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7DRL: Some population balancing.
[plomrogue] / roguelike-server
index 4e46788595bc942f116ca2a913c628798ca29b1a..38da4a804a738967be8096acabd11bd1029d0666 100755 (executable)
@@ -145,7 +145,7 @@ def obey(command, prefix, replay=False, do_record=False):
             commands_db[tokens[0]][2](*tokens[1:])
             if do_record:
                 io_db["record_chunk"] += command + "\n"
-                if time.time() > io_db["save_wait"] + 15:
+                if time.time() > io_db["save_wait"] + 300:
                     atomic_write(io_db["path_record"], io_db["record_chunk"],
                                  do_append=True)
                     if world_db["WORLD_ACTIVE"]:
@@ -327,9 +327,8 @@ def try_worldstate_update():
                 type_id = world_db["Things"][id]["T_TYPE"]
                 name = world_db["ThingTypes"][type_id]["TT_NAME"]
                 inventory = inventory + name + "\n"
-        # 7DRL additions:  GOD_MOOD, GOD_FAVOR
+        # 7DRL additions: GOD_FAVOR
         string = str(world_db["TURN"]) + "\n" + \
-                 str(world_db["GOD_MOOD"]) + "\n" + \
                  str(world_db["GOD_FAVOR"]) + "\n" + \
                  str(world_db["Things"][0]["T_LIFEPOINTS"]) + "\n" + \
                  str(world_db["Things"][0]["T_SATIATION"]) + "\n" + \
@@ -576,30 +575,49 @@ def update_map_memory(t, age_map=True):
         fovmap = c_pointer_to_bytearray(t["fovmap"])
         libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
 
+    def update_mem_and_memdepthmap_via_fovmap():
+        # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
+        # for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
+        #             if ord_v == t["fovmap"][pos]]:
+        #     t["T_MEMDEPTHMAP"][pos] = ord_0
+        #     t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+        memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
+        memmap = c_pointer_to_bytearray(t["T_MEMMAP"])
+        fovmap = c_pointer_to_bytearray(t["fovmap"])
+        map = c_pointer_to_bytearray(world_db["MAP"])
+        libpr.update_mem_and_memdepthmap_via_fovmap(map, fovmap, memdepthmap,
+                                                    memmap)
+
     if not t["T_MEMMAP"]:
         t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
     if not t["T_MEMDEPTHMAP"]:
         t["T_MEMDEPTHMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
-    ord_v = ord("v")
-    ord_0 = ord("0")
-    ord_space = ord(" ")
-    for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
-                if ord_v == t["fovmap"][pos]]:
-        t["T_MEMDEPTHMAP"][pos] = ord_0
-        t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+    update_mem_and_memdepthmap_via_fovmap()
     if age_map:
         age_some_memdepthmap_on_nonfov_cells()
+    ord_v = ord("v")
     t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
                        if ord_v != t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
                                                + mt[2]]]
-    for id in [id for id in world_db["Things"]
-               if not world_db["Things"][id]["carried"]]:
-        type = world_db["Things"][id]["T_TYPE"]
-        if not world_db["ThingTypes"][type]["TT_LIFEPOINTS"]:
-            y = world_db["Things"][id]["T_POSY"]
-            x = world_db["Things"][id]["T_POSX"]
-            if ord_v == t["fovmap"][(y * world_db["MAP_LENGTH"]) + x]:
-                t["T_MEMTHING"].append((type, y, x))
+    maplength = world_db["MAP_LENGTH"]
+    eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])  # #
+    [t["T_MEMTHING"].append((world_db["Things"][id]["T_TYPE"],
+                             world_db["Things"][id]["T_POSY"],
+                             world_db["Things"][id]["T_POSX"]))
+     for id in world_db["Things"]
+     if not world_db["Things"][id]["carried"]
+     if not world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                                                              ["TT_LIFEPOINTS"]
+     if (t == world_db["Things"][0] or
+         (world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                                                          ["TT_TOOL"] == "food"
+          and 
+          world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
+                                                    ["TT_TOOLPOWER"] > eat_cost
+         )
+        )
+     if ord_v == t["fovmap"][(world_db["Things"][id]["T_POSY"] * maplength)
+                                       + world_db["Things"][id]["T_POSX"]]]
 
 
 def set_world_inactive():
@@ -670,6 +688,7 @@ def log_help():
     log("Use 'l' to toggle 'look' mode (move an exploration cursor instead of "
         + "the player over the map).")
     log("Use 'PgUp'/PgDn' to scroll the 'Things here' window.")
+    log("The stats window: T=TURN, H=HEALTH, S=SATIATION, G=GOD'S FAVOR.")
     log("See README file for more details.")
 
