import shutil
import time
import ctypes
+import math # #
class RandomnessIO:
is called (and io_db["record_chunk"] written) if 15 seconds have passed
since the last time it was called. The prefix string is inserted into the
server's input message between its beginning 'input ' and ':'. All activity
- is preceded by a server_test() call.
+ is preceded by a server_test() call. Commands that start with a lowercase
+ letter are ignored when world_db["WORLD_ACTIVE"] is False/0.
"""
server_test()
if io_db["verbose"]:
and len(tokens) == commands_db[tokens[0]][0] + 1:
if commands_db[tokens[0]][1]:
commands_db[tokens[0]][2](*tokens[1:])
+ elif tokens[0][0].islower() and not world_db["WORLD_ACTIVE"]:
+ print("Ignoring lowercase-starting commands when world inactive.")
elif replay:
print("Due to replay mode, reading command as 'go on in record'.")
line = io_db["file_record"].readline()
if time.time() > io_db["save_wait"] + 15:
atomic_write(io_db["path_record"], io_db["record_chunk"],
do_append=True)
- save_world()
+ if world_db["WORLD_ACTIVE"]:
+ save_world()
io_db["record_chunk"] = ""
io_db["save_wait"] = time.time()
io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"]
return '"' + string.replace('"', '\u005C"') + '"'
def mapsetter(key):
- def helper(id):
+ def helper(id=None):
string = ""
- if world_db["Things"][id][key]:
- map = world_db["Things"][id][key]
+ if key == "MAP" or world_db["Things"][id][key]:
+ map = world_db["MAP"] if key == "MAP" \
+ else world_db["Things"][id][key]
length = world_db["MAP_LENGTH"]
for i in range(length):
line = map[i * length:(i * length) + length].decode()
string = ""
for key in world_db:
- if dict != type(world_db[key]) and key != "MAP" and \
- key != "WORLD_ACTIVE" and key != "SEED_MAP":
+ if dict != type(world_db[key]) \
+ and key != "MAP" and key != "WORLD_ACTIVE":
string = string + key + " " + str(world_db[key]) + "\n"
- string = string + "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n"
+ string = string + mapsetter("MAP")()
string = string + helper("ThingActions", "TA_ID")
string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False})
for id in world_db["ThingTypes"]:
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" + \
obey(read_command(), "in file", do_record=True)
-def remake_map():
+def make_map():
"""(Re-)make island map.
Let "~" represent water, "." land, "X" trees: Build island shape randomly,
to land. The cycle ends when a land cell is due to be created at the map's
border. Then put some trees on the map (TODO: more precise algorithm desc).
"""
+ # 7DRL: Also add some ":" cells as land to which plants may proliferate.
+
def is_neighbor(coordinates, type):
y = coordinates[0]
x = coordinates[1]
and type == chr(world_db["MAP"][pos + length - (not ind)])):
return True
return False
- store_seed = rand.seed
- rand.seed = world_db["SEED_MAP"]
+
world_db["MAP"] = bytearray(b'~' * (world_db["MAP_LENGTH"] ** 2))
length = world_db["MAP_LENGTH"]
add_half_width = (not (length % 2)) * int(length / 2)
and ((not single_allowed) or is_neighbor((y, x), "X")):
world_db["MAP"][pos] = ord("X")
i_trees += 1
- rand.seed = store_seed
# This all-too-precise replica of the original C code misses iter_limit().
+ 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 # #
+ if ("." == chr(world_db["MAP"][pos]) # #
+ and ((not single_allowed) or is_neighbor((y, x), ":"))): # #
+ world_db["MAP"][pos] = ord(":") # #
+ i_colons += 1 # #
def update_map_memory(t, age_map=True):
"""Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
+
def age_some_memdepthmap_on_nonfov_cells():
# OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
# ord_v = ord("v")
memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
fovmap = c_pointer_to_bytearray(t["fovmap"])
libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
+
if not t["T_MEMMAP"]:
t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
if not t["T_MEMDEPTHMAP"]:
t["T_MEMMAP"][pos] = world_db["MAP"][pos]
if age_map:
age_some_memdepthmap_on_nonfov_cells()
- for mt in [mt for mt in t["T_MEMTHING"]
- if ord_v == t["fovmap"][(mt[1] * world_db["MAP_LENGTH"])
- + mt[2]]]:
- t["T_MEMTHING"].remove(mt)
+ 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 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.
