_world_helpers.pos_test_func = pos_test
+server.config.make_world_helpers.world_makable_func = world_makable
+server.config.make_world_helpers.make_map_func = make_map
+
+import server.config.thingproliferation
+server.config.thingproliferation.field_spreadable = field_spreadable
+server.config.thingproliferation.thingprol_plugin_conditions = \
+    thingprol_plugin_conditions
+server.config.thingproliferation.thingprol_plugin_post_create_hook = \
+    thingprol_plugin_post_create_hook