 
@@ -680,13 +699,11 @@ def decrement_lifepoints(t):
     still display memory data. On non-player things, erase fovmap and memory.
     Dying actors drop all their things.
     """
-    # 7DRL: Also decrements God's mood; deaths heavily so.
-    # 7DRL: Return 1 if death, else 0.
+    # 7DRL: Return TT_LIFEPOINTS if death, else 0.
+    # 7DRL: Re-spawn died-out species.
     t["T_LIFEPOINTS"] -= 1
-    world_db["GOD_MOOD"] -= 1  # #
+    live_type = t["T_TYPE"] # 7DRL
     if 0 == t["T_LIFEPOINTS"]:
-        sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
-        world_db["GOD_MOOD"] -= sadness  # #        
         for id in t["T_CARRIES"]:
             t["T_CARRIES"].remove(id)
             world_db["Things"][id]["T_POSY"] = t["T_POSY"]
@@ -702,30 +719,27 @@ def decrement_lifepoints(t):
             t["T_MEMMAP"] = False
             t["T_MEMDEPTHMAP"] = False
             t["T_MEMTHING"] = []
-        return sadness  # #
+            n_species = len([id for id in world_db["Things"]  # #
+                             if world_db["Things"][id]["T_TYPE"] == live_type])
+            if 0 == n_species:  # #
+                if world_db["FAVOR_STAGE"] >= 3 and \
+                    live_type == world_db["ANIMAL_0"]:
+                    world_db["GOD_FAVOR"] += 3000
+                    log("CONGRATULATIONS! The "
+                        + world_db["ThingTypes"][live_type]["TT_NAME"]
+                        + " species has died out. The Island God is pleased.")
+                else:
+                    id = id_setter(-1, "Things")
+                    world_db["Things"][id] = new_Thing(live_type,
+                                                       world_db["altar"])
+                    log("The "
+                        + world_db["ThingTypes"][live_type]["TT_NAME"]
+                        + " species has temporarily died out. "
+                        + "One new-born is spawned at the altar.")
+        return world_db["ThingTypes"][live_type]["TT_LIFEPOINTS"]  # #
     return 0  # #
 
 
-def add_gods_favor(i): # #
-    """"Add to GOD_FAVOR, multiplied with factor growing log. with GOD_MOOD."""
-    def favor_multiplier(i):
-        x = 100
-        threshold = math.e * x
-        mood = world_db["GOD_MOOD"]
-        if i > 0:
-            if mood > threshold:
-                i = i * math.log(mood / x)
-            elif -mood > threshold:
-                i = i / math.log(-mood / x)
-        elif i < 0:
-            if -mood > threshold:
-                i = i * math.log(-mood / x)
-            if mood > threshold:
-                i = i / math.log(mood / x)
-        return int(i)
-    world_db["GOD_FAVOR"] += favor_multiplier(i)
-
-
 def mv_yx_in_dir_legal(dir, y, x):
     """Wrapper around libpr.mv_yx_in_dir_legal to simplify its use."""
     dir_c = dir.encode("ascii")[0]
@@ -736,68 +750,109 @@ def mv_yx_in_dir_legal(dir, y, x):
 
 
 def enter_altar():  # #
-     """What happens when the player enters the altar."""
-     if world_db["FAVOR_STAGE"] > 9000:
-        log("You step on a soul-less slab of stone.")
-        return
-     log("YOU ENTER SACRED GROUND.")
-     if world_db["FAVOR_STAGE"] == 0:
-         world_db["FAVOR_STAGE"] = 1
-         log("The Island God speaks to you: \"I don't trust you. You intrude "
-              + "on the island's affairs. I think you're a nuisance at best, "
-              + "and a danger to my children at worst. I will give you a "
-              + "chance to lighten my mood, however: For a while now, I've "
-              + "been trying to spread the plant "
-              + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " (\""
-              + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
-              + "\"). I have not been very successful so far. Maybe you can "
-              + "make yourself useful there. I will count each further "
-              + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
-              + " that grows to your favor.\"")
-     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
-         world_db["FAVOR_STAGE"] = 2
-         log("The Island God speaks to you: \"You could have done worse so "
-             + "far. Maybe you are not the worst to happen to this island "
-             + "since the metal birds threw the great lightning ball. Maybe "
-             + "you can help me spread another plant. It multiplies faster, "
-             + "and it is highly nutritious: "
-             + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"] + " (\""
-             + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"]
-             + "\"). It is new. I give you the only example. Be very careful "
-             + "with it! I also give you another tool that may be helpful.\"")
-         id = id_setter(-1, "Things")
-         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
-                                            world_db["altar"])
-         id = id_setter(-1, "Things")
-         world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
-                                            world_db["altar"])
-     elif world_db["FAVOR_STAGE"] == 2 and \
-          0 == len([id for id in world_db["Things"]
-                   if world_db["Things"][id]["T_TYPE"]
-                      == world_db["PLANT_1"]]):
-         log("The Island God speaks to you: \"I am greatly disappointed that "
-             + "you lost all "
-             + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
-             + " this island had. Here is another one. It cost me great work. "
-             + "Be more careful this time.\"")
-         id = id_setter(-1, "Things")
-         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
-                                            world_db["altar"])
-         add_gods_favor(-250)
-     elif world_db["GOD_FAVOR"] > 9000:
-         world_db["FAVOR_STAGE"] = 9001
-         log("The Island God speaks to you: \"You have proven yourself worthy"
-              + " of my respect. You were a good citizen to the island, and "
-              + "sometimes a better steward to its inhabitants than me. The "
-              + "island shall miss you when you leave. But you have earned "
-              + "the right to do so. Take this "
-              + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"]
-              + " and USE it when you please. It will take you to where you "
-              + "came from. (But do feel free to stay here as long as you "
-              + "like.)\"")
-         id = id_setter(-1, "Things")
-         world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
-                                            world_db["altar"])
+    """What happens when the player enters the altar."""
+    if world_db["FAVOR_STAGE"] > 9000:
+       log("You step on a soul-less slab of stone.")
+       return
+    log("YOU ENTER SACRED GROUND.")
+    if world_db["FAVOR_STAGE"] == 0:
+        world_db["FAVOR_STAGE"] = 1
+        log("The Island God speaks to you: \"I don't trust you. You intrude "
+             + "on the island's affairs. I think you're a nuisance at best, "
+             + "and a danger to my children at worst. I will give you a "
+             + "chance to lighten my mood, however: For a while now, I've "
+             + "been trying to spread the plant "
+             + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"] + " (\""
+             + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
+             + "\"). I have not been very successful so far. Maybe you can "
+             + "make yourself useful there. I will count each further "
+             + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
+             + " that grows to your favor.\"")
+    elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] < 100:
+        log("The Island God will talk again when it favors you to >=100 "
+             +" points.")
+    elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
+        world_db["FAVOR_STAGE"] = 2
+        log("The Island God speaks to you: \"You could have done worse so "
+            + "far. Maybe you are not the worst to happen to this island "
+            + "since the metal birds threw the great lightning ball. Maybe "
+            + "you can help me spread another plant. It multiplies faster, "
+            + "and it is highly nutritious: "
+            + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"] + " (\""
+            + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"]
+            + "\"). It is new. I give you the only example. Be very careful "
+            + "with it! I also give you another tool that may be helpful.\"")
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+                                           world_db["altar"])
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
+                                           world_db["altar"])
+    elif world_db["FAVOR_STAGE"] == 2 and \
+        0 == len([id for id in world_db["Things"]
+                  if world_db["Things"][id]["T_TYPE"]
+                     == world_db["PLANT_1"]]):
+        log("The Island God speaks to you: \"I am greatly disappointed that "
+            + "you lost all "
+            + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
+            + " this island had. Here is another one. It cost me great work. "
+           + "Be more careful this time when planting it.\"")
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+                                           world_db["altar"])
+        world_db["GOD_FAVOR"] -= 250
+    elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] < 500:
+        log("The Island God will talk again when it favors you to >=500 "
+             +" points.")
+    elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500:
+        world_db["FAVOR_STAGE"] = 3
+        log("The Island God speaks to you: \"The "
+            + world_db["ThingTypes"][world_db["ANIMAL_0"]]["TT_NAME"]
+            + " has lately become a pest. These creatures do not please me "
+            + "as much as they used to do. Exterminate them all. I will count "
+            + "each kill to your favor. To help you with the hunting, I grant "
+            + "you the empathy and knowledge to read animals.\"")
+        log("You will now see animals' health bars, and activities (\"m\": "
+            + "moving (maybe for an attack), \"u\": eating, \"p\": picking "
+            + "something up; no letter: waiting).")
+        world_db["EMPATHY"] = 1
+    elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] < 5000:
+        log("The Island God will talk again when it favors you to >=5000 "
+             +" points.")
+    elif world_db["FAVOR_STAGE"] == 3 and world_db["GOD_FAVOR"] >= 5000:
+        world_db["FAVOR_STAGE"] = 4
+        log("The Island God speaks to you: \"You know what animal I find the "
+             + "cutest? The "
+             + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"]
+             + "! I think what this islands clearly needs more of is " 
+             + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"]
+             + "s. Why don't you help? Support thm. Make sure they are well, "
+             + "and they will multiply faster. From now on, I will "
+             + "count each new-born "
+             + world_db["ThingTypes"][world_db["ANIMAL_1"]]["TT_NAME"]
+             + " (not spawned by me due to undo an extinction event) "
+             + "greatly to your favor. To help you with the feeding, here is "
+             + "something to make the ground bear more consumables.")
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["TOOL_1"],
+                                           world_db["altar"])
+    elif world_db["GOD_FAVOR"] < 20000:
+        log("The Island God will talk again when it favors you to >=20000 "
+             +" points.")
+    elif world_db["GOD_FAVOR"] >= 20000:
+        world_db["FAVOR_STAGE"] = 9001
+        log("The Island God speaks to you: \"You have proven yourself worthy"
+             + " of my respect. You were a good citizen to the island, and "
+             + "sometimes a better steward to its inhabitants than me. The "
+             + "island shall miss you when you leave. But you have earned "
+             + "the right to do so. Take this "
+             + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"]
+             + " and USE it when you please. It will take you to where you "
+             + "came from. (But do feel free to stay here as long as you "
+             + "like.)\"")
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
+                                           world_db["altar"])
 
 
 def actor_wait(t):
@@ -823,17 +878,20 @@ def actor_move(t):
                   if world_db["Things"][id]["T_POSX"] == move_result[2]]
         if len(hitted):
             hit_id = hitted[0]
+            hitted_type = world_db["Things"][hit_id]["T_TYPE"]
             if t == world_db["Things"][0]:
-                hitted_type = world_db["Things"][hit_id]["T_TYPE"]
                 hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
-                log("You wound " + hitted_name + ".")
-                add_gods_favor(-1)  # #
+                log("You WOUND " + hitted_name + ".")
+                world_db["GOD_FAVOR"] -= 1  # #
             elif 0 == hit_id:
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
-                log(hitter_name +" wounds you.")
+                log(hitter_name +" WOUNDS you.")
             test = decrement_lifepoints(world_db["Things"][hit_id])  # #(test=)
-            if test and t == world_db["Things"][0]:  # #
-                add_gods_favor(-test)  # #
+            if test and world_db["FAVOR_STAGE"] >= 3 and \
+               hitted_type == world_db["ANIMAL_0"]:  # #
+                world_db["GOD_FAVOR"] += 125
+            elif test and t == world_db["Things"][0]:  # #
+                world_db["GOD_FAVOR"] -= 2 * test  # #
             return
         if (ord("X") == world_db["MAP"][pos]  # #
             or ord("|") == world_db["MAP"][pos]):  # #
@@ -848,7 +906,7 @@ def actor_move(t):
                 if t == world_db["Things"][0]:  # #
                     log("With your " + axe_name + ", you chop!\n")  # #
                     if ord("X") == world_db["MAP"][pos]:  # #
-                        add_gods_favor(-1)  # #
+                        world_db["GOD_FAVOR"] = -1  # #
                 chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
                 case_X = world_db["MAP"][pos] == ord("X")  # #
                 if (chop_power > 0  # #
@@ -857,9 +915,9 @@ def actor_move(t):
                     or (not case_X and  # #
                              0 == int(rand.next() / (3 * chop_power))))):  # #
                     if t == world_db["Things"][0]:  # #
-                        log("You chop it down.")  # #
+                        log("You chop it DOWN.")  # #
                     if world_db["MAP"][pos] == ord("X"):  # #
-                        add_gods_favor(-10)  # #
+                        world_db["GOD_FAVOR"] -= 10  # #
                     world_db["MAP"][pos] = ord(".")   # #
                     i = 3 if case_X else 1  # #
                     for i in range(i):  # #
@@ -887,7 +945,7 @@ def actor_move(t):
                 move_result[2] == world_db["altar"][1]):  # #
                 enter_altar()  # #
     elif t == world_db["Things"][0]:
-        log("You fail to move " + dir + ".")
+        log("You FAIL to move " + dir + ".")
 