+ Dying actors drop all their things.
"""
+ # # 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"]:
+ 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"]
+ world_db["Things"][id]["T_POSX"] = t["T_POSX"]
+ world_db["Things"][id]["carried"] = False
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))
t["T_MEMMAP"] = False
t["T_MEMDEPTHMAP"] = False
t["T_MEMTHING"] = []
+ return sadness # #
+ 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):
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"])
if 1 == move_result[0]:
pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- passable = "." == chr(world_db["MAP"][pos])
+ passable = "." == chr(world_db["MAP"][pos]) or \
+ ":" == chr(world_db["MAP"][pos]) # #
hitted = [id for id in world_db["Things"]
if world_db["Things"][id] != t
if world_db["Things"][id]["T_LIFEPOINTS"]
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 +
- ".\n")
+ strong_write(io_db["file_out"], "LOG You wound " + hitted_name
+ + ".\n")
+ add_gods_favor(-1) # #
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
- strong_write(io_db["file_out"], "LOG " + hitter +
+ strong_write(io_db["file_out"], "LOG " + hitter_name +
" wounds you.\n")
- decrement_lifepoints(world_db["Things"][hit_id])
+ test = decrement_lifepoints(world_db["Things"][hit_id]) # #(test=)
+ if test and t == world_db["Things"][0]: # #
+ add_gods_favor(-test) # #
return
dir = [dir for dir in directions_db
if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
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.
+ # Topmostness is actually not defined so far. Picks most nutritious Thing.
+ # 7DRL: Non-player picking up player-dropped consumable -> GOD_FAVOR gain.
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 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
+ highest_id = ids[0]
+ nutritious = 0
for id in ids:
- if id > highest_id:
+ type = world_db["Things"][id]["T_TYPE"]
+ if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > nutritious:
+ nutritious = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
highest_id = id
world_db["Things"][highest_id]["carried"] = True
+ if (t != world_db["Things"][0] and # #
+ world_db["Things"][highest_id]["T_PLAYERDROP"]): # #
+ x = world_db["Things"][highest_id]["T_TYPE"]
+ score = world_db["ThingTypes"][x]["TT_CONSUMABLE"] / 32 # #
+ add_gods_favor(score) # #
+ world_db["Things"][highest_id]["T_PLAYERDROP"] = 0 # #
t["T_CARRIES"].append(highest_id)
if t == world_db["Things"][0]:
strong_write(io_db["file_out"], "LOG You pick up an object.\n")
world_db["Things"][id]["carried"] = False
if t == world_db["Things"][0]:
strong_write(io_db["file_out"], "LOG You drop an object.\n")
+ world_db["Things"][id]["T_PLAYERDROP"] = 1 # #
elif t == world_db["Things"][0]:
err = "You try to drop an object, but you own none."
strong_write(io_db["file_out"], "LOG " + err + "\n")
"LOG You try to use an object, but you own none.\n")
-def thingproliferation(t):
- """To chance of 1/TT_PROLIFERATE, create t offspring in neighbor cell.
+def thingproliferation(t, prol_map):
+ """To chance of 1/TT_PROLIFERATE,create t offspring in open neighbor cell.
- Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be
- passable and not be inhabited by a Thing of the same type, or, if Thing is
- animate, any other animate Thing. If there are several map cell candidates,
- one is selected randomly.
+ Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
+ marked "." in prol_map. If there are several map cell candidates, one is
+ selected randomly.
