X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;f=roguelike-server;h=0bc77cc4bb8dcb0f67560e41c8956e33e6accdfb;hb=422c426deb8444a589b68b6158ab5dba5250e6b8;hp=fcdf0ff7da59af8545bb421d2ed015e7ffbb0779;hpb=cb0222ecde89fb31670790144fd2cc3183353ba6;p=plomrogue diff --git a/roguelike-server b/roguelike-server index fcdf0ff..0bc77cc 100755 --- a/roguelike-server +++ b/roguelike-server @@ -12,6 +12,7 @@ import shlex import shutil import time import ctypes +import math # # class RandomnessIO: @@ -330,7 +331,7 @@ def try_worldstate_update(): type_id = world_db["Things"][id]["T_TYPE"] name = world_db["ThingTypes"][type_id]["TT_NAME"] inventory = inventory + name + "\n" - ## 7DRL additions: GOD_MOOD, GOD_FAVOR + # # 7DRL additions: GOD_MOOD, GOD_FAVOR string = str(world_db["TURN"]) + "\n" + \ str(world_db["GOD_MOOD"]) + "\n" + \ str(world_db["GOD_FAVOR"]) + "\n" + \ @@ -581,9 +582,19 @@ def decrement_lifepoints(t): If t is the player avatar, only blank its fovmap, so that the client may still display memory data. On non-player things, erase fovmap and memory. + Dying actors drop all their things. """ + # # 7DRL: also decrements God's mood; deaths heavily so + # # 7DRL: return 1 if death, else 0 t["T_LIFEPOINTS"] -= 1 + world_db["GOD_MOOD"] -= 1 # # if 0 == t["T_LIFEPOINTS"]: + for id in t["T_CARRIES"]: + t["T_CARRIES"].remove(id) + world_db["Things"][id]["T_POSY"] = t["T_POSY"] + world_db["Things"][id]["T_POSX"] = t["T_POSX"] + sadness = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] # # + world_db["GOD_MOOD"] -= sadness # # t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"] if world_db["Things"][0] == t: t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2)) @@ -593,6 +604,28 @@ def decrement_lifepoints(t): t["T_MEMMAP"] = False t["T_MEMDEPTHMAP"] = False t["T_MEMTHING"] = [] + return sadness # # + return 0 # # + + +def add_gods_favor(i): # # + """"Add to GOD_FAVOR, multiplied with factor growing log. with GOD_MOOD.""" + def favor_multiplier(i): + x = 100 + threshold = math.e * x + mood = world_db["GOD_MOOD"] + if i > 0: + if mood > threshold: + i = i * math.log(mood / x) + elif -mood > threshold: + i = i / math.log(-mood / x) + elif i < 0: + if -mood > threshold: + i = i * math.log(-mood / x) + if mood > threshold: + i = i / math.log(mood / x) + return int(i) + world_db["GOD_FAVOR"] += favor_multiplier(i) def mv_yx_in_dir_legal(dir, y, x): @@ -612,6 +645,7 @@ def actor_wait(t): def actor_move(t): """If passable, move/collide(=attack) thing into T_ARGUMENT's direction.""" + # # 7DRL: Player wounding (worse: killing) others will lower God's favor. passable = False move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]), t["T_POSY"], t["T_POSX"]) @@ -628,13 +662,16 @@ def actor_move(t): if t == world_db["Things"][0]: hitted_type = world_db["Things"][hit_id]["T_TYPE"] hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"] - strong_write(io_db["file_out"], "LOG You wound " + hitted + - ".\n") + strong_write(io_db["file_out"], "LOG You wound " + hitted_name + + ".\n") + add_gods_favor(-1) # # elif 0 == hit_id: hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"] strong_write(io_db["file_out"], "LOG " + hitter_name + " wounds you.\n") - decrement_lifepoints(world_db["Things"][hit_id]) + test = decrement_lifepoints(world_db["Things"][hit_id]) # #(test=) + if test and t == world_db["Things"][0]: # # + add_gods_favor(-test) # # return dir = [dir for dir in directions_db if directions_db[dir] == chr(t["T_ARGUMENT"])][0] @@ -720,6 +757,7 @@ def thingproliferation(t): animate, any other animate Thing. If there are several map cell candidates, one is selected randomly. """ + # # 7DRL: success increments God's mood 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"] @@ -743,6 +781,7 @@ def thingproliferation(t): id = id_setter(-1, "Things") newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1])) world_db["Things"][id] = newT + world_db["GOD_MOOD"] += 1 # # def try_healing(t): @@ -750,6 +789,7 @@ def try_healing(t): On success, decrease satiation score by 32. """ + # # 7DRL: Successful heals increment God's mood. if t["T_SATIATION"] > 0 \ and t["T_LIFEPOINTS"] < \ world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \ @@ -758,6 +798,7 @@ def try_healing(t): if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]: t["T_LIFEPOINTS"] += 1 + world_db["GOD_MOOD"] += 1 # # t["T_SATIATION"] -= 32 if t == world_db["Things"][0]: strong_write(io_db["file_out"], "LOG You heal.\n") @@ -1010,7 +1051,7 @@ def ai(t): none, they will explore parts of the map unseen since ever or for at least one turn; if there is nothing to explore, they will simply wait. """ - # 7DRL add: Don't pick up or search things when inventory is full. + # # 7DRL add: Don't pick up or search things when inventory is full. t["T_COMMAND"] = [id for id in world_db["ThingActions"] if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] if not get_dir_to_target(t, "f"): @@ -1127,8 +1168,9 @@ def command_ping(): def command_quit(): """Abort server process.""" - save_world() - atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True) + if None == opts.replay: + save_world() + atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True) raise SystemExit("received QUIT command")