📄 walker.c
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// walker.c
#include <ansi.h>
inherit NPC;
int do_walk();
void create()
{
set_name("拾荒者", ({ "walker" }));
set("gender", "男性");
set("age", 53 + random(20));
set("long", @LONG
这是一个年迈的拾荒者,看上去老实巴交的。
LONG );
set("attitude", "heroism");
set("str", 35);
set("int", 15);
set("con", 19);
set("dex", 17);
set("chat_chance", 30);
set("chat_msg", ({
(: do_walk :),
}));
setup();
// if (clonep()) keep_heart_beat();
set("check_time", time());
carry_object("/clone/cloth/cloth")->wear();
}
int do_walk()
{
string start_room;
object room;
object ob;
mapping obmap;
int n;
if (! environment())
return 0;
if (time() - query("check_time") > 900)
{
if (! stringp(start_room = query("startroom")) ||
! objectp(room = find_object(start_room)) ||
! mapp(obmap = room->query_temp("objects")) ||
member_array(this_object(), values(obmap)) == -1)
{
message_vision("$N叹了叹气,走了。\n", this_object());
destruct(this_object());
return 0;
}
set("check_time", time());
}
n = 0;
foreach (ob in all_inventory(environment()))
{
if (ob->is_character() ||
ob->is_head() ||
ob->query("dynamic_quest") ||
ob->query("no_drop") ||
ob->query("no_get"))
continue;
destruct(ob);
n++;
}
if (n == 1)
message_vision("$N一弯腰,从地上捡起一样东西。\n",
this_object());
else
if (n > 1)
message_vision("$N弯腰在地上摸摸索索找了半天,捡起一堆东西。\n",
this_object());
random_move();
return 1;
}
void unconcious()
{
die();
}
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