string = ""
for key in world_db:
if (dict != type(world_db[key])
+ and key != "altar" # #
and key != "MAP" and key != "WORLD_ACTIVE"):
string = string + key + " " + str(world_db[key]) + "\n"
string = string + mapsetter("MAP")()
def draw_visible_Things(map, run):
for id in world_db["Things"]:
type = world_db["Things"][id]["T_TYPE"]
- consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ consumable = world_db["ThingTypes"][type]["TT_TOOL"] == "food"
alive = world_db["ThingTypes"][type]["TT_LIFEPOINTS"]
if (0 == run and not consumable and not alive) \
or (1 == run and consumable and not alive) \
mem = world_db["Things"][0]["T_MEMMAP"][:]
for i in range(2):
for mt in world_db["Things"][0]["T_MEMTHING"]:
- consumable = world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]
+ consumable = world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
if (i == 0 and not consumable) or (i == 1 and consumable):
c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"]
mem[(mt[1] * length) + mt[2]] = ord(c)
raise RuntimeError("Malloc error in build_fov_Map().")
+def log_help():
+ """Send quick usage info to log."""
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'w'/'e'/'s'/'d'/'x'/'c' to move, and 'w' to wait.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'p' to pick up objects, and 'D' to drop them.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Some objects can be used (such as: eaten) by 'u' if "
+ + "they are in your inventory. "
+ + "Use 'UP'/'DOWN' to navigate the inventory.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'l' to toggle 'look' mode (move an exploration cursor "
+ + "instead of the player over the map).\n")
+ strong_write(io_db["file_out"], "LOG See README file for more details.\n")
+ strong_write(io_db["file_out"], "LOG \n")
+
+
def decrement_lifepoints(t):
"""Decrement t's lifepoints by 1, and if to zero, corpse it.
if world_db["Things"][0] == t:
t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
strong_write(io_db["file_out"], "LOG You die.\n")
+ strong_write(io_db["file_out"],
+ "LOG See README on how to start over.\n")
else:
t["fovmap"] = False
t["T_MEMMAP"] = False
def enter_altar(): # #
"""What happens when the player enters the altar."""
- if world_db["GAME_WON"]:
+ if world_db["FAVOR_STAGE"] > 9000:
strong_write(io_db["file_out"],
"LOG You step on a soul-less slab of stone.\n")
return
strong_write(io_db["file_out"], "LOG YOU ENTER SACRED GROUND.\n")
- if world_db["GOD_FAVOR"] > 9000:
- world_db["GAME_WON"] = 1
+ if world_db["FAVOR_STAGE"] == 0:
+ world_db["FAVOR_STAGE"] = 1
+ strong_write(io_db["file_out"], "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.\n")
+ elif world_db["GOD_FAVOR"] > 9000:
+ world_db["FAVOR_STAGE"] = 9001
strong_write(io_db["file_out"], "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 "
"""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 1 == move_result[0]:
pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- passable = ("." == chr(world_db["MAP"][pos]) or
- ":" == 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 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])) # #
dir = [dir for dir in directions_db
if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
if passable:
nutritious = 0
for id in ids:
type = world_db["Things"][id]["T_TYPE"]
- if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > nutritious:
- nutritious = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
+ and world_db["ThingTypes"][type]["TT_TOOLPOWER"] > nutritious:
+ nutritious = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
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 # #
+ type = world_db["Things"][highest_id]["T_TYPE"] # #
+ if (t != world_db["Things"][0] # #
+ and world_db["Things"][highest_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["Things"][highest_id]["T_PLAYERDROP"] = 0 # #
t["T_CARRIES"].append(highest_id)
+ "Island God laughs.\n") # #
t["T_LIFEPOINTS"] = 1 # #
decrement_lifepoints(t) # #
- elif world_db["ThingTypes"][type]["TT_CONSUMABLE"]:
+ 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]
- t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
if t == world_db["Things"][0]:
strong_write(io_db["file_out"],
"LOG You consume this object.\n")
newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
world_db["Things"][id] = newT
world_db["GOD_MOOD"] += 1 # #
+ if (world_db["FAVOR_STAGE"] > 0 # #
+ and t["T_TYPE"] == world_db["PLANT_0"]):
+ world_db["GOD_FAVOR"] += 5
def try_healing(t):
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_CONSUMABLE"]:
+ and world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food":
return True
return False
if ord_blank != t["T_MEMMAP"][mt[1]
* world_db["MAP_LENGTH"]
+ mt[2]]
- if world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]]:
+ if world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"]:
set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
elif "s" == filter:
zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
return dir_to_target
-def standing_on_consumable(t):
+def standing_on_food(t):
"""Return True/False whether t is standing on a consumable."""
for id in [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 world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
- ["TT_CONSUMABLE"]]:
+ ["TT_TOOL"] == "food"]:
return True
return False
def get_inventory_slot_to_consume(t):
"""Return slot Id of strongest consumable in t's inventory, else -1."""
- cmp_consumability = 0
+ cmp_food = 0
selection = -1
i = 0
for id in t["T_CARRIES"]:
type = world_db["Things"][id]["T_TYPE"]
- if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability:
- cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
+ and world_db["ThingTypes"][type]["TT_TOOLPOWER"] > cmp_food:
+ cmp_food = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
selection = i
i += 1
return selection
if world_db["ThingActions"][id]["TA_NAME"]
== "use"][0]
t["T_ARGUMENT"] = sel
- elif standing_on_consumable(t) \
+ elif standing_on_food(t) \
and (len(t["T_CARRIES"]) < # #
world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # #
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
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.
+ Call log_help().
"""
# def free_pos(plant=False):
if not world_db["SLIPPERS"] in world_db["ThingTypes"]: # #
print("Ignoring: No valid SLIPPERS set.") # #
return # #
+ 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
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")
+ log_help()
def command_maplength(maplength_string):
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), and a
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 must 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"]:
player_exists = True
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: # #
+ 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])
empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
+ log_help()
else:
print("Ignoring: Not all conditions for world activation met.")
world_db["SLIPPERS"] = val
if world_db["WORLD_ACTIVE"] and \
world_db["SLIPPERS"] not in world_db["ThingTypes"]:
- print(world_db["ThingTypes"])
- print(":::" + str(world_db["SLIPPERS"]))
world_db["WORLD_ACTIVE"] = 0
print("SLIPPERS matches no known ThingTypes, deactivating world.")
+def command_plant0(str_int): # #
+ """Set PLANT_0, but deactivate world if not in ThingTypes."""
+ val = integer_test(str_int, 0)
+ if None != val:
+ world_db["PLANT_0"] = val
+ if world_db["WORLD_ACTIVE"] and \
+ world_db["PLANT_0"] not in world_db["ThingTypes"]:
+ world_db["WORLD_ACTIVE"] = 0
+ 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):
def command_ttid(id_string):
"""Set ID of ThingType to manipulate. ID unused? Create new one.
- Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, others: 0.
+ Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, TT_TOOL to
+ "", others: 0.
"""
id = id_setter(id_string, "ThingTypes", command_ttid)
if None != id:
world_db["ThingTypes"][id] = {
"TT_NAME": "(none)",
- "TT_CONSUMABLE": 0,
+ "TT_TOOLPOWER": 0,
"TT_LIFEPOINTS": 0,
"TT_PROLIFERATE": 0,
"TT_START_NUMBER": 0,
"TT_STORAGE": 0, # #
"TT_SYMBOL": "?",
- "TT_CORPSE_ID": id
+ "TT_CORPSE_ID": id,
+ "TT_TOOL": ""
}
world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name
+@test_ThingType_id
+def command_tttool(name):
+ """Set TT_TOOL of selected ThingType."""
+ world_db["ThingTypes"][command_ttid.id]["TT_TOOL"] = name
+
+
@test_ThingType_id
def command_ttsymbol(char):
"""Set TT_SYMBOL of selected ThingType. """
"MAP_LENGTH": (1, False, command_maplength),
"WORLD_ACTIVE": (1, False, command_worldactive),
"MAP": (2, False, setter_map("MAP")),
- "GAME_WON": (1, False, setter(None, "GAME_WON", 0, 1)), # #
+ "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),
"TT_ID": (1, False, command_ttid),
"TT_NAME": (1, False, command_ttname),
+ "TT_TOOL": (1, False, command_tttool),
"TT_SYMBOL": (1, False, command_ttsymbol),
"TT_CORPSE_ID": (1, False, command_ttcorpseid),
- "TT_CONSUMABLE": (1, False, setter("ThingType", "TT_CONSUMABLE",
- 0, 65535)),
+ "TT_TOOLPOWER": (1, False, setter("ThingType", "TT_TOOLPOWER", 0, 65535)),
"TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER",
0, 255)),
"TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
- 0, 255)),
+ 0, 65535)),
"TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
"TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)), # #
"T_ID": (1, False, command_tid),
"GOD_MOOD": 0, # #
"GOD_FAVOR": 0, # #
"MAP": False,
- "GAME_WON": 0, # #
+ "FAVOR_STAGE": 0, # #
"SLIPPERS": 0, # #
+ "PLANT_0": 0, # #
+ "LUMBER": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}