 
 def actor_pick_up(t):
@@ -922,15 +980,15 @@ def actor_pick_up(t):
                 and world_db["Things"][id]["T_PLAYERDROP"]  # #
                 and world_db["ThingTypes"][type]["TT_TOOL"] == "food"):  # #
                 score = world_db["ThingTypes"][type]["TT_TOOLPOWER"] / 32  # #
-                add_gods_favor(score)  # #
+                world_db["GOD_FAVOR"] += score  # #
                 world_db["Things"][id]["T_PLAYERDROP"] = 0  # #
             t["T_CARRIES"].append(id)
             if t == world_db["Things"][0]:
-                log("You pick up an object.")
+                log("You PICK UP an object.")
         elif t == world_db["Things"][0]:
             log("You try to pick up an object, but there is none.")
     elif t == world_db["Things"][0]: # #
-        log("Can't pick up object: No storage room to carry more.") # #
+        log("CAN'T pick up object: No storage room to carry more.") # #
 
 
 def actor_drop(t):
@@ -941,16 +999,17 @@ def actor_drop(t):
         t["T_CARRIES"].remove(id)
         world_db["Things"][id]["carried"] = False
         if t == world_db["Things"][0]:
-            log("You drop an object.")
+            log("You DROP an object.")
             world_db["Things"][id]["T_PLAYERDROP"] = 1  # #
     elif t == world_db["Things"][0]:
-       log("You try to drop an object, but you own none.")
+       log("You try to drop an object, but you own NONE.")
 
 
 def actor_use(t):
     """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
     # TODO: Handle case where T_ARGUMENT matches nothing.
     # 7DLR: Handle SLIPPERS-type Thing use.
+    # 7DRL: Player with fertilizer fertilizes
     if len(t["T_CARRIES"]):
         id = t["T_CARRIES"][t["T_ARGUMENT"]]
         type = world_db["Things"][id]["T_TYPE"]
@@ -969,14 +1028,14 @@ def actor_use(t):
             pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
             if (world_db["MAP"][pos] == ord("X")  # #
                 or world_db["MAP"][pos] == ord("|")):  # #
-                log("Can't build when standing on barrier.")  # #
+                log("CAN'T build when standing on barrier.")  # #
                 return
             for id in [id for id in world_db["Things"]
                        if not world_db["Things"][id] == t
                        if not world_db["Things"][id]["carried"]
                        if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
                        if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]:
-                 log("Can't build when standing objects.")  # #
+                 log("CAN'T build when standing objects.")  # #
                  return
             for id in t["T_CARRIES"]:  # #
                 type_tool = world_db["Things"][id]["T_TYPE"]  # #
@@ -996,23 +1055,30 @@ def actor_use(t):
                 world_db["MAP"][pos] = ord("|")  # #
                 log("With your "  # #
                     + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
-                    + " you build a wooden barrier from your "  # #
+                    + " you build a WOODEN BARRIER from your "  # #
                     + world_db["ThingTypes"][type_material]["TT_NAME"]  # #
                     + ".")  # #
             else:  # #
-                log("You can't use a "  # #
+                log("You CAN'T use a "  # #
                     + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
                     + " without some wood in your inventory.")  # #
+        elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer":  # #
+            pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+            if world_db["MAP"][pos] == ord("."):
+                log("You create SOIL.")
+                world_db["MAP"][pos] = ord(":")
+            else:
+                log("Can only make soil out of NON-SOIL earth.")
         elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
             t["T_CARRIES"].remove(id)
             del world_db["Things"][id]
             t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
             if t == world_db["Things"][0]:
-                log("You consume this object.")
+                log("You eat this thing.")
         elif t == world_db["Things"][0]:
-            log("You try to use this object, but fail.")
+            log("You try to use this object, but FAIL.")
     elif t == world_db["Things"][0]:
-        log("You try to use an object, but you own none.")
+        log("You try to use an object, but you own NONE.")
 
 
 def thingproliferation(t, prol_map):
@@ -1024,8 +1090,14 @@ def thingproliferation(t, prol_map):
     """
     # 7DRL: success increments God's mood
     # 7DRL: Plants (no TT_LIFEPOINTS) proliferate only on ":" ground.
+    # 7DRL: Animals only proliferate when >= 0.9 their max HP.
     prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
-    if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)):
+    if prolscore and \
+      (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] == 0 or  # #
+       t["T_LIFEPOINTS"] >= 0.9 *  # #
+                        world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]) \
+       and \
+      (1 == prolscore or 1 == (rand.next() % prolscore)):
         candidates = []
         for dir in [directions_db[key] for key in directions_db]:
             mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
@@ -1043,16 +1115,15 @@ def thingproliferation(t, prol_map):
             id = id_setter(-1, "Things")
             newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
             world_db["Things"][id] = newT
-            animacy = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
-            if animacy:  # #
-                world_db["GOD_MOOD"] += animacy  # #
-            else:  # #
-                world_db["GOD_MOOD"] += 1  # #
             if (world_db["FAVOR_STAGE"] > 0  # #
                 and t["T_TYPE"] == world_db["PLANT_0"]):  # #
                 world_db["GOD_FAVOR"] += 5  # #
             elif t["T_TYPE"] == world_db["PLANT_1"]:  # #
                 world_db["GOD_FAVOR"] += 25  # #
+            elif world_db["FAVOR_STAGE"] >= 4 and \
+                 t["T_TYPE"] == world_db["ANIMAL_1"]:
+                log("The Island God SMILES upon a new-born bear baby.")
+                world_db["GOD_FAVOR"] += 750
 
 
 def try_healing(t):
@@ -1066,10 +1137,8 @@ def try_healing(t):
         testval = int(abs(t["T_SATIATION"]) / wait_divider)
         if (testval <= 1 or 1 == (rand.next() % testval)):
             t["T_LIFEPOINTS"] += 1
-            if t != world_db["Things"][0]: # #
-                 world_db["GOD_MOOD"] += 1  # #
             if t == world_db["Things"][0]:
-                log("You heal.")
+                log("You HEAL.")
 
 
 def hunger_per_turn(type_id):
@@ -1080,14 +1149,13 @@ def hunger_per_turn(type_id):
 def hunger(t):
     """Decrement t's satiation,dependent on it trigger lifepoint dec chance."""
     if t["T_SATIATION"] > -32768:
-        #max_hp = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]
-        t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"]) # int(math.sqrt(max_hp))
+        t["T_SATIATION"] -= hunger_per_turn(t["T_TYPE"])
     if 0 != t["T_SATIATION"] and 0 == int(rand.next() / abs(t["T_SATIATION"])):
         if t == world_db["Things"][0]:
             if t["T_SATIATION"] < 0:
-                log("You suffer from hunger.")
+                log("You SUFFER from hunger.")
             else:
-                log("You suffer from over-eating.")
+                log("You SUFFER from over-eating.")
         decrement_lifepoints(t)
 
 
@@ -1135,11 +1203,11 @@ def get_dir_to_target(t, filter):
             raise RuntimeError("No score map allocated for get_map_score().")
         return result
 
