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7DRL: Make actors with more TT_LIFEPOINTS move faster.
author
Christian Heller
<c.heller@plomlompom.de>
Sun, 15 Mar 2015 03:46:58 +0000
(
04:46
+0100)
committer
Christian Heller
<c.heller@plomlompom.de>
Sun, 15 Mar 2015 03:46:58 +0000
(
04:46
+0100)
roguelike-server
patch
|
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history
diff --git
a/roguelike-server
b/roguelike-server
index 3c4fd894b9c187553d71f9eaf984102615ac5274..4e46788595bc942f116ca2a913c628798ca29b1a 100755
(executable)
--- a/
roguelike-server
+++ b/
roguelike-server
@@
-1348,7
+1348,7
@@
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]:
"""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------")
+ 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"):
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"):
@@
-1389,6
+1389,7
@@
def ai(t):
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
+ # 7DRL: effort of move action is TA_EFFORT / sqrt(TT_LIFEPOINTS)
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
@@
-1417,7
+1418,14
@@
def turn_over():
taid = [a for a in world_db["ThingActions"]
if a == Thing["T_COMMAND"]][0]
ThingAction = world_db["ThingActions"][taid]
taid = [a for a in world_db["ThingActions"]
if a == Thing["T_COMMAND"]][0]
ThingAction = world_db["ThingActions"][taid]
- if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+ #if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+ effort = ThingAction["TA_EFFORT"] # #
+ if ThingAction["TA_NAME"] == "move": # #
+ type = Thing["T_TYPE"] # #
+ max_hp = (world_db["ThingTypes"][type] # #
+ ["TT_LIFEPOINTS"]) # #
+ effort = int(effort / math.sqrt(max_hp)) # #
+ if Thing["T_PROGRESS"] == effort: # #
eval("actor_" + ThingAction["TA_NAME"])(Thing)
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
eval("actor_" + ThingAction["TA_NAME"])(Thing)
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0