"""If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
# 7DRL: Player wounding (worse: killing) others will lower God's favor.
# 7DRL: Player entering the altar triggers enter_altar().
+ # 7DRL: Player with axe chops down trees.
passable = False
move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
t["T_POSY"], t["T_POSX"])
if test and t == world_db["Things"][0]: # #
add_gods_favor(-test) # #
return
+ if ord("X") == 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]: # #
+ strong_write(io_db["file_out"], "LOG With your " # #
+ + axe_name # #
+ + ", you chop!\n") # #
+ add_gods_favor(-1) # #
+ chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
+ if chop_power > 0 and 0 == int(rand.next() / chop_power): # #
+ if t == world_db["Things"][0]: # #
+ strong_write(io_db["file_out"], # #
+ "LOG You chop the tree down.\n") # #
+ add_gods_favor(-10) # #
+ world_db["MAP"][pos] = ord(".") # #
+ 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]) or
":" == chr(world_db["MAP"][pos]) or # #
"_" == chr(world_db["MAP"][pos])) # #
+ "Island God laughs.\n") # #
t["T_LIFEPOINTS"] = 1 # #
decrement_lifepoints(t) # #
+ elif (world_db["ThingTypes"][type]["TT_TOOL"] == "axe" # #
+ and t == world_db["Things"][0]): # #
+ strong_write(io_db["file_out"], # #
+ "LOG To use this item for chopping, move " # #
+ "towards a tree while carrying it in " # #
+ "your inventory.\n") # #
elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
t["T_CARRIES"].remove(id)
del world_db["Things"][id]
if not world_db["PLANT_0"] in world_db["ThingTypes"]: # #
print("Ignoring: No valid PLANT_0 set.") # #
return # #
+ if not world_db["LUMBER"] in world_db["ThingTypes"]: # #
+ print("Ignoring: No valid LUMBER set.") # #
+ return # #
world_db["Things"] = {}
make_map()
world_db["WORLD_ACTIVE"] = 1
map. On activation, rebuild all Things' FOVs, and the player's map memory.
Also call log_help().
"""
- # 7DRL: altar must be on map, and (valid) SLIPPERS and PLANT_0must be set
- # for world activation.
+ # 7DRL: altar must be on map, and (valid) SLIPPERS and PLANT_0 and LUMBER
+ # must be set for world activation.
val = integer_test(worldactive_string, 0, 1)
if None != val:
if 0 != world_db["WORLD_ACTIVE"]:
break
valid_slippers = world_db["SLIPPERS"] in world_db["ThingTypes"] # #
valid_plant0 = world_db["PLANT_0"] in world_db["ThingTypes"] # #
+ valid_lumber = world_db["PLANT_0"] in world_db["ThingTypes"] # #
altar_found = False # #
if world_db["MAP"]: # #
pos = world_db["MAP"].find(b'_') # #
x = pos % world_db["MAP_LENGTH"] # #
world_db["altar"] = (y, x) # #
altar_found = True # #
- if wait_exists and player_exists and world_db["MAP"] \
- and altar_found and valid_slippers and valid_plant0: # #
+ if (wait_exists and player_exists and world_db["MAP"]
+ and altar_found and valid_slippers and valid_plant0 # #
+ and valid_lumber): # #
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
print("PLANT_0 matches no known ThingTypes, deactivating world.")
+def command_lumber(str_int): # #
+ """Set LUMBER, but deactivate world if not in ThingTypes."""
+ val = integer_test(str_int, 0)
+ if None != val:
+ world_db["LUMBER"] = val
+ if world_db["WORLD_ACTIVE"] and \
+ world_db["LUMBER"] not in world_db["ThingTypes"]:
+ world_db["WORLD_ACTIVE"] = 0
+ print("LUMBER matches no known ThingTypes, deactivating world.")
+
+
def test_for_id_maker(object, category):
"""Return decorator testing for object having "id" attribute."""
def decorator(f):
"FAVOR_STAGE": (1, False, setter(None, "FAVOR_STAGE", 0, 65535)), # #
"SLIPPERS": (1, False, command_slippers), # #
"PLANT_0": (1, False, command_plant0), # #
+ "LUMBER": (1, False, command_lumber), # #
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"TA_NAME": (1, False, command_taname),
"FAVOR_STAGE": 0, # #
"SLIPPERS": 0, # #
"PLANT_0": 0, # #
+ "LUMBER": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}