"""
- 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"]
- if y == world_db["Things"][id]["T_POSY"]
- if x == world_db["Things"][id]["T_POSX"]
- if (t["T_TYPE"] == world_db["Things"][id]["T_TYPE"])
- or (t["T_LIFEPOINTS"] and
- world_db["Things"][id]["T_LIFEPOINTS"])]:
- return False
- return True
- return False
+ # # 7DRL: success increments God's mood
+ # # 7DRL: Things proliferate only on ":" ground.
prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)):
candidates = []
for dir in [directions_db[key] for key in directions_db]:
mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
- if mv_result[0] and test_cell(t, mv_result[1], mv_result[2]):
+ if mv_result[0] and ord(":") == prol_map[mv_result[1] # #
+ # if mv_result[0] and ord(".") == prol_map[mv_result[1]
+ * world_db["MAP_LENGTH"]
+ + mv_result[2]]:
candidates.append((mv_result[1], mv_result[2]))
if len(candidates):
i = rand.next() % len(candidates)
id = id_setter(-1, "Things")
newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
world_db["Things"][id] = newT
+ world_db["GOD_MOOD"] += 1 # #
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"] \
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")
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.
+ # # 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"):
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
+ proliferable_map = world_db["MAP"][:]
+ for id in [id for id in world_db["Things"]
+ if not world_db["Things"][id]["carried"]]:
+ y = world_db["Things"][id]["T_POSY"]
+ x = world_db["Things"][id]["T_POSX"]
+ proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
for id in [id for id in world_db["Things"]]: # Only what's from start!
if not id in world_db["Things"] or \
world_db["Things"][id]["carried"]: # May have been consumed or
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
hunger(Thing)
- thingproliferation(Thing)
+ thingproliferation(Thing, proliferable_map)
if whilebreaker:
break
world_db["TURN"] += 1
"T_PROGRESS": 0,
"T_SATIATION": 0,
"T_COMMAND": 0,
+ "T_PLAYERDROP": 0, # #
"T_TYPE": type,
"T_POSY": pos[0],
"T_POSX": pos[1],
def command_quit():
"""Abort server process."""
- save_world()
- atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
+ if None == opts.replay:
+ if world_db["WORLD_ACTIVE"]:
+ save_world()
+ atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
raise SystemExit("received QUIT command")
rand.seed = val
-def command_seedmap(seed_string):
- """Set world_db["SEED_MAP"] to int(seed_string), then (re-)make map."""
- setter(None, "SEED_MAP", 0, 4294967295)(seed_string)
- remake_map()
-
-
def command_makeworld(seed_string):
"""(Re-)build game world, i.e. map, things, to a new turn 1 from seed.
- Seed rand with seed, fill it into world_db["SEED_MAP"]. Do more only with a
- "wait" ThingAction and world["PLAYER_TYPE"] matching ThingType of
- TT_START_NUMBER > 0. Then, world_db["Things"] emptied, call remake_map()
- and set world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
+ Seed rand with seed. Do more only with a "wait" ThingAction and
+ world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
+ world_db["Things"] emptied, call make_map() and set
+ world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
other. Init player's memory map. Write "NEW_WORLD" line to out file.
"""
- def free_pos():
+ # def free_pos(plant=False):
+ 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"]
- if "." == chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]):
+ 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:
if None == val:
return
rand.seed = val
- world_db["SEED_MAP"] = val
player_will_be_generated = False
playertype = world_db["PLAYER_TYPE"]
for ThingType in world_db["ThingTypes"]:
player_will_be_generated = True
break
if not player_will_be_generated:
- print("Ignoring beyond SEED_MAP: " +
- "No player type with start number >0 defined.")
+ 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.")
+ print("Ignoring: No thing action with name 'wait' defined.")
return
world_db["Things"] = {}
- remake_map()
+ 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")
- world_db["Things"][id] = new_Thing(type, free_pos())
+ 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")
val = integer_test(maplength_string, 1, 256)
if None != val:
world_db["MAP_LENGTH"] = val
+ world_db["MAP"] = False
set_world_inactive()
world_db["Things"] = {}
libpr.set_maplength(val)
"""Toggle world_db["WORLD_ACTIVE"] if possible.
An active world can always be set inactive. An inactive world can only be
- set active with a "wait" ThingAction, and a player Thing (of ID 0). On
- activation, rebuild all Things' FOVs, and the player's map memory.
+ set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
+ map. On activation, rebuild all Things' FOVs, and the player's map memory.
"""
- # In original version, map existence was also tested (unnecessarily?).
val = integer_test(worldactive_string, 0, 1)
if val:
if 0 != world_db["WORLD_ACTIVE"]:
if 0 == Thing:
player_exists = True
break
- if wait_exists and player_exists:
+ if wait_exists and player_exists and world_db["MAP"]:
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.")
def test_for_id_maker(object, category):
def setter_map(maptype):
- """Set selected Thing's map of maptype's int(str_int)-th line to mapline.
