visible_map = self.world.get_player().get_visible_map()
for y in range(self.world.map_.size[0]):
self.send('VISIBLE_MAP_LINE %5s "%s"' % (y, visible_map.get_line(y)))
- for thing in self.world.things:
+ visible_things = self.world.get_player().get_visible_things()
+ for thing in visible_things:
self.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
self.send('THING_POS %s %s' % (thing.id_,
stringify_yx(thing.position)))
super().__init__(*args, **kwargs)
self.task = Task(self, 'wait')
self.last_task_result = None
+ self._stencil = None
def task_wait(self):
return 'success'
def proceed(self, is_AI=True):
"""Further the thing in its tasks.
- Decrements .task.todo; if it thus falls to <= 0, enacts method whose
- name is 'task_' + self.task.name and sets .task = None. If is_AI, calls
- .decide_task to decide a self.task.
+ Decrements .task.todo; if it thus falls to <= 0, enacts method
+ whose name is 'task_' + self.task.name and sets .task =
+ None. If is_AI, calls .decide_task to decide a self.task.
+
+ Before doing anything, ensures an empty map visibility stencil
+ and checks that task is still possible, and aborts it
+ otherwise (for AI things, decides a new task).
- Before doing anything, checks that task is still possible, and aborts
- it otherwise (for AI things, decides a new task).
"""
+ self._stencil = None
try:
self.task.check()
except GameError as e:
if is_AI and self.task is None:
self.decide_task()
- def get_visible_map(self):
+ def get_stencil(self):
+ if self._stencil is not None:
+ return self._stencil
size = self.world.map_.size
- m = Map(size, ' '*size[0]*size[1])
+ m = Map(self.world.map_.size, '?'*size[0]*size[1])
y_me = self.position[0]
x_me = self.position[1]
for y in range(m.size[0]):
for x in range(m.size[1]):
if x in (x_me - 1, x_me, x_me + 1):
pos = y * size[1] + x
- c = self.world.map_.terrain[pos]
- m.terrain = m.terrain[:pos] + c + m.terrain[pos+1:]
+ m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:]
+ self._stencil = m
+ return self._stencil
+
+ def get_visible_map(self):
+ stencil = self.get_stencil()
+ size = self.world.map_.size
+ size_i = self.world.map_.size[0] * self.world.map_.size[1]
+ m = Map(size, ' '*size_i)
+ for i in range(size_i):
+ if stencil.terrain[i] == '.':
+ c = self.world.map_.terrain[i]
+ m.terrain = m.terrain[:i] + c + m.terrain[i+1:]
return m
+ def get_visible_things(self):
+ stencil = self.get_stencil()
+ visible_things = []
+ for thing in self.world.things:
+ print('DEBUG .....')
+ width = self.world.map_.size[1]
+ pos_i = thing.position[0] * width + thing.position[1]
+ if stencil.terrain[pos_i] == '.':
+ visible_things += [thing]
+ return visible_things
+
class Commander():