"you own none.\n")
+def thingproliferation(t):
+ """To chance of 1/TT_PROLIFERATE, create t offspring in neighbor cell.
+
+ Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be
+ passable and not be inhabited by a Thing of the same type, or, if Thing is
+ animate, any other animate Thing. If there are several map cell candidates,
+ one is selected randomly.
+ """
+ def test_cell(t, y, x):
+ if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
+ for id in [id for id in world_db["Things"]
+ if y == world_db["Things"][id]["T_POSY"]
+ if x == world_db["Things"][id]["T_POSX"]
+ if (t["T_TYPE"] == world_db["Things"][id]["T_TYPE"])
+ or (t["T_LIFEPOINTS"] and
+ world_db["Things"][id]["T_LIFEPOINTS"])]:
+ return False
+ return True
+ return False
+ prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
+ if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)):
+ candidates = []
+ for dir in [directions_db[key] for key in directions_db]:
+ mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
+ if mv_result[0] and test_cell(t, mv_result[1], mv_result[2]):
+ candidates.append((mv_result[1], mv_result[2]))
+ if len(candidates):
+ i = rand.next() % len(candidates)
+ id = id_setter(-1, "Things")
+ newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
+ world_db["Things"][id] = newT
+
+
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
- for id in [id for id in world_db["Things"]
- if world_db["Things"][id]["T_LIFEPOINTS"]]:
+ for id in [id for id in world_db["Things"]]:
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
if not Thing["T_COMMAND"]:
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
# DUMMY: hunger
- # DUMMY: thingproliferation
+ thingproliferation(Thing)
if whilebreaker:
break
world_db["TURN"] += 1