-    def animate_in_fov(Thing):
-        if Thing["carried"] or Thing == t or not Thing["T_LIFEPOINTS"]:
+    def animate_in_fov(Thing, maplength): # maplength needed for optimization?
+        if not Thing["T_LIFEPOINTS"] or Thing["carried"] or Thing == t:
             return False
-        pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
-        if ord("v") == t["fovmap"][pos]:
+        pos = Thing["T_POSY"] * maplength + Thing["T_POSX"]
+        if 118 == t["fovmap"][pos]: # optimization: 118 = ord("v")
             return True
 
     def good_attack_target(v):
@@ -1164,24 +1232,27 @@ def get_dir_to_target(t, filter):
         return False
 
     def seeing_thing():
+        maplength = world_db["MAP_LENGTH"]
         if t["fovmap"] and "a" == filter:
             for id in world_db["Things"]:
-                if animate_in_fov(world_db["Things"][id]):
+                if animate_in_fov(world_db["Things"][id], maplength):
                     if good_attack_target(world_db["Things"][id]):
                         return True
         elif t["fovmap"] and "f" == filter:
             for id in world_db["Things"]:
-                if animate_in_fov(world_db["Things"][id]):
+                if animate_in_fov(world_db["Things"][id], maplength):
                     if good_flee_target(world_db["Things"][id]):
                         return True
         elif t["T_MEMMAP"] and "c" == filter:
             eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
+            ord_blank = ord(" ")
             for mt in t["T_MEMTHING"]:
-                if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
-                                            + mt[2]]) \
-                   and world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" \
-                   and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] \
-                       > eat_cost:
+                if ord_blank != t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
+                                            + mt[2]] and \
+                   (t != world_db["Things"][0] or \
+                    (world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
+                      and world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"]
+                       > eat_cost)):
                     return True
         return False
 
@@ -1201,41 +1272,39 @@ def get_dir_to_target(t, filter):
         test = libpr.init_score_map()
         if test:
             raise RuntimeError("Malloc error in init_score_map().")
-        ord_v = ord("v")
-        ord_blank = ord(" ")
         set_cells_passable_on_memmap_to_65534_on_scoremap()
+        maplength = world_db["MAP_LENGTH"]
         if "a" == filter:
-            for id in world_db["Things"]:
-                if animate_in_fov(world_db["Things"][id]) \
-                and good_attack_target(world_db["Things"][id]):
-                    set_map_score_at_thingpos(id, 0)
+            [set_map_score_at_thingpos(id, 0)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)
+             if good_attack_target(world_db["Things"][id])]
         elif "f" == filter:
-            for id in world_db["Things"]:
-                if animate_in_fov(world_db["Things"][id]) \
-                and good_flee_target(world_db["Things"][id]):
-                    set_map_score_at_thingpos(id, 0)
+            [set_map_score_at_thingpos(id, 0)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)
+             if good_flee_target(world_db["Things"][id])]
         elif "c" == filter:
             eat_cost = eat_vs_hunger_threshold(t["T_TYPE"])
-            for mt in [mt for mt in t["T_MEMTHING"]
-                       if ord_blank != t["T_MEMMAP"][mt[1]
-                                                    * world_db["MAP_LENGTH"]
-                                                    + mt[2]]
-                       if world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
-                       if world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"]
-                           > eat_cost]:
-                set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
+            ord_blank = ord(" ")
+            [set_map_score(mt[1] * maplength + mt[2], 0)
+             for mt in t["T_MEMTHING"]
+             if ord_blank != t["T_MEMMAP"][mt[1] * maplength + mt[2]]
+             if t != world_db["Things"][0] or
+                (world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food" and
+                 world_db["ThingTypes"][mt[0]]["TT_TOOLPOWER"] > eat_cost)]
         elif "s" == filter:
             zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
-        if "a" != filter:
-            for id in world_db["Things"]:
-                if animate_in_fov(world_db["Things"][id]):
-                    if "f" == filter:
-                        pos = world_db["Things"][id]["T_POSY"] \
-                              * world_db["MAP_LENGTH"] \
-                              + world_db["Things"][id]["T_POSX"]
-                        if 0 == get_map_score(pos):
-                            continue
-                    set_map_score_at_thingpos(id, 65535)
+        if "f" == filter:
+            [set_map_score_at_thingpos(id, 65535)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)
+             if get_map_score(world_db["Things"][id]["T_POSY"] * maplength
+                              + world_db["Things"][id]["T_POSX"])]
+        elif "a" != filter:
+            [set_map_score_at_thingpos(id, 65535)
+             for id in world_db["Things"]
+             if animate_in_fov(world_db["Things"][id], maplength)]
 
     def rand_target_dir(neighbors, cmp, dirs):
         candidates = []
@@ -1347,43 +1416,27 @@ def get_inventory_slot_to_consume(t):
 def ai(t):
     """Determine next command/argment for actor t via AI algorithms."""
     # 7DRL add: Don't pick up or search things when inventory is full.
-    if t == world_db["Things"][0]:
-        log("%AI------")
     t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                       if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
     if get_dir_to_target(t, "f"):
-        if t == world_db["Things"][0]:
-            log("%FLEE")
         return
     sel = get_inventory_slot_to_consume(t)
     if -1 != sel:
-        if t == world_db["Things"][0]:
-            log("%EAT")
         t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                           if world_db["ThingActions"][id]["TA_NAME"]
                              == "use"][0]
         t["T_ARGUMENT"] = sel
     elif standing_on_food(t):
-        if t == world_db["Things"][0]:
-            log("%STANDINGON")
         if  (len(t["T_CARRIES"]) <  # #
              world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]):  # #
-            if t == world_db["Things"][0]:
-                log("%(pickingup)")
             t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                                  if world_db["ThingActions"][id]["TA_NAME"]
                                  == "pick_up"][0]
     else:
-        if t == world_db["Things"][0]:
-            log("%AIMING_FOR_FOOD")
         going_to_known_food_spot = get_dir_to_target(t, "c")
         if not going_to_known_food_spot:
-            if t == world_db["Things"][0]:
-                log("%AIMING_FOR_WALKING_FOOD")
             aiming_for_walking_food = get_dir_to_target(t, "a")
             if not aiming_for_walking_food:
-                if t == world_db["Things"][0]:
-                    log("%SEARCHING")
                 get_dir_to_target(t, "s")
 
 
@@ -1559,6 +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
@@ -2028,7 +2180,6 @@ commands_db = {
     "MAKE_WORLD": (1, False, command_makeworld),
     "SEED_RANDOMNESS": (1, False, command_seedrandomness),
     "TURN": (1, False, setter(None, "TURN", 0, 65535)),
-    "GOD_MOOD": (1, False, setter(None, "GOD_MOOD", -32768, 32767)),  # #
     "GOD_FAVOR": (1, False, setter(None, "GOD_FAVOR", -32768, 32767)),  # #
     "PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)),
     "MAP_LENGTH": (1, False, command_maplength),
@@ -2040,6 +2191,9 @@ commands_db = {
     "PLANT_1": (1, False, specialtypesetter("PLANT_1")),  # #
     "LUMBER": (1, False, specialtypesetter("LUMBER")),  # #
     "TOOL_0": (1, False, specialtypesetter("TOOL_0")),  # #
+    "TOOL_1": (1, False, specialtypesetter("TOOL_1")),  # #
+    "ANIMAL_0": (1, False, specialtypesetter("ANIMAL_0")),  # #
+    "ANIMAL_1": (1, False, specialtypesetter("ANIMAL_1")),  # #
     "EMPATHY": (1, False, setter(None, "EMPATHY", 0, 1)),  # #
     "TA_ID": (1, False, command_taid),
     "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
@@ -2086,16 +2240,18 @@ world_db = {
     "MAP_LENGTH": 64,
     "PLAYER_TYPE": 0,
     "WORLD_ACTIVE": 0,
-    "GOD_MOOD": 0,  # #
     "GOD_FAVOR": 0,  # #
     "MAP": False,
     "FAVOR_STAGE": 0,  # #
     "SLIPPERS": 0,  # #
     "PLANT_0": 0,  # #
     "PLANT_1": 0,  # #
+    "ANIMAL_0": 0,  # #
+    "ANIMAL_1": 0,  # #
     "LUMBER": 0,  # #
     "TOOL_0": 0,  # #
-    "EMPATHY": 1,  # #
+    "TOOL_1": 0,  # #
+    "EMPATHY": 0,  # #
     "ThingActions": {},
     "ThingTypes": {},
     "Things": {}
@@ -2103,7 +2259,8 @@ world_db = {
 
 # 7DRL-specific!
 """Special type settings."""
-specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0"]  # #
+specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1",
+            "ANIMAL_0", "ANIMAL_1"]
 
 """Mapping of direction names to internal direction chars."""
 directions_db = {"east": "d", "south-east": "c", "south-west": "x",