if "a" == filter:
for id in world_db["Things"]:
Thing = world_db["Things"][id]
- pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
+ pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \
+ + Thing["T_POSX"]
if t != Thing and Thing["T_LIFEPOINTS"] and \
t["T_TYPE"] != Thing["T_TYPE"] and \
'v' == chr(t["fovmap"][pos]) and \
t["T_LIFEPOINTS"] > \
- world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
+ world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
set_map_score(pos, 0)
elif t["T_TYPE"] == Thing["T_TYPE"]:
set_map_score(pos, 65535)
for id in [id for id in world_db["Things"]
if world_db["Things"][id]["T_LIFEPOINTS"]]:
Thing = world_db["Things"][id]
- pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] + Thing["T_POSX"]
+ pos = Thing["T_POSY"] * world_db["MAP_LENGTH"] \
+ + Thing["T_POSX"]
if t["T_TYPE"] != Thing["T_TYPE"] and \
'v' == chr(t["fovmap"][pos]) and \
t["T_LIFEPOINTS"] <= \
- world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
+ world_db["ThingTypes"][Thing["T_TYPE"]]["TT_LIFEPOINTS"]:
set_map_score(pos, 0)
elif "c" == filter:
for mt in [mt for mt in t["T_MEMTHING"]
for i in [i for i in range(world_db["MAP_LENGTH"] ** 2)
if t["T_MEMDEPTHMAP"][i] == mem_depth_c[0]]:
set_map_score(i, 0)
-
+
def rand_target_dir(neighbors, cmp, dirs):
candidates = []
n_candidates = 0
dir_to_target = rand_target_dir(neighbors, 0, dirs)
elif 3 >= get_map_score(eye_pos):
t["T_COMMAND"] = [id for id in world_db["ThingActions"]
- if world_db["ThingActions"][id]["TA_NAME"]
+ if
+ world_db["ThingActions"][id]["TA_NAME"]
== "wait"][0]
- return 1;
+ return 1
elif dir_to_target and 3 < get_map_score(eye_pos):
dir_to_target = 0
elif "a" == filter and 10 <= get_map_score(eye_pos):
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
- for id in [id for id in world_db["Things"]]: # Only what is from start!
+ 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"]:# Thing may have been consumed
- continue # or picked up during turn …
+ world_db["Things"][id]["carried"]: # May have been consumed or
+ continue # picked up during turn …
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
if not Thing["T_COMMAND"]: