string = ""
for key in world_db:
if (dict != type(world_db[key])
- and key != "ALTAR" # #
- and key != "MAP" and key != "WORLD_ACTIVE"):
+ and key != "MAP" and key != "WORLD_ACTIVE"):
string = string + key + " " + str(world_db[key]) + "\n"
string = string + mapsetter("MAP")()
- string = (string + "ALTAR " + str(world_db["ALTAR"][0]) + " " # #
- + str(world_db["ALTAR"][1]) + "\n") # #
string = string + helper("ThingActions", "TA_ID")
string = string + helper("ThingTypes", "TT_ID", {"TT_CORPSE_ID": False})
for id in world_db["ThingTypes"]:
to land. The cycle ends when a land cell is due to be created at the map's
border. Then put some trees on the map (TODO: more precise algorithm desc).
"""
- # 7DRL: Also add some ":" cells as land to which plants may proliferate.
+ # 7DRL: Also add some ":" cells, and (not surrounded by trees!) "_" altar.
def is_neighbor(coordinates, type):
y = coordinates[0]
and ((not single_allowed) or is_neighbor((y, x), ":"))): # #
world_db["MAP"][pos] = ord(":") # #
i_colons += 1 # #
+ altar_placed = False # #
+ while not altar_placed: # #
+ y = rand.next() % length # #
+ x = rand.next() % length # #
+ pos = (y * length) + x # #
+ if (("." == chr(world_db["MAP"][pos] # #
+ or ":" == chr(world_db["MAP"][pos]))
+ and not is_neighbor((y, x), 'X'))): # #
+ world_db["MAP"][pos] = ord("_") # #
+ world_db["altar"] = (y, x) # #
+ altar_placed = True # #
def update_map_memory(t, age_map=True):
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.
+ "as long as you like.)\"\n")
id = id_setter(-1, "Things")
world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
- world_db["ALTAR"])
+ world_db["altar"])
def actor_wait(t):
build_fov_map(t)
if t == world_db["Things"][0]:
strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
- if (move_result[1] == world_db["ALTAR"][0] and # #
- move_result[2] == world_db["ALTAR"][1]): # #
+ if (move_result[1] == world_db["altar"][0] and # #
+ move_result[2] == world_db["altar"][1]): # #
enter_altar() # #
elif t == world_db["Things"][0]:
strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
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):
return # #
world_db["Things"] = {}
make_map()
- world_db["ALTAR"] = free_pos() # #
- world_db["MAP"][world_db["ALTAR"][0] * world_db["MAP_LENGTH"] # #
- + world_db["ALTAR"][1]] = ord("_") # #
world_db["WORLD_ACTIVE"] = 1
world_db["TURN"] = 1
for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
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")
-
-
-def command_altar(str_y, str_x): # #
- """Set position of Island God's altar."""
- y = integer_test(str_y, 0, 255)
- x = integer_test(str_x, 0, 255)
- if None != y and None != x:
- if y < world_db["MAP_LENGTH"] and x < world_db["MAP_LENGTH"]:
- world_db["ALTAR"] = (y, x)
- world_db["MAP"][y * world_db["MAP_LENGTH"] + x] = ord("_")
- else:
- print("Ignoring: Position is outside of map.")
+ 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 position and (valid) SLIPPERS must be set for world activation.
+ # 7DRL: altar must be on map, and (valid) SLIPPERS 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"] # #
+ altar_found = False # #
+ if world_db["MAP"]: # #
+ pos = world_db["MAP"].find(b'_') # #
+ if pos > 0: # #
+ y = int(pos / world_db["MAP_LENGTH"]) # #
+ 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 world_db["ALTAR"] and valid_slippers: # #
+ and altar_found and valid_slippers: # #
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.")
"MAP_LENGTH": (1, False, command_maplength),
"WORLD_ACTIVE": (1, False, command_worldactive),
"MAP": (2, False, setter_map("MAP")),
- "ALTAR": (2, False, command_altar), # #
"GAME_WON": (1, False, setter(None, "GAME_WON", 0, 1)), # #
"SLIPPERS": (1, False, command_slippers), # #
"TA_ID": (1, False, command_taid),
"GOD_MOOD": 0, # #
"GOD_FAVOR": 0, # #
"MAP": False,
- "ALTAR": False, # #
"GAME_WON": 0, # #
"SLIPPERS": 0, # #
"ThingActions": {},