+ """Set (world or Thing's) map of maptype's int(str_int)-th line to mapline.
- If Thing has no map of maptype yet, initialize it with ' ' bytes first.
+ If no map of maptype exists yet, initialize it with ' ' bytes first.
"""
- @test_Thing_id
- def helper(str_int, mapline):
+
+ def valid_map_line(str_int, mapline):
val = integer_test(str_int, 0, 255)
if None != val:
if val >= world_db["MAP_LENGTH"]:
elif len(mapline) != world_db["MAP_LENGTH"]:
print("Map line length is unequal map width.")
else:
- length = world_db["MAP_LENGTH"]
- map = None
- if not world_db["Things"][command_tid.id][maptype]:
- map = bytearray(b' ' * (length ** 2))
- else:
- map = world_db["Things"][command_tid.id][maptype]
- map[val * length:(val * length) + length] = mapline.encode()
+ return val
+ return None
+
+ def nonThingMap_helper(str_int, mapline):
+ val = valid_map_line(str_int, mapline)
+ if None != val:
+ length = world_db["MAP_LENGTH"]
+ if not world_db["MAP"]:
+ map = bytearray(b' ' * (length ** 2))
+ else:
+ map = world_db["MAP"]
+ map[val * length:(val * length) + length] = mapline.encode()
+ if not world_db["MAP"]:
+ world_db["MAP"] = map
+
+ @test_Thing_id
+ def ThingMap_helper(str_int, mapline):
+ val = valid_map_line(str_int, mapline)
+ if None != val:
+ length = world_db["MAP_LENGTH"]
+ if not world_db["Things"][command_tid.id][maptype]:
+ map = bytearray(b' ' * (length ** 2))
+ else:
+ map = world_db["Things"][command_tid.id][maptype]
+ map[val * length:(val * length) + length] = mapline.encode()
+ if not world_db["Things"][command_tid.id][maptype]:
world_db["Things"][command_tid.id][maptype] = map
- return helper
+
+ return nonThingMap_helper if maptype == "MAP" else ThingMap_helper
def setter_tpos(axis):
"PING": (0, True, command_ping),
"THINGS_HERE": (2, True, command_thingshere),
"MAKE_WORLD": (1, False, command_makeworld),
- "SEED_MAP": (1, False, command_seedmap),
"SEED_RANDOMNESS": (1, False, command_seedrandomness),
"TURN": (1, False, setter(None, "TURN", 0, 65535)),
"GOD_MOOD": (1, False, setter(None, "GOD_MOOD", -32768, 32767)), # #
"PLAYER_TYPE": (1, False, setter(None, "PLAYER_TYPE", 0)),
"MAP_LENGTH": (1, False, command_maplength),
"WORLD_ACTIVE": (1, False, command_worldactive),
+ "MAP": (2, False, setter_map("MAP")),
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"TA_NAME": (1, False, command_taname),
"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)), # #
+ "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)),
"T_MEMTHING": (3, False, command_tmemthing),
"T_POSY": (1, False, setter_tpos("Y")),
"T_POSX": (1, False, setter_tpos("X")),
+ "T_PLAYERDROP": (1, False, setter("Thing", "T_PLAYERDROP", 0, 1)), # #
"wait": (0, False, play_commander("wait")),
"move": (1, False, play_commander("move")),
"pick_up": (0, False, play_commander("pick_up")),
"use": (1, False, play_commander("use", True)),
"ai": (0, False, command_ai)
}
+# TODO: Unhandled cases: (Un-)killing animates (esp. player!) with T_LIFEPOINTS.
"""World state database. With sane default values. (Randomness is in rand.)"""
world_db = {
"TURN": 0,
"MAP_LENGTH": 64,
- "SEED_MAP": 0,
"PLAYER_TYPE": 0,
"WORLD_ACTIVE": 0,
"GOD_MOOD": 0, # #
"GOD_FAVOR": 0, # #
+ "MAP": False,
"ThingActions": {},
"ThingTypes": {},
"Things": {}