"""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 be
- marked '.' in prol_map. If there are several map cell candidates, one is
+ marked "." in prol_map. If there are several map cell candidates, one is
selected randomly.
"""
from server.config.world_data import directions_db
candidates = []
for dir in [directions_db[key] for key in sorted(directions_db.keys())]:
mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
- 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]))
raise RuntimeError("Malloc error in build_fov_Map().")
-def new_Thing(type, pos=(0, 0)):
+def new_Thing(_type, pos=(0, 0)):
"""Return Thing of type T_TYPE, with fovmap if alive and world active."""
from server.config.world_data import thing_defaults
thing = {}
for key in thing_defaults:
thing[key] = thing_defaults[key]
- thing["T_LIFEPOINTS"] = world_db["ThingTypes"][type]["TT_LIFEPOINTS"]
- thing["T_TYPE"] = type
+ if type(thing[key]) == list:
+ thing[key] = thing[key][:]
+ thing["T_LIFEPOINTS"] = world_db["ThingTypes"][_type]["TT_LIFEPOINTS"]
+ thing["T_TYPE"] = _type
thing["T_POSY"] = pos[0]
thing["T_POSX"] = pos[1]
if world_db["WORLD_ACTIVE"] and thing["T_LIFEPOINTS"]:
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.
"""
+ from server.config.world_data import symbols_passable
def free_pos():
i = 0
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]):
+ if chr(world_db["MAP"][y * world_db["MAP_LENGTH"] + x]) in \
+ symbols_passable:
break
i += 1
if i == 65535: